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#286 |
Black Magic
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Just as I thought
![]() The animations are totally screwing with the accuracy of the AA guns. In order to fix you need to delete the mask_name and set the start_index and end_index to 0 for the Elevation gun_anim box. AA gunner is very accurate then ![]() ![]() |
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#287 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Be careful with your mental health, Volodya: I don't want to read on the newspapers that a guy in Southern Russia stepped in a supermarked wearing only a German C/30 machinegun under his raincoat
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WindSpeed=0.000000 You can set it to any value between 0 and 15. Better doing it on a fresh copy of the mission, in case the one you are currently using got somehow corrupted ![]() |
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#288 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() What those mask name settings are supposed to do? Won't deleting them have any side effect? ![]() |
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#289 | |
Black Magic
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![]() ![]() When you all reported that changing the end_index changed the accuracy I knew what the problem was then. |
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#290 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#291 |
Black Magic
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#292 |
Black Magic
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Made a single mission with just a Biplane in it and the fix for the AA guns. Tried all levels of crew rating for my sub and my AA gunner annihilates the airplane within 10 rounds shot. He never has to reload to take it out. It appears crew rating doesn't have an impact on the AA gunner. He is now WAY too accurate
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#293 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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This is to say that what works in campaign doesn't necessarily work the same way in mission and vice-versa. ![]() |
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#294 | |
Black Magic
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#295 |
Ocean Warrior
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So.. all the tests that I did a week can be thrown out?
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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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#296 |
Black Magic
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#297 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I have also noticed that U-boat's guns elevation is limited to their maximum as previewed in goblin editor. I can set higher elevations and adjust proportionally the elevation end_index factor, even beyond the duration of the animation. Doing so makes the gun to aim correctly, but its maximum elevation remains unchanged ![]() Quote:
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#298 | ||
Ocean Warrior
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![]() ![]() If now the sub guns are very accurate then we should reduce their accuracy depending of the weather condition.. I think so.. so.. continuing to test the trav/elev tolerance angles andelevation speed.. what do you think?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#299 | |
Black Magic
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#300 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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http://www.subsim.com/radioroom/show...&postcount=237 http://www.subsim.com/radioroom/show...&postcount=239 Our tests demonstrate that, as far as we set start/end index parameters wisely, falk gun's aiming is quite good, though not as deadly good as in your tests ![]() |
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