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Old 01-09-13, 09:35 AM   #11
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Rongel View Post
I fiddled with TDW's editor some time ago, so I could try to mess with the torpedoes this weekend. I started to read again the "Wolves Without Teeth: German Torpedo Crisis" thesis which is really interesting to read. And a very good source material! So it might be that I continue doing that instead! Maybe it's better to first get the data right.
If you got nothing else to do, both your plans for the next weekend seem equally goog to me.

Regarding your reading, yes indeed that David Wright, author of the essay, should be awarded with the Nobel Prize in videogaming
If I can give you a suggestion, for ease of access I would start arranging the information contained in it into a worksheet.

Quote:
Originally Posted by Rongel View Post
Concerning the AI guns and submarine crew: I think also that the AI ships seem to be too good, they shoot airplanes down pretty easily.
Okay, wait for me and Volodya to sabotage a bit their AA guns, and let's see what happens. I hope they won't become an easy pray for airplanes

Quote:
Originally Posted by Rongel View Post
And I don't know what was the historical percentage that destroyers and battleships hit enemy ships, right now they are also very good at it, almost every shell hits their target.
For what I can see, there are 2 different 'Max error angle' settings in Sim.cfg, one for AA guns, and one for surface cannons. Moreover, each gun got a Trav.tolerance and a Elev.tolerance parameter in guns_radars_01.sim. Once we fully understand their mechanism, we will be able to adjust whatever gun.

What is especially cool about the two tolerance factors is that, by playing with them, we can give each gun its characteristic dispersion values based on historical specs (some guns had unusal vertical and/or horizontal dispersion values compared to "average guns).

Quote:
Originally Posted by Rongel View Post
And one last point, remember that the sub crew gains experience, gunner at the start of the game doesn't seem to hit anything, but after few campaigns, there is a significant change in it. There's my thoughts of the day!
Thank you for reporting this piece of information. I was going to ask you about it!

By any chance, is there a way to set our crew's experience in custom mission? Does it work as for other units? And do you happen to know if AI-unit's guns are likewise affectet by crew ranking?
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