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Old 09-17-13, 01:21 PM   #1
vdr1981
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Tell me Gap (i'm starting to be pain in the ass again ), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
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Old 09-17-13, 02:54 PM   #2
gap
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Originally Posted by vdr1981 View Post
I see, those are default definitions then...
Yes, unless I made a mess with them

In any case creating new shells is really easy. Stock shells are grouped per caliber and gross category (AP, HE, AA and SS), so basically all the guns of the same caliber fire the same kind of ammunition. It is my intention for a future version of the Historical Guns Specs mod to give each gun its own shells with AP, radius and damage customized according to real ballistic properties of oerdanance historically fire by them. You are welcomed into partecipate in this project

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Originally Posted by vdr1981 View Post
Tell me Gap (i'm starting to be pain in the ass again ), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
Yes, as abundantly tested by sober first, and then by me and especially by Volodya, below certain values traverse/elevation rates have a big impact on AI aiming accuracy. On the contrary, our many tests with various tolerance factor settings, didn't show any clear trend. This is talking about U-boat guns which, as you can imagine, differ from other guns under several aspects.
Despite your first tests with them, some global factors, as Waves amplitude, Waves attenuation, Max error angle and Max fire wait, might (and should) play a role as well.
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Old 09-17-13, 03:01 PM   #3
Madox58
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I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon!


We found Real Life settings did not work in SH3 and had to lower the specs a tad.
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Old 09-17-13, 03:19 PM   #4
vdr1981
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We found Real Life settings did not work in SH3 and had to lower the specs a tad.
Sure, most of the time , simple entering historically accurate data into controllers wont give us accurate behavior in the game...Simple example is U-boat diesel and electric engine power settings in unitsubmarine contr.,which are historically correct, but in game then we have sub with enormously overpowered acceleration capabilities... That's why i have tuned down engines power to 50% , for my own use...
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Old 09-17-13, 03:08 PM   #5
vdr1981
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Originally Posted by gap View Post
Yes, unless I made a mess with them

You are welcomed into partecipate in this project
Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
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Old 09-17-13, 04:08 PM   #6
gap
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Originally Posted by privateer View Post
I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon!


We found Real Life settings did not work in SH3 and had to lower the specs a tad.
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?

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Originally Posted by vdr1981 View Post
Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind ). As a matter of fact, I was going to add your mod to the list of mods supported/required.

P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... )
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Old 09-17-13, 04:51 PM   #7
vdr1981
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Quote:
Originally Posted by gap View Post
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?



Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind ). As a matter of fact, I was going to add your mod to the list of mods supported/required.

P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... )
Duh, V2 updated...i screwed up upc files path...now is OK...
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Old 09-17-13, 05:16 PM   #8
redline202
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Thanks vdr1981 for this great mod!
Keep up the good work mate

Just one question, if you can tell what did you do to change the sub armor at the bottom? is that in Zones.cfg?
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Old 09-17-13, 05:41 PM   #9
vdr1981
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No, it's one damage box with armor thickness of 1000cm at the bottom of the sub, sub's .zon file, currently only type VIIb i think. I saw this trick from RFB and OM files from SH4 but in SH5 it doesn't work as i expected... I need some more testing on this one...


Last edited by vdr1981; 09-17-13 at 05:52 PM.
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