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Old 01-18-13, 09:06 PM   #271
volodya61
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Originally Posted by gap View Post
This is also true for conning tower mounted guns?


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What is the maximum wind speed at which deck crew won't leave their stations?
5-6 m/s.. but already sometimes they must be sent back to their place..

Quote:
I'll test it later tonight..
...
Take your time, Volodya
a bit later..
------------------------

a few new tests..

1. stock C/30, trav/elev tolerance 15, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets

test1: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 0, shots to down 170,7,23,248,119,100
test1a: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 5, shots to down 170,178,190,105,217,70

test2: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 0, shots to down 48,80,78,120,89,129
test2a: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 5, shots to down 96,37,305,68,120,90

test3: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 0, shots to down 46,140,165,44,169,46
test3a: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 5, shots to down 280,96,125,220,260,68

were tested also: 5.75-5.79, 5.83-5.85.. results don't deserve attention..

Each test was run six times..

I think this value (5.81) as the most stable might be used as a base value for the new tests and future stand alone mod..

to be continued..
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Old 01-18-13, 09:38 PM   #272
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Originally Posted by volodya61 View Post
a few new tests..

1. stock C/30, trav/elev tolerance 15, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets

test1: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 0, shots to down 170,7,23,248,119,100
test1a: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 5, shots to down 170,178,190,105,217,70

test2: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 0, shots to down 48,80,78,120,89,129
test2a: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 5, shots to down 96,37,305,68,120,90

test3: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 0, shots to down 46,140,165,44,169,46
test3a: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 5, shots to down 280,96,125,220,260,68

were tested also: 5.75-5.79, 5.83-5.85.. results don't deserve attention..

Each test was run six times..

I think this value (5.81) as the most stable might be used as a base value for the new tests and future stand alone mod..
It probably is:

Code:
	avg.	std.dev.
test1*	111	91
test1a	155	56
		
test2	91	30
test2a	119	95
		
test3	102	63
test3a	175	90
* 107 / 74 putting together the results of your previous tests and the new ones

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to be continued..
I think you deserve some rest now!
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Old 01-19-13, 10:59 AM   #273
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I think you deserve some rest now!
rest?

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

new portion

stock C/30, obj_Turret/Elevation/gun_anim/end_index 5.81, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets

test1: trav/elev tolerance 10, wind 0, shots to down 200,196,9,170,32,220
test1a: trav/elev tolerance 10, wind 5, shots to down 55,100,91,155,117,130

test2: trav/elev tolerance 15, wind 0, shots to down 209,123,69,91,100,77
test2a: trav/elev tolerance 15, wind 5, shots to down 140,93,6,8,157,129

test3: trav/elev tolerance 20, wind 0, shots to down 140,196,243,9,91,188
test3a: trav/elev tolerance 20, wind 5, shots to down 157,91,68,178,140,300

test4: trav/elev tolerance 25, wind 0, shots to down 167,120,49,96,76,136
test4a: trav/elev tolerance 25, wind 5, shots to down 135,42,111,43,140,172

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..

I think it's time to test the obj_Turret/Elevation/speed and obj_Turret/Traverse/speed and then move on to testing the deck gun.. and I'll need a new single mission for this..
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Old 01-19-13, 11:52 AM   #274
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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   #275
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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   #276
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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   #277
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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   #278
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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   #279
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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   #280
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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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Old 01-19-13, 05:24 PM   #281
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Okay..
I started a new series of tests:

Code:
stock C/30, obj_Turret/Elevation/gun_anim/end_index 5.81, reload time 5, ammo 500, ahead flank, battlestations activated, close range, fire at all targets

test1a: trav/elev tolerance 3, wind 0, shots to down 
test1b: trav/elev tolerance 3, wind 5, shots to down 
test1c: trav/elev tolerance 3, wind 10, shots to down 

test2a: trav/elev tolerance 6, wind 0, shots to down 
test2b: trav/elev tolerance 6, wind 5, shots to down 
test2c: trav/elev tolerance 6, wind 10, shots to down 

test3a: trav/elev tolerance 9, wind 0, shots to down 
test3b: trav/elev tolerance 9, wind 5, shots to down 
test3c: trav/elev tolerance 9, wind 10, shots to down 

test4a: trav/elev tolerance 12, wind 0, shots to down 
test4b: trav/elev tolerance 12, wind 5, shots to down 
test4c: trav/elev tolerance 12, wind 10, shots to down 

test5a: trav/elev tolerance 15, wind 0, shots to down 
test5b: trav/elev tolerance 15, wind 5, shots to down 
test5c: trav/elev tolerance 15, wind 10, shots to down 

test6a: trav/elev tolerance 18, wind 0, shots to down 
test6b: trav/elev tolerance 18, wind 5, shots to down 
test6c: trav/elev tolerance 18, wind 10, shots to down 

test7a: trav/elev tolerance 21, wind 0, shots to down 
test7b: trav/elev tolerance 21, wind 5, shots to down 
test7c: trav/elev tolerance 21, wind 10, shots to down 

test8a: trav/elev tolerance 24, wind 0, shots to down 
test8b: trav/elev tolerance 24, wind 5, shots to down 
test8c: trav/elev tolerance 24, wind 10, shots to down 

test9a: trav/elev tolerance 27, wind 0, shots to down 
test9b: trav/elev tolerance 27, wind 5, shots to down 
test9c: trav/elev tolerance 27, wind 10, shots to down 

test10a: trav/elev tolerance 30, wind 0, shots to down 
test10b: trav/elev tolerance 30, wind 5, shots to down 
test10c: trav/elev tolerance 30, wind 10, shots to down
For these tests I'm using two additional mods of my mod-pack - http://www.mediafire.com/download.php?r1y14tb5l1aurr5

There appeared another question: in 3-5 minutes after the mission start the wind speed decreases rapidly.. initial setup was 10 m/s and a few minutes later 6 m/s..

What do you think about it?
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Old 01-19-13, 05:36 PM   #282
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Okay..
I started a new series of tests:
Good plan

I only hope you won't get burb-out after all of these tests

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For these tests I'm using two additional mods of my mod-pack - http://www.mediafire.com/download.php?r1y14tb5l1aurr5

There appeared another question: in 3-5 minutes after the mission start the wind speed decreases rapidly.. initial setup was 10 m/s and a few minutes later 6 m/s..

What do you think about it?
That is weird.

Have you modified the wind change interval in mission settings by any chance? Is the change of wind appreciable on sight? Sometimes weather reports by the NO are mendacious
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Old 01-19-13, 06:06 PM   #283
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I only hope you won't get burb-out after all of these tests
me too..

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Have you modified the wind change interval in mission settings by any chance? Is the change of wind appreciable on sight? Sometimes weather reports by the NO are mendacious
yes, I tried to increase the interval to 96 hours.. no luck..
yes, it's visually noticeable.. sea choppiness visually reduced..

EDIT: maybe worth to make two more missions based on mission #2 with initial wind speed of 5 and 10 m/s ??
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Old 01-19-13, 06:35 PM   #284
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I was just reading through your thread on this and something sticks out to me. It appears the animation of the gun is impeding it's accuracy. I'm going to test something real quick that I believe will fix the accuracy problem
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Old 01-19-13, 06:36 PM   #285
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I was just reading through your thread on this and something sticks out to me. It appears the animation of the gun is impeding it's accuracy. I'm going to test something real quick that I believe will fix the accuracy problem
It would be awesome
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