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Don't know if you've seen the Zumwalt DDGX mod, the AGS shell in that mod is actually a missile.
Until someone manages to mod the ballistic mechanic of the game (or if the dev changes it), the game isn't ready for high velocity guided shell as of now.
Also despite my desire to do so I can not yet relocate that satellite antenna (the christmas tree) off the bow so it would be a bit of an obstruction all the same.
"usn_cal_406mm_mk150m1" should be the default and you just edit it to be whichever shell you'd like.
Note: ammo types is how I manage split battery fire.
"usn_cal_406mm_mk150m1_f"
"usn_cal_406mm_mk150m1_a"
F for fore and A for aft. If you put the same ammo in all three turrets they will work unified.
My dumba** put the rate of fire at 140, so 70rd/min per gun. But I only changed the reload time to 1.5s/round.....but in fact it needs to be 0.85s/round.
@jasoriab Thank you for spotting those typos.
There is a small typo in in the following .ini files that define missiles: usn_rgm-109a.ini, usn_rim-66m-10.ini and usn_rim-174a.ini
The TeminalDiveDistance and TeminalAlt fields are missing a letter r in them.
The shell's file is at C:\Program Files (x86)\Steam\steamapps\workshop\content\1286220\3385644650\ammunition
Do you think adding guidance and flight stats may help overcoming the issue altogether? I know it means turning the shell into a missile essentially but it's guided shell after all.
As for the discord, no I'm not. I suppose I should check it out.
But also what an evil ship this is, its brutal to try and kill, any plans to add more killing power to her???
Thank you for that testing. I'll make a note to nerf down the extreme range shells until/if the code expands to accommodate proper function.
Fuze type is currently non-functional but I put them there as placeholders for when the game code catches up.
I also deleted the warhead type and fuze type lines.
Shell issues: Shell weight does nothing. It is a factor for aircraft (so the game knows how much to nerf their stats) that I tossed into the file for my own notation. For guns only muzzle velocity, max distance and CEP seem to play any role in the trajectory (dispersion being a factor of distance and CEP, and angle of impact being a factor of distance and velocity). If you want to hit targets from move above you need to use a lower muzzle velocity.
Also note that some target aimpoints are below surface level (ships). I had originally tried a 10 meter CEP for the GPS/INS shells, but it was having so much trouble hitting anything that I opened it up to 50 meters just to give it a smidge of dispersion.
As far as the Mk-150 shell goes, I increased the weight on par with the old shells but now it fell short even further away from the target (~150-200m with 10m CEP, versus about 50-70m from your original configuration). I am going to try decrease the muzzle velocity this time see if it does anything different.
AI only goes to RAM when it is out of other options. Another game issue, I can't make the AI switch to the closer ranged systems. It always reaches for the longest ranged option first, so SM-6, ESSM, RAM. If it is in range of RAM, but has the other options still, it use those until it can't.
Also, the RAMs don't fire at all for some reason even the ship is at weapons free where there was an imcoming missile spam.
I also didn't know about the part about nuclear failsafes, though the TLAM-N in game doesn't exactly stop from dealing nuclear damage regardless :P (I suppose the game doesn't have a more sophisticated fuze logic. Which is a shame really, but it's probably for the best). I respect the artistic choice for the representation of the fail safe (But I'll probably change it myself for my conveniece). Thanks for the response!