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Author Topic: My personal testing of BAT 4.3 additions - what good what not....  (Read 9586 times)

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cbradbury

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #132 on: March 05, 2025, 07:37:34 AM »

Clive,
Your comment regarding the ability of just a few ships with larger guns wreaking terrible destruction... That is the result of a too-large damage radius for explosive ordnance, in my opinion. I really feel the damage radius in a great many cases can be easily reduced to half. If necessary the power could be boosted a bit. The idea is to effectively establish a power/radius relationship that would exhibit a narrower Gaussian for a given peak value.

I have made my own little mod to 1,000kg bombs (having power type 0, or blast effect instead of splinters) to test this out, generally halving the radius but retaining the stock power, and I do prefer the results.

Interesting, Glenn. However sounds like a lot of work considering the sheer number of guns allocated to the various warships!

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Dimlee

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #133 on: March 05, 2025, 09:41:05 AM »

Clive,
Your comment regarding the ability of just a few ships with larger guns wreaking terrible destruction... That is the result of a too-large damage radius for explosive ordnance, in my opinion. I really feel the damage radius in a great many cases can be easily reduced to half. If necessary the power could be boosted a bit. The idea is to effectively establish a power/radius relationship that would exhibit a narrower Gaussian for a given peak value.

I have made my own little mod to 1,000kg bombs (having power type 0, or blast effect instead of splinters) to test this out, generally halving the radius but retaining the stock power, and I do prefer the results.
Is there a problem of accuracy as well? It seems to me that ships are very accurate in picking up the small shore targets. While the shore battery is struggling to place its shells near the attacking ship.
Also the rate of fire. We can regulate it, of course, but the default "veteran" option is insane.
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WxTech

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #134 on: March 05, 2025, 08:04:59 PM »

Dimlee,
The number of discrete guns (and their shells) in the larger size range as allocated to ships is not so large, topping out at perhaps 60. I've altered 3X as many aerial gun classes.

There is code to control firing accuracy. For instance, as it gets darker accuracy decreases. It would be simple enough to mod this so that a Gaussian distribution could be applied with greater dispersion.

By way of example of damage capability, here's the code in an 8" gun class. Changing one or both of power and powerRadius for all roughly 60 classes would take maybe an hour.  ;)

Note here two different shells, which differ in a number of respects. One has powerType = 0 (blast effect) and higher power = 9.7 while the other has powerType = 1 (splinters) and lower power = 2.1. However both have the same powerRadius = 210. This is not a hard limit! I'm not sure if it's something like a half-power radius or some other fiducial, but damage can be done to rather larger distance for weaker objects.

Code: [Select]
public class CannonUS_8_55Mk9 extends CannonLongrangeGeneric
{

    public CannonUS_8_55Mk9()
    {
    }

    protected float Specify(GunProperties gunproperties)
    {
        gunproperties.aimMaxDist = 29131F;
        gunproperties.fireMesh = null;
        gunproperties.fire = "Effects/Bigship/GunFire250mm/Fire.eff";
        gunproperties.sprite = null;
        gunproperties.smoke = "Effects/BigShip/GunFire250mm/Burst.eff";
        gunproperties.shells = null;
        gunproperties.emitColor = new Color3f(1.0F, 0.5F, 0.2F);
        gunproperties.emitI = 7.55F;  //5
        gunproperties.emitR = 150F;  //18
        gunproperties.emitTime = 0.4F;
        gunproperties.sound = "weapon.cannon200";
        BulletProperties bulletproperties = gunproperties.bullet[0];
        bulletproperties.power = 2.1F;
        bulletproperties.powerType = 1;
        bulletproperties.powerRadius = 210F;
        bulletproperties.kalibr = 0.203F;
        bulletproperties.massa = 118F;
        bulletproperties.speed = 853F;
        bulletproperties.traceMesh = null;
        bulletproperties.traceTrail = null;
        bulletproperties.traceColor = 0x1010101;
        bulletproperties = gunproperties.bullet[1];
        bulletproperties.power = 9.7F;
        bulletproperties.powerType = 0;
        bulletproperties.powerRadius = 210F;
        bulletproperties.kalibr = 0.203F;
        bulletproperties.massa = 118F;
        bulletproperties.speed = 914F;
        bulletproperties.traceMesh = null;
        bulletproperties.traceTrail = null;
        bulletproperties.traceColor = 0x1010101;
        return 55F;
    }
}
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WxTech

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #135 on: March 05, 2025, 08:12:03 PM »

As to aim accuracy for ships' guns, a quick look turned up this seemingly relevant method in BigshipGeneric.class. Note the setting and scaling of AimingError, and the utilization of SKILL.

