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Posted

Could somebody explain to me maybe with an example what is “CANNON_DISPERSION_VERTICAL” and “CANNON_DISPERSION_PER100M” …?

I’m assuming the first is a vertical line at zero with an error rate of +/- percentage. This allowing for too high a shot or hitting a wave. If the shot is over 200M away is there two calculations done, first at 100M and the second 200M or is it us at 200M at not compounded?

Thanks for any advice

 

Norfolk

 

 

6 answers to this question

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Posted

This is how I understand it:

7c42c09b902025d434547f8ad47177de.png

The largest circle is the default dispersion of a given cannon, the ball may land anywhere inside circle. There may be some percentage chance it lands closer to the center "aimpoint" than towards the edges, but we know nothing if they have such calculations going. Besides, we don't aim our guns like a normal FPS crosshair shooter anyway.

So with the Congreve sight we can tighten this circle at the end of the firing cone by 5%. There are no multiple calculations; the trajectory of any given ball is given at the moment of firing.

This is an old pre EA connie firing with 10% dispersion upgrade:

 

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Posted

The ball already has a trajectory when leaving the barrel, rolled with all the modifiers. There is not a new calculation every 100 meters.

The variable names are sometimes confusing and there are several other examples when different names have the same effect on the mechanics. Game is in production is the only reasonable excuse I can find for this.

However those two examples actually does 2 different things, 1 of them is only applicable to the vertical dispersion only, and the other horizontal or both.

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Posted (edited)

This is how it should look:

DECK ALL

CANNON_DISPERSION_HORIZONTAL_PER100M -5%

CANNON_DISPERSION_VERTICAL_PER100M -5%

Coder was lazy to include value and explanation for both. So, you get combined 10% *accuracy. 

*Accuracy  - your hit area is tighter now. 

pKrXPVJ.png

 

Edited by George Washington
  • Like 1

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