Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
but after play testing it a bit since last time, it's not AS bad as i imagined, so i think i'll leave it as it is.
besides, i think the reason losses are so high is because the AI auto attacks are totally suicidal (flying super slow and tropping torpedos and bombs at point blank, then circling back over the ship while running away, ect...) not so much because AA is unrealistically strong. if you do the atack manually and drop at top speed from 2 - 1.5 km away and turn away immediately, you can still get away with a lot even with my mod.
so i guess when thee devs update the AI (or someone mods it) it won't be as much of a problem anymore.
besides, super high loss rates for japanese (especially B5N Kate) are not nessesarily unrealistic. at coral sea and midway the loss rate on the succesful Lexington and Yorktown attacks were still from 20% to 50% of the attacking kates.
I want to say i have the most respect for your work and i would like to try the next campaign with your mod. However can you explain this more in detail?
"fine tuned the maximum turret rotation angles of each ship much more accurately than the TTE mod does"
Maybe can you give me just one example to understand the data you are using? I am more interested the horizontal arcs values used.
so, the horizontal angles where probably the most questionnable part of it as finding precise data was often not possible (hence why i said "as a guideline" in this case as opposed to using the real thing.)
Navweaps.com , in the "mount data" section for each gun gives training angles. but this seems to be generalized in most cases. i also tried to look at the US Navy ONI ID manual from 1942, but as we all know this one contains a fair bit of known inaccuracies so i was wary of trusting it as well.
navweaps did have good data for some mounts like the USA 5inch/38 gun, where it says "from 284° up to 330° for all mounts, depending on position on the destroyer". but for most guns, typically it says "approximately +/-150 dgrees").
-typically, my logic was: i ended up using around +/-150 degrees in most ships, then fine tuned it to avoid any visual clipping + leave just a little bit of clearence room for the muzzle blast from superstructure elements, depending on the gun size (bigger= more clearence).
-for all the broadside secondaries, i took the best angle possible that avoids clipping as much as possible and gives reasonable muzzle blast clearence to the other secondaries next to it, and to the superstructure. (note: perfect fine tuning was not always possible because groups of 4+ secondary guns or more with different position on the ship are treated as one in the gamefile... so sometimes, like with baltimore/cleveland secondaries, i made the best possible compromise to not completely ruin the arc of fire of all 4+ side secondary guns when only 1 was slightly obstructed.)
practical exemples:
-yamato: the arc for the main guns says +/-150° on navweaps.
so i tried that in the game and this was possible (no clipping) but also resulted in the barrels being alarmingly close to the superstructure. these guns use over 1 TON PER TURRET of explosive as the propellent charge for every single broadside... and i do not belive the captain whould order to fire so close to the superstructure unless in extreme dire straights or as a total desperation move. so i used +/-140 instead, which is still an excellent angle but gives a bit more clearence (even this angle whould still result in severe self-damage to the ship if shot a lot at that angle IMO... but in a battle situation maybe some compromise like this is acceptable.)
-Benson/gleaves: the arc for the main guns says "+/-330° or less depending on position" on navweaps.
so i set turret 1 2 and 4 each to the best possible angle that give a tiny bit of muzzle blast clearence to the superstructure (not much since its a small gun) and set turret 3 to the best possible 330° arc since this one has no nearby obstruction whatsoever.
-also for some ships like the English/Australian CL, it says +/-120° on navweaps, but without quoting a source, and this really seems weirdly bad, and you can clearly see that the superstructure was build to allow better angles, so , i made it around +/-130° which is still much worse than most ships but a little more reasonable imo.
-for rate of fire, i typically start by taking something slightly above the avereage of the given range by naveaps, then take barrel elevation speeds and loading angle into concideration.
practical exemple:
-Kongo/Yamato/USA BB: all of those ships can reload at best in 30s under ideal conditions and at the loading angle. 40s if firing at max elevations.
-the loading angle is +3° for yamato, +5° for USA, -5/+20° for kongo.
