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03-17-13, 11:51 AM | #751 | |
Ocean Warrior
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never.. all the deck equipment (I mean - flaks, deck gun, scopes, antennas etc.) usually repaired very quickly.. even if Rongel's mod (Longer Repairs) enabled.. and funny and very annoying stock bug: all the deck equipment able repaired when submerged..
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03-17-13, 12:37 PM | #752 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
a. they are repaired very quickly b. their functionality is not affected by the damage taken anyway At least this is my experience. As I told before, looking into their settings I have noticed our guns don't have any zone assigned to them, therefore I am surprised that we still get the message "deck gun damaged, sir" at times. Adding damage boxes/spheres around our guns in not a big deal. I have also noticed that there are two special categories, 'Light Weapons' and 'Heavy Weapons' in Zones.cfg file, which are used for AI unit's armaments (whose guns, incidentally, can be disabled by damage). I hope that the same tag will work with player's guns. Also notice that player gun's damage is converted into efficency reduction rates and repair times according to the settings contained in Weapons.upc. There's a set of settings for each gun. For the single C/38 they are: Code:
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2 DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun Taken_DamageType: not sure about this. Stock setting is invariably NULL for all the equipments MinDamage, MaxDamage: this is a percent of equipment's hit points; it set the range of damage at which the next settings will be applied; MinMaintenance, MaxMaintenance: not sure about this chancefactor: the probability in percent that the next settings will be applied [?] Message: damage description (probably not used) Spawned_damage_HP, Spawned_damage_AP: the damage spawned to nearby zones [?] Spawned_Damage_Type: see mi comments on 'Taken_DamageType' EfficiencyReduction: this is how much the functionality of the given equipment is affected by the damage, in percents. In our case, I am not sure how this setting would be reflected in therms of gun performance, but a value of 1 (=100%) should totally disable it; repair_skill: the crew training in percents required for repairing the damaged equipment; if bigger than 1, the equipment not reparable repairtime_in_hours: self explanatory |
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03-17-13, 01:34 PM | #753 |
Ensign
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This has been my experience. When attacked I will often get the message "Flak gun damaged!" immediately followed by "Flak gun operational!" I also noticed during my experimentation with depth charge settings that the deck and flak guns are almost never damaged, even when I increase the strength of the depth charges to absurdly high levels. Coincidentally, I also get these contradictory messages with other subsystems at times, but in those cases the equipment actually does get damaged.
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03-17-13, 01:39 PM | #754 | ||
Ocean Warrior
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a. yes b. yes And what do you think about: Quote:
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03-17-13, 02:03 PM | #755 | |
Navy Seal
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Quote:
1. mimic jamming guns, for the FlaKs which were reportedly more prone to this kind of problem 2. make guns to take actual damage 3. make guns to malfunction when they get damaged over a given limit 4. make gun repairs to take a realistic time, depending on the type of damage 5. make destroyed guns irreparable any suggestion? Giving our frogmen a long leave could be a bit trickier, if possible at all P.S: thank you guys for your fast answers |
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03-18-13, 08:27 AM | #756 | |
Navy Seal
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Just found this interesting thread about a SH5 U-boat physics mod by Ducimus & Co, which was in the doing back in 2009. Thank you guys if you are reading us!
First information I got from it, is that guns drag coefficients are not in the same scale as the drag coefficients used for ships, submarines, etc; in the first post of the aforementioned thread, it is stated: Quote:
20mm_C30: 580 = 0.17 kn 20mm_C30_2: 575 = 0.17 kn 20MM_C38_Twin: 895 = 0.27 kn 20MM_C38_Twin_shield: 925 = 0.28 kn Vierling: 2,665 = 0.8 kn 37_mmM: 2,955 = 0.89 kn 37_mmSA: 2,185 = 0.66 kn 37_mmTSA: 3,530 = 1.06 kn Deck_Gun_GE88mm: 4,125 = 1.24 kn Deck_Gun_GE105mm: 4,120 = 1.24 kn I propose to use them as base settings during our tests, provided that you can't provide better figures than the ones estimated by me |
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03-18-13, 01:22 PM | #757 | |
Ocean Warrior
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I would slightly reduce your settings (don't get me wrong, just IMO )
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03-18-13, 02:11 PM | #758 | |
Navy Seal
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Quote:
For your information, conning towers got too their additional drag coefficients. After setting them, we will need to finetune U-boat physical parameters, so to make boat performances (with standard equipment) to match historical specifications. Do you agree with the plan? |
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03-18-13, 02:52 PM | #759 | |
Ocean Warrior
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You know, I was, am and will totally agree with you.. seriously..
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03-18-13, 03:52 PM | #760 |
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03-18-13, 04:09 PM | #761 | |
Ocean Warrior
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Quote:
In our 'bearish' country, we almost don't use checks.. just bags of cash..
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03-18-13, 04:30 PM | #762 |
Navy Seal
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03-18-13, 04:34 PM | #763 |
Ace of the deep .
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Just on a side note . I think that DDs fire there guns at your general direction if you are submerged at periscope depth .
Silent Hunter 5\data\Env\SeaParameters TransparencyDistanceUnder=19.000000 |
03-18-13, 04:39 PM | #764 |
Ocean Warrior
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Do not you satisfied in small denominations? couple of bags?
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03-18-13, 04:42 PM | #765 |
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Is that parameter really applied? IIRC, the feature that you are talking about didn't work before IRAI fixed it
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