The problem is with the players gunners AI which seems to be hard coded. There is a way around it but it destroys realism. Example, making the guns elevate and traverse at very high speed helps the AI however seeing a big 11 inch turret "twitch" and point at the target kinda sucks. I think I may have got the shell dispersion lower though. At 10km the spread on the 11 inch triples is just unacceptable for being 1/4th of it's total range.
I was hoping gradual fire of each barrel 1 second apart from each other might help but there's no practical way of doing this. If I make the guns fire this way the AI cannot use them in 2 of the methods I came up with.
I'm really tempted to release what I've finished as a mod to be used on top of this one. I had a nice battle today against a Renown.
Engaged at 11pm.
Struck her with 2 torpedos from my Deutschland.
3 of her escort DD's spotted me and charged.
Returned fire at Renown while running away.
Took casualties, went to flank speed and engaged the DD's instead.
Sunk 2 dd's and crippled 1. Renown lost sight and disengaged at 12pm.
Shadowed and repaired for about 3 hours.
Engaged again, more flooding. Renown starting to list to starboard at 10 deg.
Retreated for repairs, sunk the remaining DD.
Engaged for the last time at 5am at a 6km firing distance. Renown's engines stopped due to flooding.
Realized I was low on ammo and flooding.
Suicide attempt knowing I wouldn't make the retreat this time I decided to ram her.
Controlled the A turret manually while speeding at her going 30kts.
Took 2 more shells making more flooding.
Continued to make good waterline hits until we collided.
Now at a flood time of 1:30 I was in trouble.
The watch notified me that she was finally sinking now at a 30 degree list.
Quickly assigned repair crews and managed to control the flooding.
Limped back to port missing most of my equipment, 2 seaman and many more wounded.
If it wasn't for those 2 torpedo's I hit her with I would've been a midnight snack.