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› Info on Japanese AAA
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Info on Japanese AAA (Read 1788 times)
Jan 16
th
, 2007 at 1:38am
burninator
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I Fly Sim!
Posts: 75
I started playing around with mission editor (started with the tutorial) and am having a great time creating missions.
I'm still trying to familiarize myself with the different AAA options and how they affect the mission. Does anyone know where I can get a summary of the range, fire rate, of the different guns (20mm, 25mm, 75mm, etc.).
Right now as far as I can tell, the 20mm is practically useless, the 25mm has an extremely high fire rate, but small range, and the 75mm gun has a higher range, but a slower fire rate. I'm not sure though, it's hard to tell who is shooting at me. I could be wrong.
Anyone know where I can get this info?
Thanks.
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Reply #1 -
Jan 16
th
, 2007 at 10:19am
H
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It would be normal for smaller rounds to be fired at a faster rate. The following may supply some info:
http://www.ww2guide.com/flak.shtml
http://www.pacificwrecks.com/resources/tech/aa/type88.html
http://www.pacificwrecks.com/resources/tech/aa/127mm.html
http://www3.plala.or.jp/takihome/aa.htm
http://www.ibiblio.org/hyperwar/Japan/IJA/HB/HB-9-2.html
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Reply #2 -
Jan 16
th
, 2007 at 10:56am
james007
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Great work H! That great information. Thank you
Burninator if you go to this Website:
http://www.sim-outhouse.com/master_ftp/af-midway/
and look for af_real_aa.zip it will give you a more realistic sound and rate of fire for the CFS2 AAA.
James007
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Reply #3 -
Jan 16
th
, 2007 at 11:42am
burninator
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Posts: 75
james007 wrote
on Jan 16
th
, 2007 at 10:56am:
Great work H! That great information. Thank you
Burninator if you go to this Website:
http://www.sim-outhouse.com/master_ftp/af-midway/
and look for af_real_aa.zip it will give you a more realistic sound and rate of fire for the CFS2 AAA.
James007
Thanks James. That is what I was looking for. If you read the file ID, he says the 25mm gun was way too deadly in CFS2, which is what I was wondering. I put 1 or 2 of those around an airfield and it becomes untouchable. I'll try these files to see if it makes it a little better.
I was also just wondering, though, do all the ships have their own AAA files? In other words, replacing the ground AAA files from the link won't affect the defenses of ships, will it?
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Reply #4 -
Jan 16
th
, 2007 at 1:12pm
james007
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No, it should not! Unless they where using the same type of AAA guns. What will affect the AAA acrucccy of the Ships is the designation you or the Mission designers gave their ships. The categoty they have given the ships in the Mission through the Mision Builder. In other words wheather they are Rockies, Veteran or Ace ships.
James007
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Reply #5 -
Jan 16
th
, 2007 at 1:26pm
james007
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I love YaBB 1G - SP1!
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PS you can also give the AAA rotational capbilities for a better 180 degree ratational movement to your AAA through your Mission Builder. Also when you Attack a Airbase spread your formation so the AAA cannot concentrate on your AC. Let the Ai make the first pass at the target so when you make your pass after them the AAA will be spread out. There is also a download upgrade that will decrease the damage done by AAA to a more realistic level. I will try to find it for you later.
James007
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Reply #6 -
Jan 16
th
, 2007 at 2:36pm
burninator
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How much rotational capability does the AAA have as default? Also, how do I edit that? I wasn't able to find that as an option.
Personally, I think it is more fun when the AAA does more damage (the stock 25mm gun is too much, though!).
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Reply #7 -
Jan 19
th
, 2007 at 8:34am
james007
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You need to open the Mission Builder. Go to the static Infrastructure and scroll down to the AAA. Look at the Orientation option and scroll up and down to the degree of rotation you want for your AAA.
James007
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Reply #8 -
Jan 19
th
, 2007 at 11:38am
burninator
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After going through the mission builder tutorial, I though that option specified the orientation that the infrastucture faced. For example, with buildings, if you change the orientation the building will face a different direction. 0/360 is north, 90 is east, 180 is south, and 270 is west. Does it have a different effect on AAA?
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Reply #9 -
Jan 19
th
, 2007 at 3:26pm
james007
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I"am under the understanding it does.
«
Last Edit: Jan 19
th
, 2007 at 9:29pm by james007
»
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Reply #10 -
Jan 19
th
, 2007 at 6:08pm
burninator
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Interesting. I will have to check that out. Since the default is 0, I may find that I have some very ineffective AAA set up!
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Reply #11 -
Jan 21
st
, 2007 at 9:53pm
roberthegf
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In the Mission Builder everything is set at 0* You can rotate it or type in where it says 0* the heading you want your gunns to face.If you go to The Sim-Outhouse you will find a great deal of info about this subject.
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Reply #12 -
Jan 22
nd
, 2007 at 11:02am
dcunning30
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I know in the real world, Japanese shipboard AAA was quite inferior due to a) the lack of proximity fuses and b) inferior fire control systems. The Japanese could throw up alot of led, but they had a low probability of hitting anything.
TURKEY TROTS TO WATER GG WHERE IS RPT WHERE IS TASK FORCE 34 RR THE WORLD WONDERS
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Reply #13 -
Jan 22
nd
, 2007 at 7:38pm
burninator
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Posts: 75
roberthegf wrote
on Jan 21
st
, 2007 at 9:53pm:
In the Mission Builder everything is set at 0* You can rotate it or type in where it says 0* the heading you want your gunns to face.If you go to The Sim-Outhouse you will find a great deal of info about this subject.
So if this is in fact referring to the orientation of the gun and not the ability of the gun to rotate, then that would mean James' statement above is incorrect, and you cannot change the amount that a gun will be able to rotate and fire.
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Reply #14 -
Jan 23
rd
, 2007 at 3:31am
H
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2003: the year NH couldn't
save face...
NH, USA
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burninator wrote
on Jan 22
nd
, 2007 at 7:38pm:
roberthegf wrote
on Jan 21
st
, 2007 at 9:53pm:
In the Mission Builder everything is set at 0* You can rotate it or type in where it says 0* the heading you want your guns to face.If you go to The Sim-Outhouse you will find a great deal of info about this subject.
So if this is in fact referring to the orientation of the gun and not the ability of the gun to rotate, then that would mean James' statement above is incorrect, and you cannot change the amount that a gun will be able to rotate and fire.
That deduction is certainly true for CFS1 and, I'm fairly sure, for CFS2; both sims have the
aaa_gun.dp
files in the
Objects_dp
folder. This would make sense because, like aircraft (or ships, tanks, etc.), the same type gun can be employed in various misions as if supplied from a manufacturer; it wasn't taken into account what whiz mechanics might do for an on-the-spot modification in a single mission.
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