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11-10-11, 02:37 PM | #76 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
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man of few words are you? hehe....
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11-10-11, 02:56 PM | #77 |
Electrician's Mate
Join Date: Aug 2008
Location: Czech republic
Posts: 135
Downloads: 118
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Well, I´m just trying to enjoy the ships I made . Before moving to next one.
Cdp44 |
11-10-11, 02:57 PM | #78 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
Uploads: 0
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so thats why you dont talk too much
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11-10-11, 02:58 PM | #79 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
Uploads: 0
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how about making a light cruiser for german sigle mission too?
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11-10-11, 05:16 PM | #80 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
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damn i have this problem with some other ships:/
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11-10-11, 05:19 PM | #81 |
SUBSIM Newsman
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Keep up the good work,
__________________
Nothing in life is to be feard,it is only to be understood. Marie Curie |
11-11-11, 01:13 AM | #82 |
Loader
Join Date: Jun 2011
Posts: 83
Downloads: 14
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I really hate to keep ragging on this, because your ships are really well-done, but the accuracy issue really is game-breaking. I played the Tokyo-Saipan Convoy mission in the Dido, and annihilated the convoy in less than 20 minutes. I'm not just talking about the escorts; I mean every enemy ship in range was on the bottom in less than 20 minutes. Not even the Iowa can kill the convoy that fast. I took several hits, but nothing serious. Range wasn't the problem; I was under fire from the moment the mission began from ships that were far enough away to be partially concealed over the horizon. The problem was that the aimbot accuracy of the main battery meant that I could pop off destroyers one-by-one with a few salvos while doing nothing but cruising in a straight line at flank speed. When I tried playing this mission with the Brooklyn CL that's been around for a while, I managed to sink a few destroyers before being pounded into scrap, which is what I'd expect when I'm that massively outnumbered.
Like I said before, I'm nowhere near being an expert on naval combat, so I don't know what the realistic range and accuracy of these guns are. But this is a game balance issue. Playing around with battleships has taught me that it's not fun when there's no challenge. Going up against a full task force in a BB requires actual work to win, but this game being what it is, the main activity is attacking merchant convoys, which never have the kind of heavy defenses that would make attacking them with a powerful ship a fun challenge. Going after the Tokyo-Saipan convoy in a lone CL and having to really fight hard but still be able to win (unlike my experience with the Brooklyn) would be really fun. But doing it with the Dido in its current state isn't fun at all. Again, I hate to keep bothering you on this, and I kind of feel like a jerk for saying bad stuff about your otherwise very well-made mod, but I feel like it's something that needs to be said. On a mostly unrelated note, is there any way to get rid of that obnoxious alarm that so many playable ships have? It drives me nuts trying to do a career and having to listen to that blasted thing forever. I'm guessing that this just involves deleting a sound file someplace, but I don't want to go around my game messing with stuff without knowing what I'm doing. |
11-11-11, 01:34 AM | #83 |
Electrician's Mate
Join Date: Aug 2008
Location: Czech republic
Posts: 135
Downloads: 118
Uploads: 0
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To decrease accuracy, open guns_radars_05.sim, find the turret/gun in question and in Fire array change trav_tolerance and elev_tolerance to something higher (default value was 1,0 - with this guns seemed too inaccurate). You will have to do the same thing to playable turret, in Dido´s case the file name is Deck_Gun_5_25.sim.
Just be aware, that if you play career, the accuracy will not change much during the war, even with experienced crew. To decrease hitpoints open desired ships zon file, open ColisionableObject node and change Hit_Points to something else. You can also play with Sim.cfg to tweak enemy AI. Just don´t touch first two values. Cdp44 |
11-11-11, 02:04 AM | #84 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
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help here...i need to change the AI ise turrets turning speed they are little slow:/ how can i do this ?
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11-11-11, 02:13 AM | #85 |
Electrician's Mate
Join Date: Aug 2008
Location: Czech republic
Posts: 135
Downloads: 118
Uploads: 0
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Wait a minute, playable Ise AI turrets or AI Ise turrets?
Cdp44 |
11-11-11, 02:16 AM | #86 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
Uploads: 0
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oh and 1 other thing i just found....no matter if ships are near attacking me at 500 metres the gun crew still firing away the most far targets:/ so i want to begin fire to the closest ones and after that if no other enemy is near...to engage the most distance i want to change that too
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11-11-11, 02:18 AM | #87 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
Uploads: 0
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AI ise turrets...
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11-11-11, 02:22 AM | #88 |
Electrician's Mate
Join Date: Aug 2008
Location: Czech republic
Posts: 135
Downloads: 118
Uploads: 0
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Use binoculars to change targets.
Cdp44 |
11-11-11, 02:27 AM | #89 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
Uploads: 0
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nooo:/ i mean for the crewAI gun range so they start firing from those are near to me then the far ones...for example i am playing with the dido and a destroyer is coming right to me....they begin to fire away in other targets to horizon
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11-11-11, 02:32 AM | #90 |
Electrician's Mate
Join Date: Aug 2008
Location: Czech republic
Posts: 135
Downloads: 118
Uploads: 0
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Use binoculars, it controls all guns on your ship. Just put the crosshair on the ship you want to shoot at and press Space.
Cdp44 |
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