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  #1  
Old 05-12-2011, 12:49 PM
FG28_Kodiak FG28_Kodiak is offline
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Yes and Yes the bofors should work for germans also.
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  #2  
Old 05-16-2011, 08:02 AM
Ataros Ataros is offline
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Quote:
Originally Posted by FG28_Kodiak View Post
Yes and Yes the bofors should work for germans also.
Thanks a lot again. Integrating into my mission for Repka.

Do you know what these parameters mean and how they influence gunnery?
/skill 2
/slowfire 1

And /sleep 0 is probably a spawn delay in seconds?

Last edited by Ataros; 05-16-2011 at 08:12 AM.
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  #3  
Old 05-16-2011, 08:43 AM
FG28_Kodiak FG28_Kodiak is offline
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/skill 2 AI-Level of Ship also influence on AAA acuracy, i think.
/slowfire 1 rate of fire
/sleep 0 How long it takes before AAA gets active.
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  #4  
Old 05-16-2011, 11:12 AM
Ataros Ataros is offline
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Originally Posted by FG28_Kodiak View Post
/skill 2 AI-Level of Ship also influence on AAA acuracy, i think.
/slowfire 1 rate of fire
/sleep 0 How long it takes before AAA gets active.
What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
I am working on a mission fixing various bugs almost every day and just can not try everything by hand )

Installed 2 AA guns onto a tanker with help of your instructions. Works great! Unfortunately after editing the mission in editor again it reverts to default 1 gun. Did you notice this issue? I have to re-edit my mission many times. Do you think it can be done without loosing the 2nd gun?
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  #5  
Old 05-16-2011, 10:22 PM
FG28_Kodiak FG28_Kodiak is offline
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Yes this is a problem the FMB overrides the second gunposition.
May be we can create a little mis-file, only with tankers and then load this file into the main mission. So we need only this file to be manual editing.
Will make some tests.

Quote:
What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
I am working on a mission fixing various bugs almost every day and just can not try everything by hand )
For slowfire i think it is the same as in IL-2 (1946)
0.5 – half of historical correct reloading time (guns firing twice as normal)
1 – normal
100 – slowest possible rate of fire
skill i think its the same as in IL-2 (1946)
0=Beginner ... 3=Ace
But i will make some tests to figure it out.

Last edited by FG28_Kodiak; 05-17-2011 at 01:15 AM.
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  #6  
Old 05-17-2011, 01:49 AM
FG28_Kodiak FG28_Kodiak is offline
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So have made some tests with /slowfire from 0,5 to 100 , it seems there is no difference in the rate of fire may be this values are reserved for true warships.
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  #7  
Old 05-17-2011, 10:43 PM
Ataros Ataros is offline
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Quote:
Originally Posted by FG28_Kodiak View Post
Yes this is a problem the FMB overrides the second gunposition.
May be we can create a little mis-file, only with tankers and then load this file into the main mission. So we need only this file to be manual editing.
Great idea and all other information is very useful for me. Thank you.

If tankers are loaded separately I have an issue assigning them as targets to aircraft loading in other submissions. I tried to assign aircraft to "attack target" without selecting a target but it seems they can not see or find ships loaded in other submission maybe because they are moving and I fail to give bombers a waypoint accurately enough.

Maybe you've found a solution to this issue already?
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  #8  
Old 05-18-2011, 05:27 AM
FG28_Kodiak FG28_Kodiak is offline
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It seems possible to assign a new Waypoint (including Action) with a c# script to an AiAirGroup. Will make some tests to figure out if it works.
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