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10-02-13, 08:55 AM | #256 | |
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To update R.E.M now! |
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10-02-13, 08:59 AM | #257 |
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10-02-13, 09:00 AM | #258 | |
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Code:
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 R.S.D. - Reworked Submarine Damage v5.1 by vdr1981 |
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10-02-13, 09:10 AM | #259 | |
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For example, i use (for mid calibers deck guns, on destroyers mostly) settings ~0.6(elev. speed), ~10(rotate speed), ~5 deg. (elev/trav tolerance) . This gives me less accurate AI, let's say 1/10 from 5-6km(sometimes more,sometimes less)... And also i have a theory why AI is more precise from larger distances...Maybe because there is a limit for waves/wake render around player's sub...So when destroyer shooting at you from 7 km, he's actually gliding on perfectly smooth surface...As distance decreases, he's starting to piching up/down and also starting to lose his precision...
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10-02-13, 09:12 AM | #260 |
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10-02-13, 09:17 AM | #261 | |
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Tell me what you think about my findings regarding AI precision...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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10-02-13, 09:47 AM | #262 | ||||
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Yes, I am. This is one of the worst weak points of my personality, when applied to big projects...
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- one is that they are the maximum allowed deviation from ideal aiming for the gun to actually fire. In other words: the bigger their setting, the lesser gun's accuracy, to detriment of rates of fire (Max error angle and Max fire wait in Sim.cfg might also come into the picture). This explaination seems to be confirmed by your experince and by the fact that IIRC during my and Volodya's tests on Flak guns, a value of 0 prevented AI crew from firing the gun (i.e. the gun didn't have a firing tolerance window). Moreover I remember TDW having said something on this subject that also confirms this explaination. - another explaination that I have read on the forum, is that they are the maximum gyrostabilization angle. In other words, the bigger their setting, the more stabilized the gun, the more accurate its aiming, especially noticeable on heavy seas. Quote:
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Have you tried messing with the two Waves amplitude and Waves attenuation settings in Sim.cfg? They could apply to the problem you are describing. Last edited by gap; 10-02-13 at 10:04 AM. |
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10-02-13, 09:50 AM | #263 | |
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Now all damage labels are left and right aligned to the damage screen, and virtualy none of the lines line up to their appropriate labels. http://imageshack.us/g/1/10339008/ |
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10-02-13, 09:58 AM | #264 | |
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What do you think Vecko? I would make German equipment names optional, after that I need for a new set of screenies with English equipment names by plj (), and then I will try moving those equipment labels around and adding missing lines. What do you think, guys? |
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10-02-13, 10:20 AM | #265 | ||
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Imaging your self using fixed deck gun in the rough seas... The only way to hit your target is to follow pitching of the ship and to pull the trigger at right time, right? Now , your ability to pull the trigger at right time would be AI skill setings(poor, elite) and trav/elev tolerance would be something like captain instructions "do not shoot on that ship IF you can't pull the triger with deviation less then 5 degerees sailor!"...do you understand my creepy English Gap? EDIT : Code:
[AI Cannons] ;The degrees at which the AI could be off when aiming guns at you Max error angle=4.5 ;[deg] was 3, increased 33% Max fire range=7000 ;[m] was 6000 Max fire wait=12 ;[s] Quote:
Or maybe we could find new images for GUI, without lines and -problem solved...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 10-02-13 at 12:37 PM. |
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10-02-13, 10:33 AM | #266 |
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Thought I'd let you know that the 2 mod's together created multiple system freeze's .. after removing that other one, my game has been stable and my computer hasnt frozen anymore.
I agree that it would be nice to have stuff properly labeled, but the primary goal, more realistic damage, is more important then the polish to me .. at least at the moment. Mostly because I figure that the polish wont require a new campaign, while the important stuff does .. but that's just personal preference :p |
10-02-13, 11:04 AM | #267 |
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I've edited your sensors2.zon file a bit, by default zone is place in the middle of the sub. Could this be proper GHG sensors location? (attachment)
EDIT: Just tested a bit more...Two stupid crash dives in shallow waters and you can say goodbye to hydrophone...No CTD,freezes, savable...And Benno can't hear a ****... Good finding!
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 10-02-13 at 01:02 PM. |
10-02-13, 02:12 PM | #269 | |
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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10-02-13, 05:24 PM | #270 | |||||||
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Thank you for sharing your findings Vecko, your arguments sound perfectly plausible. Quote:
At this point I wonder how the other 'Max fire wait' parameter is used in game Quote:
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We will focus on more important features first, and once we will have a complete picture, with all the new equimpent damage labels in place, we will deal with the needed interface adjustements (labels naming and correct placing) as lats task. What do you think guys? Quote:
Boxes and spheres must be centered on their owner object. This is how the new .zon file is set, in conformity with the settings you had used for the stock GHG sensor (copied/pasted your own settings). This has nothing to do with the placement of the sensor on boat's 3d model. Since you ask it, GHG and Balkon Gerat are fitted on the H01 bone, and KDB is linked on the H02 bone. I know it from u-boats' sns files. I didn't check where the above bones are placed, but I suppose in the bow section, near the keel for bone H01 and on deck for H02. If you wanted to move hydrophone sensors you should move those bones using GR2 Editor. One last note: I actually ignore what is the use (if any) of .sns and .eqp files for human playable units. Changing their settings don't have any effect in game (at least apparently), maybe for reference? I have still to find how equipment/armament bones on U-boat 3d models are linked to their respective "slots" in upc and upge files. Quote:
be wise when setting sensor's AP and crash depth zone settings, or we will get deaf after the first deep diving Quote:
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