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Old 01-19-13, 11:52 AM   #1
gap
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rest?

Rest in peace to all the pilots of the hundreds downed Hurricanes


If during your tests you used like me Fx Updates, you would have given those poor aviators at least a tiny chance to survive



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new portion

....

I don't see any regularities.. so I suggest leave these values/angles ​​as they are for the future mod.. I mean trav/elev tolerance 15..
at low wind speeds the high tolerance factors you have set won't make any difference. Try doing some more tests with tolerance set to 1 (like AI guns) and wind speed as high as possible.

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I think it's time to test the obj_Turret/Elevation/speed and obj_Turret/Traverse/speed...
A suggestion: set low train/elev speed and tolerance and high wind speed, and try manning the gun manually

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...and then move on to testing the deck gun.. and I'll need a new single mission for this..
Okay, no problem
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Old 01-19-13, 01:00 PM   #2
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If during your tests you used like me Fx Updates, you would have given those poor aviators at least a tiny chance to survive


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Try doing some more tests with tolerance set to 1 (like AI guns) and wind speed as high as possible.
OK.. I'll test it..

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A suggestion: set low train/elev speed and tolerance and high wind speed, and try manning the gun manually
I saw these changes in the Sober's gun mod but I think we need to make more fine-tuning of these values..
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Old 01-19-13, 01:15 PM   #3
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I saw these changes in the Sober's gun mod...
yes, sort of, but I think sober limited himself to tweak gun's aiming speeds, leaving tolerance factors unchanged

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...but I think we need to make more fine-tuning of these values..
Now we are just experimenting what the various settings are doing in game. Once we get a clearer picture we will finetune them. But we should do it over a set of suggested mods which might affect how guns settings are applied.

By the way: which wave mod is your mod pack based on?
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Old 01-19-13, 02:00 PM   #4
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yes, sort of, but I think sober limited himself to tweak gun's aiming speeds, leaving tolerance factors unchanged


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By the way: which wave mod is your mod pack based on?
My own.. I mixed it from several mods: your from DE, Sober's several versions, MadMax's etc.
If you want I can upload it for you..
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Old 01-19-13, 02:14 PM   #5
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My own.. I mixed it from several mods: your from DE, Sober's several versions, MadMax's etc.
If you want I can upload it for you..
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Old 01-19-13, 02:47 PM   #6
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My waves - http://www.mediafire.com/download.php?8k3jc8bwj4csy0c

another thought:

the only way we can test the trav/elev tolerance angles at high wind speeds is ask TDW to make some fix the crew did not leave their stations.. what do you think?

EDIT: or maybe it already exists.. because with my settings the gunners at stations until the wind speed of 10-12 m/s
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Old 01-19-13, 03:58 PM   #7
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Thank you mate

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another thought:

the only way we can test the trav/elev tolerance angles at high wind speeds is ask TDW to make some fix the crew did not leave their stations.. what do you think?

EDIT: or maybe it already exists.. because with my settings the gunners at stations until the wind speed of 10-12 m/s
yes, settings contained in seaparameters.cfg not only affect visual waves, but they also have an impact on waves physics.

Drag, mass, etc. coefficents in U-boat's sim files also have an indirect effect on our crew leaving the deck or not.

Moreover, two other parameters in Sim.cfg might affect our sub as well as AI units:

Code:
[Mech]
Waves amplitude=0.4					;[0,1]
Waves attenuation=0.65					;>=0
This is why I told you tha gun specs finetuning should be done having in mind a set of "background" mods
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