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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
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I've been playing around with variables to accuratize my deck guns.
I need some help in deciphering the variables. Below is a snapshot from my activeuserplayerunits.upc I dont know and am guessing the relationships of the humany coefficents related to the deck gun coefficients. I also see an efficiency denominator. I wonder if that is cutting the efficiency required, or the efficiency of the crew? I tried to up my gunners efficiency and as you can see its well above 1.2 And the weapon in weapon slot 1 has a human coefficent of zero. I take it to mean that anything above zero for the crewmember improves accuracy, but I'm guessing. Can anyone explain the best method of accuratizing the deck gun and crew? I think I screwed it up since at 1800 yards they hit one out of 3 shots, most going long. It was better before I made the mods. BTW there are two crewmember, but for brevity I only posted crewmember 1 Any help appreciated. Code:
[UserPlayerUnit 1.Compartment 8] ID=BalaoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck Type=NULL MechanicalCoef=0.500000 ElectricsCoef=0.500000 GunsCoef=0.500000 WatchmanCoef=0.500000 WatchStandingCoef=0.048000 MaintenanceCoef=0.014400 RepairsCoef=0.072000 ReloadingweaponCoef=0.072000 SleepCoef=-0.120000 LeadersSlots=0 CrewMembersSlots=0 EffciencyDenominator=2 EffciencyDenominatorBS=2 Hitpoints=200.000000 CrewExposure=0.500000 EquipmentsExposure=0.100000 WeaponsExposure=0.100000 ExternalDamageZoneTypeID3D=43 StatusActive=No EfficiencyHumanFactor=1.000000 EfficiencyMechanicFactor=1.000000 Efficiency=0.000000 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-00 00:00:00 FltDamage=0.000000 CriticalFlotation=0.300000 FloodingLevel=0.000000 FloodingTime=0000-00-00 00:00:00 FloodingSpeed=0.016667 DamageDescription1=NULL,0,0.2,0,1,1,Minor damage,0,0,NULL,0,0.2,0.0295267 DamageDescription2=NULL,0.2,0.6,0,1,1,Medium damage,0,0,NULL,0,0.2,0.248761 DamageDescription3=NULL,0.6,1,0,1,1,Heavy damage,0,0,NULL,0,0.2,2.59206 [UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID=BowDeckGun NameDisplayable=Fore Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M01 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=5in25calUS, NULL [UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon] ID=5in25calUS NameDisplayable=5"/25 Caliber Cannon WeaponInterval=1944-01-15, 1945-12-01 WeaponSlotType=NULL AmmoTypesAccepted=5inHEUS,5inAAUS AmmoTypeLoaded=NULL AmmoMagazineSize=1 AmmoMagazineRemaining=0 WeaponCrewMembersSlots=2 ExternalLinkName3D=5_25_soclu FunctionalType=WpCannon Hitpoints=100.000000 EfficiencyHumanFactor=0.000000 EfficiencyMechanicFactor=1.000000 Efficiency=0.000000 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-00 00:00:00 DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.133756 DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,3.99558 [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1] ID=CrewMemberSlot_DGun2L NameDisplayable=Deck Gun Crew Type=Leader IDLinkCrewMemberLoaded=CPOGuns WatchCrewMemberSlot3D=WM1@slot_M01 BattleStationsCrewMemberSlot3D=WM1@slot_M01 WatchAccessoriesForAdding3DObjects=NULL WatchAccessoriesForSubtracting3DObjects=NULL BattleAccessoriesForAdding3DObjects=NULL BattleAccessoriesForSubtracting3DObjects=NULL [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1.CrewMember] ID=CPOGuns NameDisplayable=Ernest M. James CrewMemberNameIDLinks=NormalUSNames,CommonUSNames DateOfBirth=1907-12-16 00:00:00 Head=1 Voice=3 Tatoo=0 Rank=MCPO CurrentExperience=6200.000000 Qualifications=QualGuns3 SpecialAbilities= SpecialAbilityTimers= IntelligenceCoef=0.557434 LeadershipCoef=0.739798 MechanicalCoef=0.260777 ElectricsCoef=0.200000 GunsCoef=0.602736 WatchmanCoef=0.648435 Medals=Bronze Star,Navy Cross,Silver Star Patrols=20 Morale=Normal FatigueCoef=0.198306 Notes= Hitpoints=5.000000 RenownCost=900.000000 Health=1.000000 