-the barrel elevation speed (in degrees per seconds) is: 8 for yamato, 12 for USA, 5 for kongo.
i used a slightly worse 31s for each as the baseline to represent less than ideal battle conditions; then:
*chose 32s for USA to represent the need to elevate/lower the barrel about 6 to 10 degrees for each firing. (11° to 16° of elevation gives a range of about 15-20km which is typically the max range at which most ship to ship shooting happen in the game).
*chose 33s for Yamato to represent the slower barrel elevation speed and lower loading angle
*chose 31s for Kongo, as, regardless of the bad elevation speed, the best loading angle of +20° already corresponds to a range of 25km anyway.
PS: if planning to play it, i also noticed the 2 new torpedoes i added, for some reason, have a Very Short bubble trail (almost invisible). i'm looking into a way to fix it and maybe exploit it to remove the bubble trail of pure oxygen torpedoes in a later version. i also noticed i forgot to adjust Kongo's 152mm secodaries arc of fire, so i'll hotfix it later today.
*also, after further experimenting, the super short torpedo trail thing isn't due to the 2 torpedoes i added, but rather, is a time-compression related bug that affects all torpedoes.
whenever accelerating time with a torpedo in the water, the bubble trail becomes much shorter, slow torpedoes aree more heavily affected. not sure if this is a bug related to my mod or in the vanilla game too.
Hi mate, just discovered your mod and will try it from now on together with Barons TEE and my own ridicilous modding attempts... ;P
Didnt looked over the changed data, but i guess, you did NOT change the "setup" - folder but ONLY the "unit" - one ?! Is this correct ?
You might know, why i am asking: if the latter is true, i dont have to start over a new campaign, if the former...then yes^^
About AAA efficiency:
For my taste, the AAA is still too weak and thats coming from me, who is mainly using Planes to sink Ships !
If someone letting his kate squadron fly an torpedo attack against a full enemy fleet, well he deserves that ALL of his planes get shot down^^
I use ALWAYS maximum altitude level bomb attacks as long as the Fleet has most of its AAA firepower left (especially the Atlanta is very nasty and should be so)
Here comes my 2nd question:
I think as soon as you attack from more than 3 km altitude, the AAA drops significantly ! Not only the accuracy, which is fine as it is, but also many ships dont seem to fire on you at all anymore...is this also changed with your mod ? So can we expect more AAA also in higher altitudes ??
many thx in advance
-nope you don't have to start a new campaign at all. :)
-in terms of AA, my mod changes the fire rate of dual porpose guns (especially for USA, they are alot faster now). not the aa range, or damage of each flak burst.
in my experience, this doesnt make AA OP at all, though more scary than vanilla.
however the TTE mod DOES increase the flak damage + range, so in combination wit my mod this may be a little much. i do not use that part of the TTE mod while playing, so cannot confirm if it's still fine or not.
The flak range increase can sound nasty but is in fact for most situation only fireworks at long distances. Yes sometimes you can destroy a plane at 6k but is very rare. In normal situation flak is only dangerous at close ranges. This is how flak works in game.
want to second this !
In my experience with Barons TEE flying at 3,3 km altitude, its really rare that you get a plane shot down...the slower and tighter the formation is, the higher the chance...so everything looks right here :)
Speaking of which, #Baron, i am beginning to think that AAA at moderate altitudes may be even a bit too weak:
Last time, i attacked a 10 Ship BB Fleet with 5 CLs with 24 Kates and 20 bettys at the same time, all doing high altitude level bombing at 3,3 km...and i lost only 2 or 3 of the 44 planes attacking !
Sounds a bit too less for my taste
Sounds right to me. You can always change the flak radius in the ammunition folder to anything you like.
Cool, thanks alot ! Didnt know up to now, where it is^^
I had the same problem dont know if Accipiter knows about this? but to fix go to
Language. English.Dictionary.weapons and type in
Depth_Charge=depthCharge and save
message solved and the Cruisers and DD have Depth charges back :-)
since there are still people who use my mod, i'll update it to make it compatible to the latest version.
might take a day or 2. thankss for noticing me.