SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-14-13, 05:06 PM | #736 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
;========= G A P S T A R T ========= ;========== G A P E N D ========== yet, you will need to change many counting numbers in UpgradePacks.upc. Since I have made already the work, are you sure you don't want to give up you custom EUF settings for the short time (so to speak ) required to test the guns? P.S: I think I have just discovered how to change the standard ordinance loaded in each gun |
|
03-14-13, 05:38 PM | #737 | ||
Ocean Warrior
|
Quote:
Quote:
not quite understood what did you meant
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
||
03-14-13, 05:50 PM | #738 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
are you just sure that they don't have to be in numerical order?
Do you remember that when you had removed AP shells from some guns, they still had AP shells as their standard ordinance, and that you had to wait for HE shells to be loaded before the gun could start firing? |
03-14-13, 06:00 PM | #739 |
Ocean Warrior
|
I don't think they should be in numerical order.. will try..
ah.. now I see.. that's great if you could change this..
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
03-14-13, 06:31 PM | #740 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Okay, sorry for the delay... I was busy with some PM's
well at the end I found a few evidences that 20mm AP shells were included in U-boat outfit, and no evidence that they weren't used, so I decided to keep them. Nonetheless, setting the most commonly/most abundant shell types as standard ammunition could be a cool feature Returning to my tasks now... |
03-14-13, 06:47 PM | #741 |
Ensign
Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 344
Uploads: 0
|
|
03-14-13, 06:54 PM | #742 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
|
03-15-13, 12:05 AM | #743 |
Ensign
Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 344
Uploads: 0
|
I didn't have time to run systematic tests of the Flak guns, but I still wanted to get a sense of the changes. I ran four tests with our modifications and four tests without it. Here are the results.
Setup U-boat: VIIC, novice crew, Turm IV, 2 x 20mm C/38 Zwilling, 37mm M42 Aircraft: Mosquito Mk. VI, 500 m altitude, 2000 m distance Conditions: 12:00, calm seas, excellent visibility (default weather settings) Reworked Guns Tests Test 1: aircraft damaged on first pass, destroyed on second by C/38 Test 2: destroyed on second run [couldn't determine which gun delivered the fatal shot] Test 3: damaged on second pass, destroyed on third by C/38 Test 4: undamaged on first pass, destroyed on second by C/38 Stock Tests In all four tests, the Mosquito Mk. VI was destroyed on the first pass, before the C/38 Twins had to reload. As I'm sure both of you realized long ago, it's absurd how accurate the stock AA gunners are. It was news to me though General Impressions The M42 feels like the heavy AA gun it is. In stock testing, all the AA guns were trained on the plane by the time I managed to turn around after loading the mission. In the Reworked Guns version, I can see them working to track the target, especially the ponderous M42. I can't wait to see the SK C/30 struggle to keep up with fast-moving aircraft The whole thing looks more natural to my admittedly untrained eye. I did not notice any obvious clipping problems with muzzle flashes or audio loops. The C/38 Zwillings seem much more effective than the M42, but that might just be due to the volume of fire they can produce. I didn't notice any horribly misplaced shots from any of the guns, but I might have missed something while being strafed by the British flyboy Clearly, the changes have reduced the guns' accuracy, though they are still able to shoot down an aircraft with little problem. Anyway, I know that's not the sort of comprehensive test you need to evaluate the mod, but it's all I had time for tonight. I'll try to do some more tomorrow after my first exam. EDIT: I also clocked the C/38 Zwilling's reload time at about 14.8 seconds on average. The M42's was about 8 seconds. Keep in mind this is with a novice crew. Last edited by keysersoze; 03-15-13 at 12:24 AM. |
03-15-13, 06:45 PM | #744 | |||||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Thank you Keiser for your detailed reports
please look below fo some remarks: Quote:
Another aspect that we should take into account is that, even in real life, the bigger 37mm guns could have been more effective at medium/long range than at close range, in consideration of their worse handling and of their longer range. This leads to my next question: which firing order (close/medium/long range) had you issued during the tests? Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Code:
;GUNNER - Passive abilities [SpecialAbility 33] ID=Ability-Boost-Guns NameDisplayable=Ability-Boost-Guns-Name Description=Ability-Boost-Guns-Description, Ability-Boost-Guns-Description, Ability-Boost-Guns-Description, Ability-Boost-Guns-Description, Ability-Boost-Guns-Description Levels= 5 AbilityType=GunsAccuracy, GunsDamage, GunsRange, ShellDrag, ShellSpeed ;increase gun accuracy, damage and range (in percents) AbilityValue= 6, 6, 6, 6, 6, 12, 12, 12, 12, 12, 18, 18, 18, 18, 18, 24, 24, 24, 24, 24, 30, 30, 30, 30, 30 PointsRequirement= 0, 0, 0, 0, 0 AbilityRequirements= 0, 1, Ability-Boost-Guns, 1, 1, Ability-Boost-Guns, 2, 1, Ability-Boost-Guns, 3, 1, Ability-Boost-Guns, 4 LevelUpTree= 2, 3, 4, 5, 0 MoraleCost= 0, 0, 0, 0, 0 PointsCost= 1, 1, 1, 1, 1 AbylityActsIn= ALL Duration=0, 0, 0, 0, 0 Cooldown=0, 0, 0, 0, 0 [SpecialAbility 34] ID=Ability-Reduce-Guns-Reload-Time NameDisplayable=Ability-Reduce-Guns-Reload-Time-Name