CurrentStatus=OFF_DUTY Efficiency=0.382170 PotentialEfficiency=1.273899 HumanEfficiency=1.273899 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-02 00:01:12 CurrentActivities=4 DamageDescription1=NULL,0,0.2,1,Minor Wound,NULL,0.2,0.3,8.98294 DamageDescription2=NULL,0,0.2,1,It's just a scratch,NULL,0.05,0.1,0.0610617 DamageDescription3=NULL,0.2,0.5,1,Broken Arm,HumanDamageArmwound,0.6,0.5,155.175 DamageDescription4=NULL,0.4,0.8,0.1,Liver wound,HumanDamageArmwound,1,0.7,9233.37 DamageDescription5=NULL,0.6,1,1,Sucking chest wound,HumanDamageLegWound,1,0.8,36.0718 Selected=false Last edited by skirich; 09-14-19 at 04:54 PM. |
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#2 |
GLOBAL MODDING TERRORIST
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You might want to look at the sim for said Gun.
trav_tolerance and elev_tolerance under Fire. The 105 was a .75 for both If we say that that is 3/4 of a degree both ways? You could have 1.5 degrees of slop. Longer the shot? The more error. Remember that the Sub is rocking on the waves also! |
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#3 | |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
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![]() Quote:
Makes sense. The SIM is at .75 for both. So do any of the efficiency params I posted above have any impact on accuracy? If I take the gun myself I can nail the target with every shot, so its not the gun per se, its the crew. Would looking through the binoculars and using the crosshairs there improve the gunners? I just want my crew to perform well. |
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#4 |
GLOBAL MODDING TERRORIST
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Efficiency=0.000000
Maybe boost that to 1.000000 |
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#5 |
CTD - it's not just a job
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Is that one of those settings Jeff, that uses the "-1" value as the "Use crew efficiency", such as "Poor-Elite", aka: 0-4? Or is is just multiplier from 0-1?
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"...and bollocks to the naysayers" - Jimbuna |
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#6 |
GLOBAL MODDING TERRORIST
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I don't know. If all else fails? Adjust the hell out of it!
But 0.00000 does equal don't do nothing. ![]() |
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#7 | |
Silent Hunter
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![]() Quote:
Efficiency in the ActiveUserPlayerUnits affects the cumulative skill necessary to properly operate the weapon/compartment. So, if Efficiency says .70, the crew has to have a combined GUN Skill skill of at least 70. if you change Efficiency to 1.0 the Gun Crew will need combined skill of 100. next, the Gun.sim file. i thought the same as Jeff and others that the tolerances would be a factor...so i changed them to .00001. it had no noticeable effect for the gun crew. increasing the Gun Crew skill for Guns helps your grew fire more accurately a little bit but only close in...but that is very dangerous because everyone shoots back and they are VERY accurate at close range. the only conclusion that i could make is that increasing Gun Skill and lowering gun tolerances seems to make YOU more accurate (and deadly) when YOU fire the weapon. which is somewhat disappointing because you want to be in Control and not on the weapon. ![]() so, i make the changes to the Gun.sim and increase the Gun Skill of the Gun Crew.... but me, personally, i try not to use the deck gun very much BUT when i absolutely, positively need a gun kill, i will man the weapon and stay out about 7000-8000 yds and never, ever take on a warship with guns. if i ever break through the fog, you-all will be the second person to know about it. ![]() ![]() good luck. and good hunting. ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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