Code: [Select]
    public Actor findEnemy(Aim aim)
    {
        if(isNetMirror())
            return null;
        ShipPartProperties shippartproperties = GetGunProperties(aim);
        Actor actor = null;
        switch(shippartproperties.ATTACK_FAST_TARGETS)
        {
        case 0: // '\0'
            NearestEnemies.set(shippartproperties.WEAPONS_MASK, -9999.9F, KmHourToMSec(100F));
            break;

        case 1: // '\001'
            NearestEnemies.set(shippartproperties.WEAPONS_MASK);
            break;

        default:
            NearestEnemies.set(shippartproperties.WEAPONS_MASK, KmHourToMSec(100F), 9999.9F);
            break;
        }
        actor = NearestEnemies.getAFoundEnemy(pos.getAbsPoint(), shippartproperties.ATTACK_MAX_RADIUS, getArmy(), shippartproperties.partOffs.z);
        if(actor == null)
            return null;
        if(!(actor instanceof Prey))
        {
            System.out.println("bigship: nearest enemies: non-Prey");
            return null;
        }
        FiringDevice firingdevice = GetFiringDevice(aim);
        BulletProperties bulletproperties = null;
        if(firingdevice.gun.prop != null)
        {
            int i = ((Prey)actor).chooseBulletType(firingdevice.gun.prop.bullet);
            if(i < 0)
                return null;
            bulletproperties = firingdevice.gun.prop.bullet[i];
        }
        int j = ((Prey)actor).chooseShotpoint(bulletproperties);
        if(j < 0)
            return null;
        aim.shotpoint_idx = j;
        double d = distance(actor);
        d /= AttackMaxDistance(aim);
        aim.setAimingError(World.Rnd().nextFloat(-1F, 1.0F), World.Rnd().nextFloat(-1F, 1.0F), 0.0F);
        aim.scaleAimingError(23.47F * (float)(4 - SKILL_IDX) * (float)(4 - SKILL_IDX));
        if(actor instanceof Aircraft)
            d *= 0.25D;
        aim.scaleAimingError((float)d);
        if(targetControl() > 0)
            aim.scaleAimingError(0.5F);
        return actor;
    }
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Whiskey_Sierra_972

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #136 on: March 07, 2025, 02:16:34 PM »

....
I've ready to test the new air.ini , I've split it into new sections according to the interwars most notable conflicts:

A SCW section with Republicain , Nationalist , Legion Condor and Aviazione Legionaria

A 1932-39 Incidents section (the most historically correct naming for the initial clashes of the Second Sino-Japanese war) with China Nationalist , IJNAF and IJAAF

Than the other sections: Golden age civilian , the Trophy Racers , the various nations in alphanetical order (for nations and planes manifacturing) , Seaplanes (blue and red sub sections) and finally Airships and Dockable....at the bottom the drivable Jeep , Kubelwagen and Kurogane....

If you see disabled entries these are because I have added some aircraft in my rig to complete partially the period and check them:

B5N1
HE-59
I-16 type 17
SB-2 M103 engines

All these entries are disabled because the new planes 'll be added in the next future included in my TGA update , I hope to have spot all of them in the shared file , if not let me know so I can correct....

ABOVE ALL

NOT REPLACE YOUR air.ini but let this one load before so you can always revert back to the stock if you don't like my new organization or you experiment issues....

LET ME KNOW any issue so I can check and correct it....

LET ME KNOW your feelings about the new organization....

https://pastebin.com/TccfNkeY

Not a lot of check on pastebin...19 , maybe some is mine...anyway , any comments?
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Whiskey_Sierra_972

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #137 on: March 16, 2025, 12:14:51 PM »

As the works on DOF technics.ini are a bit long , I have also start to reorganize the next module on the line TGA....

As no issues was reported from the intial reorganization test from here:

https://www.sas1946.com/main/index.php/topic,73400.msg800861.html#msg800861

Here the files that I have atm reordered:

https://www.mediafire.com/file/cdd43z486fpgecc/BAT-4.3_TGA_STD_reordered_alpha_test.7z/file

Extract into your #TGA folder , it doesn't overwrite nothing , simply add the folder named STD_reordered

Rename your STD folder into STD_stock to have the test one loading before and being easily recognizable....

In this one the air.ini are regrouped to the major conflicts in the age , plane.properties and weapon.properties reorganized in strict alphabetical order with unifed text and spacing length:

if you search for a plane you can use in both files the air.ini name or the plane.properties shown name:

EX (one example is better that 100 words is said in my country)

air.ini

Ni52                                     air.Ni52                              1 NOINFO  fr01 SUMMER

plane.properties

Ni52                                Nieuport Delage NiD-52, 1928

weapons.properties

###################################################################################################################################################
# Ni52                                Nieuport Delage NiD-52, 1928  > This entry is the same as plane.properties so you can search each plane with his related plane.properties
###################################################################################################################################################
Ni52.default                                                                      Default
Ni52.none                                                                         Empty


The # are in the same lenght of the longer entry for weapons , so if you set the width of the window to have the # line shown in his own line no entries 'll be shown in double row line: even if in this post seem not paired in the text file it is....