Description=Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description Levels= 5 AbilityType=GunsReloadTime ;reduce gun reload time (in percents) AbilityValue= -10, -20, -30, -40, -50 PointsRequirement= 0, 0, 0, 0, 0 AbilityRequirements= 0, 1, Ability-Reduce-Guns-Reload-Time, 1, 1, Ability-Reduce-Guns-Reload-Time, 2, 1, Ability-Reduce-Guns-Reload-Time, 3, 1, Ability-Reduce-Guns-Reload-Time, 4 LevelUpTree= 2, 3, 4, 5, 0 MoraleCost= 0, 0, 0, 0, 0 PointsCost= 1, 1, 1, 1, 1 AbylityActsIn= ALL Duration=0, 0, 0, 0, 0 Cooldown=0, 0, 0, 0, 0 ;GUNNER - Active abilities [SpecialAbility 35] ID=Ability-Active-Suppress-Fire NameDisplayable=Ability-Active-Suppress-Fire-Name Description=Ability-Active-Suppress-Fire-Description, Ability-Active-Suppress-Fire-Description, Ability-Active-Suppress-Fire-Description Levels= 3 AbilityType=GunsReloadTime ;chance to kill enemy gunner per bullet and increases reload time (in percents)(missing??) AbilityValue= -5, -10, -15 PointsRequirement= 0, 0, 0 AbilityRequirements= 0, 1, Ability-Active-Suppress-Fire, 1, 1, Ability-Active-Suppress-Fire, 2 LevelUpTree= 2, 3, 0 MoraleCost= 1, 2, 3 PointsCost= 2, 2, 2 AbylityActsIn= ALL Activation=OnDemand Duration=600, 600, 600 Cooldown=4320, 2880, 1440 Code:
[UnitPart 1.Compartment 1] CompartmentType= 2 StatusActive= No ID= VIIAConnWatch NameDisplayable= Gun-Compartment-Name Type=NULL FunctionalType= FlakRoom MechanicalCoef= 0.3 ElectricsCoef= 0 GunsCoef= 0.4 ;0..1 WatchmanCoef= 0.3 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=0 CrewMembersSlots= 0 EffciencyDenominator=2 EffciencyDenominatorBS=2 Hitpoints=200 CrewExposure=0.5 EquipmentsExposure=0.1 WeaponsExposure=0.1 ExternalDamageZoneTypeID3D= 31 GUIPlaceHolderIndex=6 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1 Has anyone messed with those parameters before? you, Volodya? |
|||||||
03-15-13, 07:23 PM | #745 | ||||
Ensign
Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 344
Uploads: 0
|
Quote:
Quote:
average recoil distance: 33mm max. recoil distance: 44mm These numbers seem quite small so I really don't know what to make of them. I have unfortunately not been able to find information for the other guns yet. Quote:
Quote:
You might want to double-check my report before starting collecting sound clips in earnest, as I have been known to be wrong In any case, the 37mm is far too quiet, as this youtube clip of the SK C/30 indicates: Notice also how slowly the gun seems to track around 0:41 I certainly haven't. I'm was also using the Reworked Abilities mod and the Equipment mod for the tests, in case they affect these parameters. |
||||
03-15-13, 08:44 PM | #746 | ||||||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
Quote:
In past, I and Volodya have been testing tolerance fator's effect, but without significant success. There are two of them, one for elevation and one for traverse. According to this old post in SHIII subforum, tolerance factors should be sort of maximum gyrostabilization angles: the bigger their value, the more stabilized the gun, the more accurate its aim. Quote:
Quote:
Quote:
These are the theoretical ranges, according to the sources I have consulted (including the information provided by you): navweaps: 8,500 m @ 45 deg wikipedia: 8,500 m @ 37.5° navypedia: 8,500 m your document: 8,500m @ 35.7° They all agree on 8,500 m, despite some discrepancies on the elevation angle required for attaining the aforementioned range. Also notice that this is not the AA ceiling range, which was way shorter, nor the effective range in AA firing, that was even shorter. SH5 gun controllers allow just one setting, which is the maximum theoretical range. I ignore how accurately the game deduces the ceiling range from the latter, but in any case, there is a setting for limiting FlaK guns long, medium and close firing ranges. IIRC, the stock maximum range setting is 2,000 m, which is pretty close to the historical 37mm FlaK's maximum effective range Quote:
Quote:
Quote:
Answering to your question, yes both the mods mentioned by you contain the settings I was talking about in my previous post. I think we should try and play with them with the aim to reduce FlaK's accuracy and to reduced the excessive difference in reload times among trained and untrained crews (your estimated times seem to me abit excessive even for a rookie). |
||||||||
03-15-13, 10:37 PM | #747 | ||||
Ensign
Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 344
Uploads: 0
|
Quote:
Quote:
Yes you are correct I was rechecking some numbers and found a comment about the Kriegmarine's disappointment with the SK C/30's very poor AA ceiling (only 2000m practically, versus 6800m theoretically). I confused ceiling with range and therefore thought I might have provided you with incorrect information. My mistake Quote:
Quote:
|
||||
03-16-13, 03:20 AM | #748 |
Ace of the deep .
|
When its time for historical depth charges
http://traktoria.org/files/underwate...structures.pdf plenty of graphs |
03-16-13, 04:46 AM | #749 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
Quote:
Depth charges damage in in our todo list. I will save that essay in a safe place, and I will have a closer look into it at the right moment. Thank you for sharing |
||
03-17-13, 11:18 AM | #750 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
U-boat gun malfunctions
Hi guys,
A thought that jumped to my mind in the last days is that our guns are lacking zone information. I am wondering if any of you has ever suffered gun malfunctions: Flaks jamming, getting damage from enemy fire and letting you defenseless in the middle of a surface engagemnt, and requiring long minutes if not hours before they are repaired. During my limited gaming experience I haven't ever had any of the above... |
|
|