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Info on Japanese AAA (Read 1791 times)
Jan 16
th
, 2007 at 1:38am
burninator
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Colonel
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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I Fly Sim!
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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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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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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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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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Reply #15 -
Jan 24
th
, 2007 at 4:23pm
DaveCumming
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The DP file for AA guns is similar to planes. The line defining the gun has entries for the rate of fire, followed by the gun's position relative to the centre of gravity. At the end of the line are the entries that limit the elevation and degrees of rotation that the gun can have.
For an idea as to how the numbers work I suggest that you look at the entries for a rear gunner on a bomber. You can amend the AA gun to give you a 120 degree arc of fire and an elevation range of -10 to +60 degrees if you wished.
Dave
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Reply #16 -
Feb 1
st
, 2007 at 9:33am
james007
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Davecumming great post. I have learn something new. I was was wondering weather we cound use the DEPD utility for AC to alter the DP of the AAA. As for the rotation of the AAA. I was wrong. I'am begining to believe this only effects the position and the direction of the AAA and not the rotational capability of the AAA.
What we can do is place the AAA in different directions as to defend the target better this way.
James007
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Reply #17 -
Feb 17
th
, 2007 at 2:43am
Tango_Romeo
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I have experimented with this subject in MB quite a bit, and I can atest that the setting you're discussing is definitely referencing the orientation of the gun, not it's rotation limit. I've had to arrange AAA with orientations covering all points of the compass to get them to fire in all directions.
I have never found a reliable answer to what the limit of the guns rotation is, but I can tell you it is very narrow.
I've read most of the material mentioned above, and have never seen this topic discussed. If someone finds a good reference, how about sharing.
In fact, the only rotational limits I've been able to set for guns is for those on aircraft...and that is done in editing the DP file.
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FLY FOX FOUR KOREA:
http://www.simviation.com/lair/cfs2korea.htm
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Reply #18 -
Feb 17
th
, 2007 at 2:47am
Tango_Romeo
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Yes, Dave. Thanks a million. I've been doing this on aircraft turrets in MB for years, and never thought of the obvious.....if it works on aircraft DPs, then it should on object DPs as well.
Many Hands Make Small Work
P-51 Contract Lost - Build Swifts
FLY FOX FOUR KOREA:
http://www.simviation.com/lair/cfs2korea.htm
GET FOX FOUR EXTRAS:
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Reply #19 -
Feb 19
th
, 2007 at 2:27am
piersyf
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Tasmania, Australia
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This is the relevant section of the DP file for the type 88 AA gun.
[GUNSTATIONS]
; Gun 75mm Type 88
gunstation.0=4,-1,1,3.00,720,10,0.01,8200,7,0,1d1*90,0,5,1.2,0,0,315,-90,180,85,
0,232
The numbers you are interested in here are the 3.00 (firing interval, or 20 rds per minute), the 720 is the muzzle velocity, the 10 is the 'time alive' so the projectile is tracked for 10 seconds, then skip ahead a bit to the last 5 numbers starting with -90. The first 4 of these are the angular movement of the weapon given as left, right, up and down. The last number is the projectile weight in ounces.
Does anyone else see a problem with the rotations? This reads as 90 degrees left rotation, 180 degrees right rotation. Was there really a 90 degree dead zone in the left rear quadrant?
Check these against the historical data and see how it pans out...
Piers
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Reply #20 -
Feb 19
th
, 2007 at 6:31pm
piersyf
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Tasmania, Australia
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Posts: 76
I had a look at the type 96 25mm gun DP and checked the historical data.
First the range. In the DP the range at which the weapon will open fire on you is over 7000m, the maximum range of the weapon. As the effective range of the weapon was 3000m and the ready use ammo was around 2000 rds (making it unlikley that they'd start shooting that far out), I changed that to 3000m. Next was rate of fire. The firing interval was too long! The rate is for a single barrel weapon, the image shown in 'info' is a triple barrel. I compromised and doubled the rate of fire to 220 rpm (the sustained rate for a twin mount). Finally the damage. It was given as 1d1*50. The damage caused by an HE round is partly impact (mass) and partly the bang factor. The projectile weight is 0.26kg (a 20mm Hispano round is 0.25) and the bursting charge is 10 grams (20g in a 20mm hispano). Given how close they are I changed the damage to 1d1*30. Now the gun fires twice as fast, does about half the damage but won't shoot until you are closer. This is far more accurate for the usage of light flak; to keep you at altitude!
OMG!!
The flak is crazy! Get too close to a jap airfield now and it's a nightmare! Only bonus is that it only lasts a few seconds...
It was also a framerate killer. I was also forgetting before that the 25mm was a glorified machinegun, based on an old hotchkiss. The japs didn't have time fuses or proximity fuses for the rounds (as far as I can find). They basically explode if they hit something, just like the 20mm or 30mm cannon on aircraft. I went back in to the weapon's DP and changed one of the leading numbers from 4 (which seems to be gun with flakburst) to either a 1 or a 0. Either will work as the sound is triggered by a different number in the sequence, and the damage will happen regardless. Frame rate much improved, no scary flak, just a sudden stream of nasty red messages telling you your aircraft is being shredded...
Piers
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Last Edit: Feb 19
th
, 2007 at 8:36pm by piersyf
»
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