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Also posted my Belknap CIWS config in said thread... the firing arcs are pretty aggressive with only 20 degree deadzones to the 12 o'clock and 6 o'clock. I did that due to technical limitations since the AI rarely brings the ship about to line up CIWS to take out incoming missiles... they're more concerned with charging straight to your position to kill you.
Here's the code if you want to try it:
Anti-MissileGunHitProbability=0.015
Anti-MissileGunRange=4000
Anti-MissileGunFiringArcStart=-170,10
Anti-MissileGunFiringArcFinish=-10,170
Anti-MissileGunRestAngle=-90,90
Anti-MissileGunUsesRADAR=0,1
Anti-MissileRADARRestAngle=-90,90
Anti-MissileGunParticle=ships/particles/usn_phalanx_burst
Anti-MissileGunFiringArcStart=-170,10
Anti-MissileGunFiringArcFinish=-10,170
. . are we not creating an 20c overlap forward i.e. -10 overlapping +10? I see minus and plus 170 giving a 20c zone to rear.
Cheers
In CW, instead of there being a 360 degree "compass" to determine firing arcs, it seems to use the same 180 degree system that is in place for determining baffles. What this looks like is a negative number assigned to port-side, and a positive to starboard. So, if 0 degrees is bow, 180 is astern, then a firing arc starting at -170 and ending at -10 would be covering only the port side gun, leaving a 10 degree blind-spot on the bow and stern of the ship. Now when you factor in the starboard side gun, its just a mirror image... so another 10 degrees resulting in 20 total fore and aft.
As far as overlap, I have used the same scheme as the other CIWS guns in the game, with the portside gun starting with a high negative, and the starboard starting with a low positive. If the guns perform their arc in a clock-wise manner, this makes sense.
It is a confusing system, a standard 360 degree method would have been much easier to work with.