################################################################################################################################################### This is the last # in column 148 of the text
# VildebeestLIV                       Vickers Vildebeest Mk.IV, 1936
###################################################################################################################################################
VildebeestLIV.default                                                             Default
VildebeestLIV.4x120lbsHE+4x100lbsHE                                               4x 100 lbs (HE) + 4x 100lbs (HE)
VildebeestLIV.2x250lbsHE+2x120lbsHE+2x100lbsHE                                    2x 250lbs (HE) + 2x 120lbs (HE) + 2x 100lbs (HE)
VildebeestLIV.2XFlares+2x120lbsHE+8x30lbsInc                                      2x Flares (Mk.I) + 2x 120lbs (HE) + 8x 30lbs (Inc.)
VildebeestLIV.2x120lbsHE+8x40lbsFPara                                             2x 120lbs (HE) + 8x 40lbs (Frag Mk.III Para)
VildebeestLIV.4xMarkerMkIII+4x100lbsAS                                            4x 100lbs (AS Mk.I) + 4x Markers (Mk.III)
VildebeestLIV.1xTorpedo                                                           1x 450mm Whitehead Torpedo
VildebeestLIV.2x250lbsDC+2x100lbsAS+2xMarkersMkIII                                2x 250lbs (DC Mk.IX) + 2x Markers (Mk.III) + 2x 100lbs (AS Mk.IV) this is the longest entry (148)
VildebeestLIV.2x250lbsAS+8x35lbsAS                                                2x 250lbs (AS) + 8x 35lbs (AS)
VildebeestLIV.2xSBC160_16x20lbs                                                   2x SBC-160 (16x 20lbs Frags Mk.III
VildebeestLIV.2xSBC160_16x20lbsPara                                               2x SBC-160 (16x 20lbs Frags Mk.III Para)
VildebeestLIV.4xSBC160_32x20lbs                                                   4x SBC-160 (32x 20lbs Frags Mk.III)
VildebeestLIV.4xSBC160_32x20lbsPara                                               4x SBC-160 (32x 20lbs Frags Mk.III Para)
VildebeestLIV.2xSBC250_24x20lbs                                                   2x SBC-250 (24x 20lbs Frags Mk.III)
VildebeestLIV.2xSBC250_24x20lbsPara                                               2x SBC-250 (24x 20lbs Frags Mk.III Para)
VildebeestLIV.none                                                                Empty

All loadouts has been slightly renamed to have a common configuration....if you have more correct naming or specific suggestion let me know....

As in my installation I have added some missing era plane , I have disabled them in the test air.ini with the // in front of them....so you can check what is planned to be added in the future update atm....

In the end....let me know what you think about....
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UberDemon

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #138 on: March 16, 2025, 12:59:27 PM »

Are you using Mike's Load Lister Mod?

The good thing is that if your recommendations are implemented in BAT, I'll be able to add them in UQMG, as I created scripts that are making porting new versions much easier in the future.
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Whiskey_Sierra_972

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #139 on: March 16, 2025, 03:37:45 PM »

Sorry Uber , I don't know what is Mike's load lister mod...
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UberDemon

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #140 on: March 16, 2025, 03:55:52 PM »

Here you go...

My Request
https://www.sas1946.com/main/index.php/topic,59462.0.html

Mike's (Storebror) Answer
https://www.sas1946.com/main/index.php/topic,59468.msg655197.html#msg655197

From Readme:
Code: [Select]
**********************************************************************************
*                                                                                  *
*                                       Usage:                                     *
*                                                                                  *
 **********************************************************************************

1.) Run the game and start any mission (e.g. some random QMB mission)
2.) Open up the console (Shift+Tab)
3.) Enter the following commands (case sensitive):

preload LL [mode]

[mode] is an optional parameter, consisting of a binary combination of the
following flags:
* PADDED = 0x1      if set, adds padding between weapons slot and readable name
* CLASSNAME = 0x2   if set, outputs readable name even if it equals slot name
* SORTED = 0x4      if set, sorts the list by aircraft key name, e.g. "Yak-9U"

It has some sorting features.
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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #141 on: March 17, 2025, 02:54:46 AM »

The default weapons.properties in BAT are already created by SAS Loadout Lister:

Quote from TGA weapons.properties

#######################################################################################
#                    Created by SAS Loadout Lister 4.09+ on 2024.11.13 at 06-31-17 GMT                    #
#######################################################################################
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Whiskey_Sierra_972

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #142 on: March 17, 2025, 12:17:38 PM »

Ok I understand now....

Well I have implemented it with plane.properties entry for the name and some minor corrections for loadouts....
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Whiskey_Sierra_972

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #143 on: March 25, 2025, 03:25:41 PM »

Hi!

Today I finished to reorganize the technics.ini of the first module in work: DOF....

I have it loading and have started working of finalizations....

About BestSpace values I have elaborated a progressive spacing of:

3 x infantry
5 x cavalry
10 x cars
15 x trucks and horse drawn vehicles
30 x armoured vehicles
60 x tanks

About some values I'm starting to modify the HeadMaxYawSpeed that is the value of the turret (weapon) rotation speed....

I have find value of 90....thise mean that a WWI turret could rotate 360° in 4 seconds....totally unhistorical IMHO....so , after research I got a mean value of 18°/s that enable a full turn in 20 seconds....this is a good compromise for vehicles I can't get an historical value....for all others I'll use the historical values I could find....

Another discover is that tanks max range seem limited to 12000 meters even if artillery max range IIRC could reach at least 60000 meters (I have to check better because it was initialy changed by Western and after with the Leopold rail gun mod)....
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