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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Aug 2006
Posts: 4
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Just wondering how I'd go about unlocking the horizontal axis for the zoom on the deck gun?
In other words be able to use the deck gun in zoom mode to aim freely rather than continue to toggle the slow distance meter. Also what settings would I change to completely void gravity on the deckgun/AA so that it shoots dead straight without curving due to gravity? Some ideas would be great....ta |
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#2 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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Welcome abour Ezer!
As for the first question - I will be honest and admit I am not real clear on what your asking - so I can't answer. However, on the second - getting a flat trajectory for the shells is easy - edit the shell speed to be extreme. This was done with an old mod called "Killersub" though that mod also made a one shot one kill change on the shell damage. The faster the shell goes, the less arc it needs. Increase the speed dramatically and the shell doens't need an arc at all. Killersub has not been updated in a long while, or else I would suggest you use it to see the changes it made.
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#3 |
Nub
![]() Join Date: Aug 2006
Posts: 4
Downloads: 5
Uploads: 0
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Thanks for your feedback.
I probably wasn't clear enough on my first question. Basically I would like to have the deckgun (zoomed) sights so they are free to move around and aim just like the AA gun sights....if that's possible? Also on the second question I must be doing something wrong. In order to get flat trajectory I use the Silent 3ditor to open the file Deck_Gun_3_50.sim and in the appropriate dropdown menu I have changed the 'shell_speed' to something ludicrous like 999999, but it makes no difference. So I'm also wondering how to make this setting react in SH4 itself? Thanks again. |
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#4 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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hmmm.... the only other thing that might affect it is the range. Not sure about that. Are you saving the file in s3d? If so, are you overwriting the original or making one in another location to make the mod JSGME compatible? Too many times I have modded a file, tested it and then realized I forgot to "install" it.....
What submarine are you using for testing? I will look into this perhaps this evening sometime if I get some free time and let you know what I come up with.
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Good Hunting! Captain Haplo ![]() |
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#5 |
Nub
![]() Join Date: Aug 2006
Posts: 4
Downloads: 5
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I'm just editing and saving the original file. Some changes are taking affect like the recoil/clipsize etc but no matter what figure I give the shell_speed it travels no faster or flatter....
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#6 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
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Can't remember which camera it is. But if I remember correctly, set Look at horizon =0
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#7 |
Nub
![]() Join Date: Aug 2006
Posts: 4
Downloads: 5
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Camera file.....Horizon?
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#8 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
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![]() Quote:
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#9 |
Stowaway
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For Guns trajectory.
Look in the sim file for said gun. Range and angle. If range is say 9000 and angle is 45 That means max range is 9000 meters fired at a 45 degree angle. Change 45 to 5 and max range is now 9000 meters fired at a 5 degree angle. However, the game engine may or may not puke with wild settings. |
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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Do make backups from the original files if you just open and save them in the game folders. If you mess things up, or S3D runs into a problem, we will see you around here asking someone to upload that file for you...
Best to use JSGME and create minimods for any test you do ![]() In case you do make backups, forget what I said.
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