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Old 01-31-13, 11:23 PM   #406
V13dweller
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I use the Auxiliary cruiser mod because Cerberus's mod only give the Pinguin one gun on the Stern because he thinks int's ugly when the barrels clip through the side, but I don't mind, but that ships needs its four guns.
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Old 02-01-13, 12:29 AM   #407
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Also Gap, have you made a breakthrough relating to the starshells yet? because I encountered the Admiral Hipper in the Baltic during Baltic operations, so I stayed near it, and it found a Merchant, so it fired it's starshells and then it's 105mm guns had to sink it.
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Old 02-05-13, 09:20 AM   #408
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I have noticed a problem that should be addressed, the Dido Class light cruiser's turrets seem to rotate and clip through the ship and fire through the super structure, also all the guns on the Scharnhorst Battle cruiser also fire through the ship.
Could this be addressed?
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Old 02-05-13, 09:27 AM   #409
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Also, the triple turrets on the Scharnhorst and the Deutschland class battlecruisers only fire two rounds per salvo, so one of the barrels is inactive.
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Old 02-06-13, 05:33 AM   #410
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Quote:
Originally Posted by volodya61 View Post
EUF contain shells.zon (SS type for 105mm) and 105mm.sim.. Realistic ammo amount is too old.. it isn't contain 105mm.sim..
Yes you are right, nonetheless I had a look into EUF, and the 105 mm deckgun isn't assigned starshells in its sim file; or, more exactly, it is assigned 88 mm caliber starshells, but their loadout is set to 0.

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EDIT:
@V13dweller
Gap Armaments & equipment patch v 0.2 isn't working in your list.. IRAI overwrites it..
I don't think so: nothing in IRAI overwrites Armaments & equipment patch v 0.2

Quote:
Originally Posted by V13dweller View Post
I use the Auxiliary cruiser mod because Cerberus's mod only give the Pinguin one gun on the Stern because he thinks int's ugly when the barrels clip through the side, but I don't mind, but that ships needs its four guns.
Okay

Talking about it, I have found some nice charts showing the gun positioning of all the auxiliary cruisers

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Originally Posted by V13dweller View Post
Also Gap, have you made a breakthrough relating to the starshells yet? because I encountered the Admiral Hipper in the Baltic during Baltic operations, so I stayed near it, and it found a Merchant, so it fired it's starshells and then it's 105mm guns had to sink it.
no, not yet.

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Originally Posted by V13dweller View Post
I have noticed a problem that should be addressed, the Dido Class light cruiser's turrets seem to rotate and clip through the ship and fire through the super structure, also all the guns on the Scharnhorst Battle cruiser also fire through the ship.
Could this be addressed?
Might have to do with the restr_dist parameter (obj_Turret => Debug). In general its numeric value increases with the caliber of the gun, but for some guns it is unusually small... just guessing.

If adjusting those settings doesn't work, we can always restrict guns' min/max train angle to historical values. Currently they are set to 0-360 deg, no matter the gun

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Also, the triple turrets on the Scharnhorst and the Deutschland class battlecruisers only fire two rounds per salvo, so one of the barrels is inactive.
This problem could be easy to fix. I think those guns are actually firing 3 shells, but 2 of them have the same x/y/z coordinates (Muzzle => entry => position).

I suspect that those coordinates are representing two factors:

- gun axes distances
- shell dispersion

If two muzzles have exactly the same coordinates, we won't be able to discern their shells: they will be spawned one inside the other, and they will follow exactly the same trajectory
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Old 02-06-13, 06:16 AM   #411
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Quote:
Originally Posted by gap View Post
I don't think so: nothing in IRAI overwrites Armaments & equipment patch v 0.2






PS: Unfortunately I dropped out of the testing program and of further work now. I lost the section of my RAM, and for me it's difficult to recover my computer's operability now..
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Old 02-06-13, 07:04 AM   #412
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Quote:
Originally Posted by volodya61 View Post




You are obviously correct, my bad.
I wonder what gun/setting is changed in IRAI. Anyway my changes are based on TDW files, so it can be installed on top of IRAI without problems.

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PS: Unfortunately I dropped out of the testing program and of further work now. I lost the section of my RAM, and for me it's difficult to recover my computer's operability now..
too many testing hours

I am sorry Volodya, I hope you will get your RAM fixed soon
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Old 02-08-13, 07:39 AM   #413
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Since Volodya dropped out of testing for the time being, is there any testing that I could help with?
I am perfectly happy to lend my powerful computer to testing for the good of the modding community.
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Old 02-08-13, 09:02 AM   #414
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Quote:
Originally Posted by V13dweller View Post
Since Volodya dropped out of testing for the time being, is there any testing that I could help with?
I am perfectly happy to lend my powerful computer to testing for the good of the modding community.
Thank you V13, I will keep you informed
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Old 02-09-13, 12:53 PM   #415
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Hi Gap! Just for the info: after applying 'More acurate AA-gunners" by TDW my AA gunner (not overhauled yet) with a primitive single AA-gun have managed to damage one of a pair of Hurry (then I helped him to finish the plane). That was the first air attack on boat, and AA-gunner did his job fine So either the mod is working, or my man is just a lucky guy
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Old 02-09-13, 01:10 PM   #416
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Vlad, you are cheater!
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Old 02-09-13, 01:41 PM   #417
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Quote:
Originally Posted by vlad29 View Post
Hi Gap! Just for the info: after applying 'More acurate AA-gunners" by TDW my AA gunner (not overhauled yet) with a primitive single AA-gun have managed to damage one of a pair of Hurry (then I helped him to finish the plane). That was the first air attack on boat, and AA-gunner did his job fine So either the mod is working, or my man is just a lucky guy
Is there a 'More accurate AA-gunners" mod by TDW?

Where?
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Old 02-09-13, 02:00 PM   #418
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Quote:
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Is there a 'More accurate AA-gunners" mod by TDW?

Where?
See post 311 in this thread.
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Old 02-09-13, 02:15 PM   #419
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Quote:
Originally Posted by vlad29 View Post
See post 311 in this thread.
Silly me, I thought you were talking about an "official" mod

Unfortunately, Volodya has discovered that TDW's fix screws up gunner animations:



This is not a big problem anyway, since wamphyri's method that I and Volody have been testing in the past weeks is as effective as the one suggested by TDW, and without side effects
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Old 02-09-13, 02:27 PM   #420
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I continue to work on this now, as far as the limited capacity of my PC can

And I think that TDW's method is good but not realistic.. the gunners are too accurate..
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