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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
Uploads: 0
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![]() Quote:
To really test it I would have to fire a lot more shots at different ranges, which I have done but never recorded the results. Suffice it to say that at ranges of 6km or greater with moving targets it is pure luck to score a hit. I am considering buying FRAPS to record a video that would give a much greater impression of the effects of the destabilised sights/views and the intricacy of the firing window, as the gun is never truly stationary, it is always adjusting very slowly. I wish I could stop it completely but it seems to be hard coded in the SHcontrollers.act file so I settle for a speed of elevation of 0.25 |
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#32 |
Eternal Patrol
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WW2 only.
Yes, larger guns had longer range, but were no more accurate. Even with the best fire control systems hitting a moving target at long range involved a lot of luck. It looks to me like you're doing a great job. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#33 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
Uploads: 0
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Anywayz, next post should be a FRAPS video so you can see what I'm playing with. I find it funny - even in the stock game I would only ever use the deck gun to finish off unarmed crippled merchants or small fishing boats. Any ship that is armed in any way is more than a match for one 3-5inch deckgun. It seems like such a small part of the game to be fussy about, but I guess it is important to me. Real navigation is the next thing I'd like to look at. |
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#34 | |
Ace of the Deep
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![]() ![]() I find I go for a Gato as soon as they're available though. After all, you're playing a submarine not a cruiser... ![]() Keep up the good work, where can I d/l this mod? I know I know, deck guns on subs were obsolete already at the begining of the war... but who doesn't enjoy the big bangs and explosions? ![]()
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#35 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
Uploads: 0
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![]() Quote:
The troubles for me releasing it as a mod are :- 1. the changes involve the files cameras.dat, and then the .dat & .sim files for each gun. The gun files are not a problem but cameras.dat is heavily altered by all of the major 'Mods' (aswell as many of the smaller mods). This means either creating separate versions for each major mod - with expressed permission from the Mods author, or, giving the edited files to the authors that want to include it in their Mods updates/patches. 2. The time I am able to allocate to exploring the myriad possibilities of editing the game files and testing is limited, although I have a fairly convenient job that does give me plenty of random days off, I could easily spend forever tweaking the files, and I get the feeling that It will be very difficult for me to be satisfied that I have done all I can do in regard to the limitations of the unmodifiable files. watch this space though... I will update further as the work progresses. ![]() |
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#36 |
Navy Seal
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Welcome to Ducimus' Hell!
![]() ![]() ![]() Condemned to forever tweak, never totally satisfied with your work and tortured by its imperfections, detectable by none but you. No! It's the stuff you're particularly proud of that the posters will complain about. Turn up that blowtorch! He's not done yet! Muahahahahahahahahaha! ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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