SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-18-2019, 06:10 AM   #1
Red Devil
Ace of the Deep
 
Red Devil's Avatar
 
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,091
Downloads: 144
Uploads: 0
Default Deck Gun Sight

Firing at the enemy and sight was spot on; eg: straight. Next ship and sight has 'moved' to the left so I have to compensate by firing off left to hit target. Its off to the left more than correct. Do we have a mod that ensures sight is correctly aligned?
__________________
>
>
Captain!, there's a destroyer on the por........ periscope is flooded Sir!
>
Darkness is only the absence of Light; Ignorance is only the absence of knowledge ©

www.submarinewarfare.uk www.39-45war.com
www.captainwalker.uk
Red Devil is offline   Reply With Quote
Old 06-18-2019, 10:23 AM   #2
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: The Crossroads of Mid-America
Posts: 4,870
Downloads: 256
Uploads: 1


Default

Not that I'm aware of, but I've noticed that with distance, and I always put it to "windage", though I'm sure they never intended to model that - did they?... surface pitch from sea conditions is another good excuse... don't wanna call it "bad training", 'cause then it reflects on the skipper...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 06-18-2019, 12:07 PM   #3
Mios 4Me
A-ganger
 
Join Date: Feb 2019
Posts: 79
Downloads: 10
Uploads: 0
Default

Does this happen on more than one patrol? I ran into that issue once with the 5" gun; only once we approached home port did the crew announce that the deck gun had been fixed. Apparently it, and it alone, took some mystery damage sometime after the first gun engagement.


It's interesting watching the 5" shells curve in flight sometimes.
Mios 4Me is online   Reply With Quote
Old 06-18-2019, 12:27 PM   #4
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: The Crossroads of Mid-America
Posts: 4,870
Downloads: 256
Uploads: 1


Default

You can "tighten-up" the aiming of the AI deck gun crew in the cfg files, but I'm not sure about the "look" of the aim... It somewhat varies by the speed of your boat, and the speed of the target boat, along with the heading of both, as well as angle-on-bow involved, and the distance the shot has to travel. ie:, if they're going west, and you're going east, more "lead" (with a long "EE" sound - and "lead" with a short "EH" sound) is needed when they're perspectively moving faster. So, coming straight on from a distance, you might not have to "lead" them so much, but if they turn away as they get closer, you might have to lead them more to keep up with their forward movement, against your forward movement. You'd be somewhat "side-arming" the shot, like a pitcher in baseball might, or a US football quarterback might, going across his body with the receiver going the opposite direction... I am awful at concise explanations... sorry 'bout that. But it does "look" like the game tried to "model" that phenomenon, but it might be inconsistent... ??
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 06-18-2019, 02:00 PM   #5
Red Devil
Ace of the Deep
 
Red Devil's Avatar
 
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,091
Downloads: 144
Uploads: 0
Default

this can happen even if stationary. It happens all the time, in all scenarios and all weathers and all the war. More often than not it is out. I would say 90% or more at a guess. Gun is bow mounted 4 inch.
__________________
>
>
Captain!, there's a destroyer on the por........ periscope is flooded Sir!
>
Darkness is only the absence of Light; Ignorance is only the absence of knowledge ©

www.submarinewarfare.uk www.39-45war.com
www.captainwalker.uk
Red Devil is offline   Reply With Quote
Old 06-19-2019, 09:03 AM   #6
von Zelda
Samurai Navy
 
Join Date: Jul 2006
Posts: 551
Downloads: 147
Uploads: 0
Default Hash Marks for aiming

There is a mod that helps by adding hash marks on the deck gun sight:

CSL Deck Gun Optics

Hope this is helpful.
von Zelda is offline   Reply With Quote
Old 06-19-2019, 10:59 AM   #7
Red Devil
Ace of the Deep
 
Red Devil's Avatar
 
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,091
Downloads: 144
Uploads: 0
Default

Cheers von - loaded it into JSGME; will see if it works later
__________________
>
>
Captain!, there's a destroyer on the por........ periscope is flooded Sir!
>
Darkness is only the absence of Light; Ignorance is only the absence of knowledge ©

www.submarinewarfare.uk www.39-45war.com
www.captainwalker.uk
Red Devil is offline   Reply With Quote
Old 06-20-2019, 10:34 PM   #8
Sniper297
Ace of the Deep
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,294
Downloads: 147
Uploads: 18


Default

I've found that leading the target is necessary, if he's moving left to right I have to aim to the right so the shell arrives when he does. There's also a momentum built in, firing on either beam while running at high speed means the shell travels forward while going out to the side. I doubled the muzzle velocity in the cannon's .sim file, not sure if it makes a difference or not. Using this mod;

http://www.subsim.com/radioroom/down...do=file&id=666

it's easier to see the actual trajectory.
Sniper297 is offline   Reply With Quote
Old 06-21-2019, 10:22 AM   #9
KaleunMarco
Grey Wolf
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area
Posts: 761
Downloads: 273
Uploads: 6
Default

Quote:
Originally Posted by propbeanie View Post
You can "tighten-up" the aiming of the AI deck gun crew in the cfg files,
this is an interesting statement because there does not seem to be any parameter dealing with aiming in the CrewAI.cfg file. is there a parameter missing in this RFB 2.0 file? if yes, that could explain the wild-a## shooting the gunners have displayed from the very start of RFB 2.0.

[CrewAI]
; Weapons.
Cannon range 1=2000 ;[m] close range limit
Cannon range 2=6000 ;[m] medium range limit
Cannon range 3=10000 ;[m] long range limit
AA guns range 1=1000 ;[m] close range limit
AA guns range 2=2000 ;[m] medium range limit
AA guns range 3=4000 ;[m] long range limit

;selection
Cannon Selection Range=10000 ;[m] max range to contact
AAGuns Selection Range=4000 ;[m] max range to contact
Recomended Torpedo Range=3000 ;[m] max range to contact
Recomended Deck Guns Range=10000 ;[m] max range to contact
__________________
there are only two things in the world: submarines and targets.

------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 8 GB Ram running Win7
KaleunMarco is online   Reply With Quote
Old 06-21-2019, 01:03 PM   #10
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: The Crossroads of Mid-America
Posts: 4,870
Downloads: 256
Uploads: 1


Default

I meant more in the sim.cfg "Max error angle", which would also affect the enemy AI. This is what FotRSU has, with "Stock" values after the ";" comments:
[AI Cannons]
Max error angle=5 ;[deg]3
Max fire range=10000 ;[m]6000
Max fire wait=5 ;[s]12

[AI AA guns]
Max error angle=2 ;[deg]5
Max fire range=1600 ;[m]1500
Max fire wait=7 ;[s]7
You could also maybe noodle in the CrewMember and other upc files in the Save folder, and increase the crew's skill (I'd probably mess the game up), or just have them do gunnery practice. Every time you go to surface, battle surface and shoot a few rounds... Put the best people on the guns, and show 'em how to do it every once in a while - just don't lose track of the situation... Was it lurker or Traveller that had a practice target?...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:56 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim