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Author Topic: 4.12 multiple-turret code allowing proper multi-barrel turrets?  (Read 4273 times)

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PlaneEater

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One of the most glaring inaccuracies with IL-2's naval environment is that each turret only fires one shell from one spot.  Two barrels, three, four, eight... doesn't matter, you get one shell.  It really starts to show badly when you have a KGV trying to slug away with a Tirpitz and getting outgunned because it has eight barrels only throwing two projectiles.  It's also a nasty hit to the AAA capabilities of a lot of the late-war PTO ships which had a lot of multi-barrel mounts.

With the new multi-turret code in 4.12, is there any possibility of rectifying this?  It would be massively awesome to finally see US and IJN carriers throwing proper volume of fire from their AAA fits, and seeing battleships in game firing real, honest-to-goodness broadsides.   ;D

If 3D editing is needed for hooks in any way, IM me and I will assist in that regard.
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DimAurora

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #1 on: July 10, 2013, 06:13:28 PM »

Wrong spot to place this, my friend. I do believe that it should be placed in the 'Requests' section.
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PlaneEater

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #2 on: July 10, 2013, 06:30:20 PM »

My apologies, feel free to move.
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SAS~Malone

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #3 on: July 11, 2013, 12:04:47 AM »

i'm not so sure....you want more AAA? ....... when what we already have is usually enough to bring even the most hardcore uber gaming rig to its knees, with the horrid way this old game engine handles all the AAA, i'd say at some point we have to sacrifice historical accuracy for playability.
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PlaneEater

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #4 on: July 11, 2013, 12:07:35 AM »

i'm not so sure....you want more AAA? ....... when what we already have is usually enough to bring even the most hardcore uber gaming rig to its knees, with the horrid way this old game engine handles all the AAA, i'd say at some point we have to sacrifice historical accuracy for playability.

I'd like at least the option, since we can scale it down with the RoF setting.  And I'm also mostly interested in accurate depiction of the main guns on the battlewagons.  Right now having each turret from an Iowa class throw a single 16" projectile just seems...  dumb.
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SAS~Malone

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #5 on: July 11, 2013, 12:19:16 AM »

fair enough, but i wouldn't hold out too much hope for this particular request, for the reason stated previously, and also that it would be one ginormous coding job for whoever tackled it, and the rewards would be doubtful, to say the least.
you are after historical accuracy, and yet you agree the RoF would have to be scaled down (for most rigs, anyway), which in itself would be inaccurate...
at some point, especially with ship AAA, we have to sacrifice realism for playability.
anyway, nothing wrong with the request, i just don't see it happening, to be perfectly honest.
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PlaneEater

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #6 on: July 11, 2013, 01:45:34 AM »

fair enough, but i wouldn't hold out too much hope for this particular request, for the reason stated previously, and also that it would be one ginormous coding job for whoever tackled it, and the rewards would be doubtful, to say the least.
you are after historical accuracy, and yet you agree the RoF would have to be scaled down (for most rigs, anyway), which in itself would be inaccurate...
at some point, especially with ship AAA, we have to sacrifice realism for playability.
anyway, nothing wrong with the request, i just don't see it happening, to be perfectly honest.

I may take a swing at it with the battlewagons.  Those are really bugging me.

For smaller missions without full battlegroups, or with beefy PCs, full historical AA is feasible.  I didn't say RoF would HAVE to be scaled down, I just said the option would be there if somebody wanted to.  I like options. :)  I've worked up some pretty gnarly ship-hunting missions where there is an obscene amount of AA coming up off the deck and it's still plenty playable, at least for me.
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SAS~Malone

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #7 on: July 11, 2013, 03:35:49 AM »

i'm all for options as well, so i wish the best for your request. :D
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asheshouse

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #8 on: July 11, 2013, 06:42:54 AM »

This was already possible for ships in v4.11 and is included as one of the mods in Expert Mode in HSFX6. It was based on a suggestion and "proof of concept" sample mod by me, but the bulk of the work was done by the HSFX team.

It was only applied to large calibre ship turrets. Not the minor AAA.

The minor AAA puts up the correct volume of fire simply by adjusting the fire rate.
It is modelled as a single gun, but given a x4 fire rate to represent a 4 barrelled gun.
Some compromises are required with the smaller AAA to keep FPS reasonable.

For large guns additional ShellStart hooks were added to the existing meshes and the required entries put into ships.ini. No new java code was required.

Ashe
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asheshouse

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #9 on: July 11, 2013, 06:54:52 AM »

My original post on this subject - March 2012.

Quote
A very interesting discovery.

I've been experimenting with multiple gun axes as per earlier post.
In this case I'm working with Head1 and Gun1 on HMS Javelin

I cloned these to make Head1a and Gun1a --- with ShellStart1a

Head1a is a dummy -- not sure if its really needed yet.

hier.him additional entries

Code:   
[Head1a]
Mesh Head1a
Parent _ROOT_     //edited to remove visual glitch
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
CollisionObject x40a
[Gun1a]
Mesh Gun1a
Parent Head1
Attaching 1 0 0 0 0 -1 0 1 0 0.009 0 4.952
//CollisionObject x41a   


Note gun1a is child of Head1 not Head1a.
This means it rotates with Head1
I've raised the position of Gun1a to be 3.0m above Gun1 --- for testing purposes.

Ships.ini additional entries
Code:   

[HMSJavelin:Part15]
BaseChunk                 Head1
AdditionalCollisionChunk0  Gun1a
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection gun_QFMkXII_120
 HeadMinYaw                -140
 HeadMaxYaw                 140
 GunHeadChunk             Head1
 GunBarrelChunk            Gun1a
 GunShellStartHook   ShellStart1a
 //TrackingOnly   


This is in addition to the existing Head1/Gun1 entries.

Both guns work.
Lateral traversing is synchronised.
Vertical elevation varies slightly between the two guns but the difference appears minor in initial tests.

It may be possible to use this method to simulate turrets better, so a dual barrel turret would have 2 shellstarts but a triple gun turret would have 3.
Using "TrackingOnly" reverts the turret to single shellstart but retains the synchronisation of the barrels.

I need to experiment some more with this.

When this was followed up it was discovered that the stock Kirov model already had multiple ShellStart in the msh files but that only one in each turret was activated.

Ashe
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SAS~Malone

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #10 on: July 11, 2013, 08:36:57 AM »

ashe, that's pretty interesting - i must've missed that particular snippet of info along the way... :D
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santobr

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Re: 4.12 multiple-turret code allowing proper multi-barrel turrets?
« Reply #11 on: July 11, 2013, 09:15:02 AM »

The only problem is that they don't fire in salvos.



santobr.
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