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#76 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
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Its done.
Still a beta, advanced, but tell me what mod is not! I will release it in 2 flavors: stock reloading 4s and 25s. I tested it up to 4000 meters and achieved good hits. I need a few good men to test it in every imaginable condition so please post your feedbacks so I can tweak it as much as required ![]() |
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#77 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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Although I didn't have time to do much testing, it seemed to be working that way the other night - I could (and needed to) elevate the gun to hit at farther ranges but the crosshairs did not seem to go higher above the horizon when I did so (maybe I just didn't notice since I didn't try any very long ranges?). Yet, once I had set the range/elevation, both the crosshairs and the gun barrel seemed to rise and fall together with the roll of the boat about as you would expect (based upon the fall of the shells short and long). Thus, I'm still puzzled a bit about what further "de-coupling" might be needed here.
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#78 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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Get it here!:
http://files.filefront.com/Destabili.../fileinfo.html EDITED: btw, there seems to be a problem with 3"50 DG cameras, try this mod only with the 4"50 and 5"25 for now. Last edited by kv29; 06-29-07 at 08:30 PM. |
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#79 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Duh. Yes, panther, entirely correct. I just meant that the gun could elevate, and the sight picture wouldn't change. Once the gun tube stops moving (elevation) they are indeed both fixed to the deck.
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#80 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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If you're going to make 2 reload speeds, the lowest time to reload should be the "spec" ROF of 8-9 rpm. Call it 8 seconds. That'd be interesting to test the reload time vs ROF...
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#81 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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First indications are that this latest one has a problem
![]() I set up a slight tweak on my test mission to have 3 stationary ships, at ranges of 1,000, 2,000 and 3,000 yards, to shoot at. On the 1,000 yard ship, the horizontal crosshair was consistently below the horizon when the sub was level (by about 1/8th inch, about the same as the last one I tested was above the horizon), and the shots consistently hit about 1/8th inch above the crosshair (i.e., if I fired as the crosshairs came level with the waterline of the ship, the shots all hit the top deck or superstructure or sailed just over, even when elevation was set to minimum of 500 yards. Firing at the 2,000 yard ship, the horizontal crosshair was consistently about 1/8th inch above the horizon when the sub was level, and on the 3,000 yard ship it was even higher - maybe 1/4 inch or so. The horizontal crosshair appeared to be rising and descending as you changed the gun elevation, which I don't believe should be happening. It makes me wonder if I just wasn't using varied (long) enough ranges in my previous tests, since I probably only shot between 500 and 1,500 yards in that one, but I don't remember seeing any vertical movement of the crosshairs in that test - I'm going to have to re-load that other tweaked file set with my new test mission and see if I just missed it last time around. [EDIT] - LOL - never mind - just checked my test mission set up and, although I told it to put in a Gato figuring it would have at least a 4" gun, it seems to have given me a Gar with only a 3" gun, which the post above indicated still had some problems in the new test download. I'll have to figure out how to get the right gun on my sub and try again ![]()
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#82 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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Ok - I give up (for now, anyway)
![]() Apparently, I just suck at this mission editor stuff - you wouldn't think it would be that hard, but I can't find any way to tell the mission editor to give me a 4" gun. I tried the Gato, Gar and Balao - also tried starting the mission with a Gato in mid 1945 and checking "evolve from entry date" or whatever that check box says, hoping it would upgrade me to a late-war, larger gun, but Noooooooo - every thing I tried gave me a 3" gun to shoot ![]() I guess I'll have to wait to test this until either the files for the 3" gun get fixed or someone can clue me in to how to get a 4" gun on my test mission sub.
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#83 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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S boats have a 4" as the standard gun.
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#84 | |
Gunner
![]() Join Date: May 2007
Posts: 98
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I know this will open up a can of worms, but the rate of fire of this gun according to the US Navy is 8-10 rounds a minute. If you get your model to work properly then it will lower the rate of fire on its own. But the 30 second limit makes the gun fire about 40-50 seconds.
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#85 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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So you're saying the time between rounds goes up by 10-20 seconds due to the unstable gun platform? The 8-9 rpm figure is around 8 second per round. So with the spec value (determined at a factory range someplace) is 8, and you add 10-20 seconds you get... 18-28 seconds as an average ROF---just like RL logs.
Interesting (I suggested doing a "spec" reload in this mod of 8 seconds a round). If that's true you just got values between the best recorded over time we have seen yet in a log (17 seconds average) to what the RFB mod already is (closer to 30 seconds). I tried a pigboat. Seems to work pretty well, it it seems OK, I'd dump the external gun view altogether, or at least eliminate the cross hairs. <S> This is looking very good! ![]() |
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#86 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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AND MAN IS THIS AWESOME!!!! It worked incredibly well with the 4" gun files - I tried it at both zoom levels and on all 3 boats (1.000, 2,000 and 3,000 yard ranges). In 8m/s winds, the boat and the gun were rolling pretty dramatically, and I really had to pay attention to when I fired in order to get any hits, but if I managed to fire at the right point, as the horizontal crosshair was on the horizon, I could pretty consistently hit all 3 of the targets when elevation was set to their known/fixed range. Had plenty of misses though, due to bad timing, and I'm sure it will be worse in real game conditions when both sub and target are moving and you don't really know the exact range to target like I did in my test. As you can see from the screenshots below, there was a pretty incredible amount of swing up and down in high zoom at 3,000 yards in such heavy seas (probably as bad as you would reasonably be able to use the gun at any rate): From this: ![]() To this: ![]() Now - if you can get the 3" gun fixed like this, I think you can declare victory and sit back and bask in the glory ![]()
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#87 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
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As this thread is getting pretty big, and the discussion is going back and forth (basically not so easy to get an overview)...is there a chance of a release of this soonish?
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#88 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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#89 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
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Man
![]() ![]() ![]() ![]() ![]() Cheers ! |
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#90 | |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
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Was this the only changes done to the Cam.dat?
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Cheers! |
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