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Showing results for tags 'gunnery model'.
EDIT of 23/06/20: Not going to continue with this specific thread, or any future ones I had in mind. You can read my last post for more detailed explanation. ================================================================ I'm wondering if any of you like the idea of making several of these threads as it seems to me it's potentially a good way of drawing together our very wide experience, knowledge and talents and present them to the devs in formats that are relatively specific and focussed. I do appreciate I'm asking you all to post things you very possibly have done previously, but I hope we'll end up with a comprehensive set of thoughts on each big topic area. I'm happy to run with a few of these and monitor/update as we go. I might ask if I can get this put as a sticky, and possibly even see if I can get some better form of editorial control within this (and other) threads if the idea gains sufficient support to make it worthwhile. ============================================================ Hi all, I thought it might be helpful to take stock of the GUNNERY MODEL as it stands, especially now that we're able to see EXACTLY the ENEMY ships' tech, guns, gunnery statistics through a battle, and all their real time gunnery modifiers. With that in mind, could I ask you use the following HEADINGS format within posts. I realise not everyone will want to/care to follow it, but at least for those who do I'll provide some common format. If you wish to discuss someone else's post, please make sure you continue to caption your own contribution with the "GUNNERY FACTOR" and/or quote the other post to achieve the same thing. GUNNERY FACTOR - post with clear heading/statement of the specific gunnery model question/issue you are raising. Where the issue is a specific factor included on screen, please "USE EXACTLY THAT term" within quotation marks. Doing so will allow me to sort/update relevant contributions as we go. EXAMPLE(S) - provide screen shots to illustrate. Not at all seeking to teach anyone to suck eggs (despite my professional background I am surprisingly lousy with these things, LOL), but I tend to do the following: I pause the game and use the mouse to bring up any relevant info if it's necessary to get a tooltip to display, or I want real-time gunnery factors on screen. I sometimes make a few different images if I can't get all the info in the one (I might need more than one tooltip, for example), or am doing a "before/after" demonstration. I use the built in snip via Left WIN + SHIFT + S as it cuts down on image size and makes me focus on what's important in the image. I also like it because if I select it immediately I can then CNTL + S to save the image and I use those save names to describe what's in it/why I'm saving it. I mention it solely as a tip for anyone interested, but I'm sure most of you are way ahead of me (and I don't like image hosting sites but perhaps I ought to get over that). DISCUSSION - give the meat as to why you've raised the specific GUNNERY FACTOR, such as what you see as an issue with it, whether you think it's a good factor yet less than ideally implemented, or a poor one (obviously explain why) and would be better off being removed (and possibly replaced with another to achieve the intended result in a better fashion). SUGGESTION - make a suggestion as to how to address the issue you're raising. As mentioned in the intro, if enough people think this sort of thread might help bring feedback/experience together I'll make some others, so this is something of a trial run. Cheers
I've noticed on my designs using triple main gun mounts that sometimes they get stuck with one turret firing only 2 guns even when the target is locked (so not ladder firing). Specifically, this is on designs mounting 2x3 main gun turrets, one mounted in the bow and the other near the stern. Interestingly, I've found this appears to be tied to WHEN the guns fire. A. IF the guns fire as A FULL SALVO, BOTH turrets at once, then one of them fires 2 shells instead of 3. Thus 5 shots are fired. B. IF the guns fired SLIGHTLY STAGGERED, so one turret within a second of the other, then BOTH turrets fire 3 shells. I've seen my ship alternating between a simultaneous salvo of 5 shells and a staggered one of 6. It will potentially do a few of one then a few of the other. It's not clear to me why. Might this be somehow related to changes you made to the Ladder Aiming system? For example, is ONE of them firing only 2 as it's making small changes that keep the target qualified as locked, in which case linked to my or my target's manoeuvres over a certain threshold? If so, would be nice to have that signified. Or is it a bug? I've some related questions, too. I note in the info presented about gunnery on screen when mousing over target we see the hit chances for a single gun but also any gun of 'n' salvo. I don't know if the gunnery model in fact treats these odds differently based on the number of shells fired IN any salvo. Here are my related questions: 1. Does the gunnery model mean that firing 5 shells in a salvo is treated any differently from 6? 2. Does the gunnery model treat turrets firing separately, even if a second or less apart, as two different calculations or as the one salvo? To put the two together, we get: 3. Does the fact my guns are sometimes firing only 5 shells from 6 available barrels, or firing all 6 but slightly staggered, mean the hit calculations are different from if all 6 were being fired as a full salvo? I have some screenshots but have fallen foul of the total file posting limits. Suppose I need to convert and compress them. If it appears to be a problem and you'd like me to gather any specific info on this please let me know as I'd be happy to do so. Cheers