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Is there a way to introduce an error factor...

kelticheart

Charter Member
...in ships AA defenses?

I recently downloaded Blue Devil's Liberty Maru series and relative dp files, together with Uncle Tgt's great repaints.

Although I love Usio's Japanese ships, they are so detailed sometimes they can be a tad fps heavy, Blue Devil's and Uncle Tgt's ship model choices allow for a much greater war scenario variety, coupled with good framerate. I truly think Blue Devil's idea to turn Allied ships into very similar-looking Japanese ones was absolutely brilliant.

Unfortunately, Blue Devil's conversion dp files armed these ships to their theet. I am sure historical accuracy is fully applied here, but I was shot down seven times in a row by a Liberty Maru I used to replace the stock Japanese merchant ship.

This in a stock PTO mission where I was supposed to strafe Tarawa with a few Japanese ships moored in the atoll harbour.

I couldn't even fire a single round, my F6F was destroyed in a light-speed sequence without even leaving me the time to bail out every time!

And everytime I could see I was being nailed by a Liberty Maru and not by the two or three stock destroyers moored there or the island AA defenses. In order to complete the mission, I had to revive the stock Japanese merchant ship.

Is it possible that WWII ship AA gunners could be so deadly accurate without radar-assisted weapons? I noticed Blue Devil's ship armaments are heavier than the corresponding stock ships, can an error factor be introduced somewhere, so that there's a chance to get back to the carrier instead of hitting the drink everytime?

Thank you!
KH
:ernae:
 
Going to have to edit the DP for that Liberty Ship KH... make sure though that you do not eliminate all guns though. Reasoning is... if a ship does not have a gun in it's DP file... then you cannot prevent them from turning north onto shore... ie cannot control their behavior in a mission.

Learned that a long time ago as ships sailed thru Ford Island while working on PHP.
Just make sure that one gun left on the ship... is a pop gun. :icon_lol:
 
DP Tweaks

Kelti,

I think that if you change the departure angle of the weapons by a degree or reduce the rate of fire in the DP file, it'll help. Kind of like giving the gunners too much Saki before the battle or not lubricating the recoil operated mechanisms of the guns.
 
Hi Kelti, I like Jagd's approach. For me, and this is a personal preference, I like to put in an envelope of a marginal free of fire zone. The first one is for torpedo runs. In the ship's dp, setting the down angle limit 7 to 10 degrees will usually give one a safe zone at about 50 to 70 feet above the water. (Green Line) Pop above this and your blasted. Too low and splash.
The upper limit I usually set at 45 to 50 degrees. If you have ever hunted birds a shot at this angle gives you a pretty small window when the target is not all that high and travelling fast. The same would also apply for the low alttitude. The closer and faster the target, the tighter the shot. Something I try to emmulate in the sim. With some experimenting these are the numbers that most of the time, will produce the effects I'm looking for. Here's a fine graphic :icon_lol: I made in MS Paint.
Also, though the sim does not accurately reproduce this, damage from friendly fire was a possibility I'm sure they tried to avoid. The down angle limit. An example would be the hit USS enterprise took late in the war from a 5" shell. It was another ship in the Task Force that hit her...it was tracking a suicide attack plane, heade for the Big E.
Dv
 
My 2 cents worth:

Yo Kelti;

Check your Maru's gunstation code against the data below.
I'm curious to see what your dp says.



Two options to reduce the lethality of any gun:


1) - increase the "firing interval" of the guns


This is the interval between rounds, measured in seconds. Increasing this number will decrease the number or rounds fired per minute. [Machine gun and cannon only]

gunstation.0=0,-2,1,0.10,883,2,0.01,500,2,40,4d4*14,-2.826,-0.653,0.696, 0.2494260,13.010904,1.0793248,0,0,0,0,1.60

In this instance; changing this to 0.20 would double the time between rounds thus reducing the rate of fire by 50%.



2) - increase the percentage of rounds that are tracers.

The percentage of bullets fired from this weapon that will be displayed as tracers,(non lethal)

[Machine gun and cannon only. All other weapons = 0]

gunstation.0=0,-2,1,0.10,883,2,0.01,500,2,40,4d4*14,-2.826,-0.653,0.696, 0.2494260,13.010904,1.0793248,0,0,0,0,1.60

In this instance; 40% of all rounds fired by this gun will be tracers.


This data provided by: Caleb Flerk's DP Guide


Easy & simple eh? I hope this helps you out Bro.

.......View attachment 1755
 
Ta, mates!

Thank you all for your suggestions!

I just saved the page, I'll test your mods and let you know the results.

Cheers!
KH
:ernae:
 
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