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Author Topic: My personal testing of BAT 4.3 additions - what good what not....  (Read 5759 times)

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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 #108 on: January 27, 2025, 11:43:39 AM »

ATM I've find only the AIRFIELDS , BRIDGE and TOWN locations for DGen....I'm sending them to you by PM....

I have to search for the template in my pendrive because I can't find it in my new BAT folder...I hope to haven't deleted it when updated from 4.2.2. to 4.3....
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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 #109 on: February 01, 2025, 10:33:50 AM »

Hi mates!

No news because I'm reorganizing the technics.ini file....and is a huge work!

Moreover as I'm searching for each one if the correct data are used I'm discovering a lot of strange values....I'm correcting them but this need time...

Some example , so maybe someone could advise me if I'm wrong....

1)

// Attack sphere (used by Predator interface)
AttackMaxDistance    4000.0           // meters
// Attack cylinder
AttackMaxRadius      4000.0           // meters
AttackMaxHeight      4000.0           // meters

I'm setting:

AttackMaxDistance: the max firing range for all guns (except pure AA where I'm using max effective range) because this should be the range of target acquisition and starting of it's tracking or start indirect fire.
AttackMaxRadius: the practical firing range for ground target because this should be the range to start engaging the target with direct
AttackMaxHeight: for AA guns the effective ceiling of their projectiles or sights targeting ranges , for all other guns the max height at max elevation (formula: MaxRadius x sin of GunMaxPitch) becuse I'm supposing no parabolic correction formula is used by the game engine while computing for ground guns projectiles trajectories....


2)

// Gun/head angles & speeds
HeadMinPitch         -180.0           // degrees
HeadStdPitch            0.0           // degrees
HeadMaxPitch         +180.0           // degrees
GunMinPitch            -5.0           // degrees
GunStdPitch             0.0           // degrees
GunMaxPitch           +25.0           // degrees
HeadMaxYawSpeed         4.5           // deg/sec
GunMaxPitchSpeed        4.5           // deg/sec
DelayAfterShoot        12.0           // sec
ChainfireTime           0.0           // sec (chain - >0, singleshot - 0)

I'm setting:

MinPitch and MaxPitch: from the historical angles of their carriage
StdPitch:0° for ground guns , 45° for AA ones....if not historially different

ChainfireTime: max rate of fire/60 to get round fired every second , rounds in a magazine/round fired every second to obtain the ChainfireTime value.

DelayAfterShoot: practical rate of fire/round fired every second to get firing time ; firing time/ChainfireTime to get how many times the gun fire in a minute , 60"-firing time to get the inactive (reloading) time , inactive time/how many times the gun fire in a minute to get finally the DelayAfterShoot


3)

FastTargetsAngleError

I'm setting:

WWII AA gun 2
WWI AA gun 4
AA MG 8
MG 16

4)

I'm not touching....

HeadMaxYawSpeed         4.5           // deg/sec
GunMaxPitchSpeed        4.5           // deg/sec

....of guns where I don't find real historical data about how fast °/sec in yaw and/or pitch the gun rotate.

What do you think about?

Next week I should start to work on moving vehicles.....
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ssn637

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #110 on: February 03, 2025, 08:20:40 AM »

Looks good to me, Whiskey Sierra! 

Take your time and try not to get frustrated along the way.  I can imagine how difficult it must be to stay focused when going through all those entries.  Can't wait to see the final result and am really appreciate all your continuing efforts in perfecting the latest BAT release! 
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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 #111 on: February 03, 2025, 01:44:44 PM »

I've finished infantry , artillery and bunker....tomorrow I'll start with vehicles....
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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 #112 on: February 04, 2025, 10:44:40 AM »

Started vehicles reorganization....

I started to use harmonized speeds:

(Wehrmacht used the following guideline for marching speeds under good conditions (weather/roads etc.) in 40/41)

Infantry: 5-6 km/h.

Bicycle: 12 km/h.

Horse-mounted: 7-10 km/h.

Armored cars: 50 km/h.

Motorcycle: 40 km/h.

Motorized: 30 km/h.

Armor: 20 km/h.


With this in mind here what 'll became a tipical ranges....


Infantry:

SpeedAverage    5.0    (the same as marching speed)
SpeedMax        10.0    (double the marching speed)
SpeedBack         2.5    (estimation of average back speed , used for all human/horse drown)


Motorcycle:

SpeedAverage    40.0    (the same as marching speed)
SpeedMax          80.0    (double the marching speed)
SpeedBack          5.0     (estimation of average back speed , used for all engined vehicles)


Trucks and cars:

SpeedAverage    30.0    (the same as marching speed)
SpeedMax          60.0    (double the marching speed)
SpeedBack          5.0     (estimation of average back speed , used for all engined vehicles)


Motorcycle:

SpeedAverage    40.0    (the same as marching speed)
SpeedMax          80.0    (double the marching speed)
SpeedBack          5.0     (estimation of average back speed , used for all engined vehicles)


And so on....


About:

BestSpace           2.0   // best space between units in group (m)
AfterCollisionDist  0.1   // distance of "moving back" right after collision (m)

I'm setting a provisional BestSpace of 10 meters but I have to edit when I'll start game testing to have a good compromize between vehicles spacing and columns lenght....and a AfterCollisionDist of 1 meter for human , 2 meters for horse , 2,5 meters for motorcycle , 5 meters for vehicles....
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cbradbury

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Re: My personal testing of BAT 4.3 additions - what good what not....
« Reply #113 on: February 04, 2025, 01:53:52 PM »

Hi WS,

I spent a lot of time on adjusting BestSpace in JTW when adding the new armour and vehicles, which also included a lot of new convoys. Based on my experience, 10m is probably not enough - tanks especially will tend to bunch up and collide, particularly at choke points like bridges, bends, or defiles through trees. Try 20m (or 30m for large tanks) would be my advice.

Yours,

Clive
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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 #114 on: February 05, 2025, 11:00:57 AM »

Thanks for the advise I'll test such distance!

The easy changing by search and substitute tool give a good speed to the fine fixes.....
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