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Old 03-08-14, 11:41 AM   #385
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by Sailor Steve View Post
In reality the 8.8cm deck gun could fire once every four seconds or so, which is quite fast. The problem was that even in a calm sea the boat rolled a lot, so they had to wait to fire until the boat rolled in the right direction. In a heavier sea the problem was much worse. The bad news is that the game doesn't change the rate of fire for differing sea conditions, so it's either way too fast in rough seas or a little slow in calm seas.
Indeed you make a perfectly reasonable point, Steve. In theory, by playing with the following parameters, we should be able to mimic weather-depandant realistic rates of fires both for (our) u-boat and for ship guns:
  • data\Env\SeaParameters.cfg parameters (ScaleX/Y/Z, FarWavesScale, FarWavesStrength, SeaSpeed, etc.). Their effect on guns should be rather obvious: higher waves should involve a general deterioration of guns' performance both in therms of aiming accuracy and RoF; there is a downside to making low-wind waves too high though: being a low gun platform, u-boat's deck gets often flooded even at low wind speeds. When this happens, the manning crew unmans the deck gun, no matter what StormConditions is set to, thus making the gun pretty useless (subs' U&D/P&R drag factors must be adjusted also).

  • "Mech" factors in data\Cfg\Sim.cfg (Waves amplitude, Waves attenuation). Never actually played with those parameters, but I suspect that they provide a global way to finetune waves' strenght/amplitude. The same consideration as at the previous point are also valid for the latter, but beware, the effect of Mech factors might be stronger than the one of Sea Parameters.

  • Ship/Sub Unit Controller's U&D, L&R and P&R drag factors (Sim files). These are individual for each unit. Their effect is also obvious: the higher her drag the more stable each unit wil be in her role of gun platrform (i.e. better aim and/or RoF), to the detriment of her gneral maneuverability (turning radius, acceleration/deceleration, etc.). Be careful with too high U&D drag values, or some units might "cut though" high waves rather than riding them, finding themselves with their decks awashed more than expected.

  • Weapon Cannon controllers' traverse/elevation speeds (guns sim files). These are individual for each gun. It is a known SH5 limitation that guns are aimed and gyro-stabilized at the same rate. Slower guns = lesser stable guns = worse aiming/RoF.

  • Weapon Cannon controllers' traverse/elevation tolerance factors (guns' sim files, a couple of them for each gun). These define the "spread cone" within which the current aiming, though not perfect, will be considered good enough for the AI (or our AI-gunners) to pull the trigger. Outside this cone the AI will hold fire until it gets a better aim. Therefore, the above parameters can be also be seen as the Aim accuracy/Rate of Fire discriminant: high tolerance factors = low accuracy and high RoF; conversely, low tolerance factors = high accuracy and low RoF.

  • AI Cannons' and AI AA Guns' parameters in data\Cfg\Sim.cfg (Max error angle and Max fire wait). Not really sure about the above, but I suspect they set the limits withinn which the aforementioned tolerance factors are applied.

Don't take my statements above as if they were carved in the stone. This is just how I think the discussed parameters migh work, and how in my opinion they might be combined to achieve a realistic gun behaviour in game. I am posting my points here for others to contradict/correct them, in the hope that the debate can bring some new ideas on the topic
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