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Old 10-22-13, 03:51 PM   #16
vdr1981
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If you prefer, give AI guns ridiculously low elevation rates. You will please the pirate harboring within us (WOW, finally free to scamper on the surface shooting up our deckgun against defenceless targets ), but you will also condemn enemy and ally ships to an horrible death when they will need to face their first air raid.

Do it, but don't call it realistic, please.
Pirate harboring?! If you like, I could upload a video of Tribal destroyer in action with elev.speed of 0.7 degrees per sec. and fire angle limits of 4 degrees... Than you can compare it with same situation using default settings...
If not, never mind than, I wont bother you any more with this issue...

P.S.
And yes, to capsize a ship is very possible in SH5...They don't capsize with current settings probably because of the strange/low flotability values in damage zones description, like 13,6 ect...
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Old 10-22-13, 04:33 PM   #17
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You should try setting shipborne guns to their historical traverse/elevation rates (you got my spreadsheet for it)
Spreadsheet? Would be interesting to look at it. Link?
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Old 10-22-13, 04:38 PM   #18
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! If you like, I could upload a video of Tribal destroyer in action
This!
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Old 10-22-13, 04:43 PM   #19
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Spreadsheet? Would be interesting to look at it. Link?
http://www.mediafire.com/download/ht...guns_data.xlsx
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Old 10-22-13, 04:53 PM   #20
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Thxs for link
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Old 10-22-13, 05:08 PM   #21
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Thxs for link
My pleasure
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Old 10-23-13, 04:45 AM   #22
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If you like, I could upload a video of Tribal destroyer in action with elev.speed of 0.7 degrees per sec. and fire angle limits of 4 degrees...
Do it, please, and make sure to put also a couple of Stuka's in your video. Unless the ballistics of this game are irreparably broken, I see it physically impossible for such a borked weapon to even attempt leading a flying and/or fast moving object. Not to mention the fact that for obtaining realistic gun ranges at a max elevation of 4 deg, you would be forced to set some unrealistically tight ballistic trajectories.

I don't ignore the problem you are trying to address Vecko, and I appreciate your efforts but, believe me, the path you want to follow leads to a blind alley, and it might cause more oddities than it solves. My usual two cents, indeed
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Old 10-23-13, 09:47 AM   #23
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I never said that i will use same elev. values for AA guns, no way...They are not so much problematic because they are not used from large distances...

OK, here we go...
Gryf test mission, destroyer skill veteran, guns elev values (not AA guns) 0.5!
Recording is very choppy due large stress on my PC with Fraps...

What is important is a hit/miss ratio which can be tuned to match historical data as much as possible...

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Old 10-23-13, 10:29 AM   #24
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Okay cool.

I am still of the idea that gun's accuracy must be addressed through wave settings, ship physics settings, AI scripts or better through a combination of the former factors. Since you are convinced of the contrary, go on with your project; I am sure many SH5 players will enjoy your mod
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