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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Ace of the deep .
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#32 |
Captain
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Cheers for the heads up gap, excellent advice posted above.
![]() Right now I gotta go watch THFRO as another thread has just sucked me into it! ![]() Edit: Anyone know what my rank says now? ![]()
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Serial pest Last edited by troopie; 11-29-12 at 05:24 AM. |
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#33 |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#34 | |
Ace of the Deep
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Location: LA Area, Central coast, California
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I can blow the lifeboats off the enemy ship and pieces of metal flying everywhere. I don't know if the flak gun will actually help win the day. Also, you are right in the fact that I don't know if I was cutting any damage points off the ship. I think I'll man that gun more often when we battle surface, to see if it helps get the job done quicker, I know it's not supposed to, but we have a lot of mods installed and a lot of parameter changes... D40 ![]()
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Dogfish40 |
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#35 | ||||||
Navy Seal
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Location: CJ8937
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I for one know just the basics of Mission Editor, but if needed I will be glad to help you for what I can ![]() Quote:
Unfortunately there are tens of parameters that are reciprocally interacting to determine SH's damage system, and if we don't address them globally, trying instead to fix single aspects one-by-one, we risk to mess up something else. ![]() If we want to undertake a general rebalance, we need first to collect as much historical information as possible, and to understand how each parameter is applied in game, in order to convert collected raw data into game settings. Getting back to your problem, with all the limitations said above, two quick fixes could be either increasing your U-boat's armor to something above 20 or decreasing the armor penetration of low caliber shells to below 10. Just tell me if you are interested into applying one of these fixes, and I will tell you wich files/parameters you need to edit ![]() Quote:
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![]() If you want to avoid transforming plane's machine guns into deadly weapons, you should create a new shell type (duplicating one of the existing ones with s3d), give it the desired damage /armor penetration settings, and then replace the 20mm_AP_shell with the new one in sub flak guns sim files. Quote:
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#36 | |
Ocean Warrior
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![]() Besides, if I broke SH5 it I wouldn't know how to fix it. ![]()
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#37 | |
Captain
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So is this to say that if I'm the target, the AI could accidently aim up to 4.5 deg off to the right of my actual position and if so, the shell would land 118m away from me (if I was 1.5 k's away)? I'm too lazy to do the trigonometry. ![]() Is a modifyer applied over this factor to reflect crew skill level? My stock file is showing 5deg for AA btw. Cheers! At least it doesn't say anything derogatory like.. 'serial pest' or something ![]()
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Serial pest |
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#38 | ||
Captain
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Now, on to guns_radars_01.sim
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Serial pest Last edited by troopie; 12-09-12 at 05:17 AM. Reason: clarification |
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#39 | |
Captain
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Have made said mod. Just want to ceck I have the right understanding of how this works: Once I have enabled it via jsgme and start using goblin editor, I point the editor to what would normally be the stock location of the file yes? And as jsgme is redirecting to my mod the changes will actually be made to the mod and not to the stock file itself, yes?
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Serial pest |
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#40 | |
Ace of the deep .
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#41 |
Captain
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Thats o.k. that's the plan, I'm just aiming to test the effects of changes at this stage, I don't necessarily wan't to keep any of them.
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Serial pest |
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#42 |
Captain
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Any thoughts on my little X-boat problem sober? I currently have no mods activated. I pretty much follow every thing by the letter but did find the mission editor tut a little confusing regarding file structure. In the end I named the 'project', 'mission name' and 'mission title' all the same. Is this the right way to go? Seems an odd way to structure it to me, but after trying a few different combos that's the only way I could get it to work.
Sorry for all the stupid questions.
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Serial pest |
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#43 | |
Ace of the deep .
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#44 | |||||
Navy Seal
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It is a simple trigonometry calculation: max traverse error [m] = sine (max traverse error [deg]) * range in our example, the maximum deviation should be equal to: sine (4.5) * 1,500 ≈ 0.078 * 1,500 ≈ 118 m Elevation is a bit more complicated, because bullet's motion is not linear, being affected by gravity. Gravity force (i.e. the change of vertical speed) is constant indeed, but what matters is the relation between it and the decreasing horizontal speed, wich in RL is affected on turn by muzzle velocity (the starting speed) and by bullet's weight and drag coefficient, both varying from gun to gun and from shell to shell. In SH5 this model is strongly simplified, that's sure (I couldn't find any parameter relative to shell's weight and drag). But I ignore its details. Note also that wind speeds should affect as well both traverse and elevation errors, but again, I ignore if this aspect is modelled in game. Quote:
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If you edit the files of your mod after having anabled it, your changes won't take any effect until you disable the mod and reenable it The only stupid questions I know of, are the ones that one refrained himself from ![]() Last edited by gap; 12-09-12 at 07:54 AM. |
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#45 | |
Captain
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Ooops... ![]() Thanks for pointing that out! ![]()
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Serial pest |
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