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05-14-15, 10:21 PM | #1 |
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Bofors
Running low on 4" shells (and out of fish), I put my last dozen shells into a 5000-ton freighter, which proved insufficient. I closed to under 2000y at decks awash and began to pour in 40mm Bofors rounds. 1500 HE rounds and another 200 AA (using OTC) did not make an appreciable difference, except for one lucky hit taking out the freighter's bow gun.
A 4" shell weighs 33lb, while a 40mm shell is about 2lbs. Is there any reason to expect 1.5 tons of 40mm shells to be incapable of sinking a 5000-ton ship?
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05-14-15, 10:58 PM | #2 | |
Silent Hunter
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Quote:
The shell may weigh 33lb, but the bursting charge is less than 1½ lbs. The bursting charge for the 40mm rd. is 0.15 lbs. Most torpedo warheads were 500 lbs., or more. The bursting charge is, I think, a better index of their relative capability. |
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05-14-15, 11:17 PM | #3 |
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My only mods of note are RSRD and OTC. For reference, I had sunk a couple 4500-ton Heito Marus a day earlier using a total of 40 4" shells
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05-14-15, 11:49 PM | #4 | |
Silent Hunter
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So, I take it you are using the stock version of RSRDC? Quote:
That is more or less what I would expect in the game, generally. |
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05-15-15, 12:47 AM | #5 |
The Old Man
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Silent 3ditor, open \Data\Library\shells.zon.
40mm has three types of ammo, ball for the flying machines, high explosive and armor piercing for ships. 17 is the AP, 19 is the HE. I increased the explosive power and damage radius for those two to make it possible to sink small freighters with 10 clips or so of HE if I fire at the waterline. Got a destroyer chasing me and I can't dive for some reason I use armor piercing, but unless he's already damaged that takes 20-30 hits by which time my sub is a junkyard. Unless I get really lucky. The modern AH-64 Apache helicopter has a single barrel 30mm gun, I've seen several videos of that gun tearing up armored vehicles and light tanks. My opinion the 40 SHOULD do AT LEAST that much damage if not more, so to me the BOFORS in game seems underpowered. |
05-15-15, 01:18 AM | #6 |
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Yes, but even a heavy tank is only 70t. The Bofors as-is does seem to be decently effective for knocking out defensive weapons on the enemy ship - under 2000y, your crew should be able to score hits on occasion
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05-15-15, 05:27 AM | #7 | |
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Quote:
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05-15-15, 03:18 PM | #8 |
The Old Man
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"Yes, but even a heavy tank is only 70t."
Main difference is it would take zero hits with a 40mm shell to sink a tank, put it in the water and it would go down by itself. "The Bofors as-is does seem to be decently effective for knocking out defensive weapons on the enemy ship - under 2000y, your crew should be able to score hits on occasion" Ridiculous part is the crew AI is actually pretty good at shooting down enemy aircraft, in fact a lot better than I am doing it manually. However, AFAIK there's no way to get them to load the BOFORS with HE or AP and fire at a ship, you either do it yourself or it don't happen. 4"50 deck gun is a different story, there's a mod for AA shells for the deck gun but stock game doesn't have it. I never tried the mod since the crew AI for the deck gun gets about 1 hit for 20 rounds fired even at close range when firing at ships, I can do better than that with a hangover. There is a balance involved in hacking the shells.zon file - on the one hand it's tedious trying to finish off an unescorted merchie with hundreds of rounds, on the other hand you don't want to make the deck gun and BOFORS so powerful that torpedoes become superfluous. What I did was double the explosive power, radius, and armor piercing, then reduced the number of rounds carried (in the Data\Library\SubParts\*.sim file for the weapon). The idea is when you're out of fish and gotta sink something you can do it without wasting a lot of time, but you can't do it often because of limited ammo. |
05-15-15, 03:59 PM | #9 |
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Actually, I meant have the AI use the deck gun against the waterline, while you man the AA gun and go after the merchie's gun.
I just began a career with Narwhal - 4 shells sank a 1800t freighter off the Mariannas, but it took 40% of my fuel to get there at 10kts
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"The sea shall ride over her and she shall live in it like a duck" ~John Ericsson Last edited by Crannogman; 05-15-15 at 04:26 PM. |
05-16-15, 12:48 AM | #10 | |||
Silent Hunter
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Quote:
You are referring to this: Quote:
I've read that, and I would really like to know where they get this idea. |
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05-16-15, 02:14 AM | #11 |
The Old Man
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I think you're looking at it bass ackwards. I'm miles away from being a math whiz, but the square root is the number which multiplied by itself is the original number. Example bursting charge 16 pounds, square root of 16 is 4, so the "proportional effect" of a 16 pound charge would be 4 pounds, in other words weaker, not stronger. Dunno if that's true or not, I gave up trying to figure out algebra and women in 1968.
One factor left out - fire a 40mm HE shell into a merchant sailing in ballast and it will make a hole in the side, probably damage some internal bulkheads. Need a lot of small holes near the waterline to sink it. Fire a 40mm HE shell into a merchant loaded with bombs torpedoes artillery shells or all the above, all it takes is one hit to set off the chain reaction that will blow pieces of the target into another ocean. Same with tankers, got one carrying crude or empty you're gonna need a dozen torpedoes to actually sink it, deck guns and BOFORS would be a complete waste of time. OTOH if the tanker is full of avgas, one 40mm HE sparks 10,000 tons of high octane, kaboom. Rather than proportional square root math you get the big bang theory with a secondary explosion. |
05-16-15, 06:16 AM | #12 |
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Indeed, the square root claim is entirely un-referenced. But that was all I could find. Another section on that website is dedicated to calculations of damage from shellfire - it is hampered by referring mostly to armored targets, but suggests that the lion's share of destruction is kinetic rather than explosive.
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05-16-15, 09:05 AM | #13 |
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Being pragmatic you can lay waste to the superstructure reducing it to twisted iron but if there are no holes below the WL the ship will not sink.
FWIW I gave up using the deck gun & I run from aircraft like a little girl from a spider only manning the AA as I am crash diving. While the secondary armament is no doubt fun to play with, in sim as in real life the only way to reliably put a ship down is to drive a torp into her side.
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05-16-15, 10:16 AM | #14 | |
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Quote:
In the thread-leading instance, I had already expended all my torpedoes and almost all my 4" shells, and hoped a couple thousand 40mm rounds could finish the job. Unfortunately, even if they do cause damage to ships, I don't think they can really get below the waterline
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05-16-15, 11:48 PM | #15 | |
Silent Hunter
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Quote:
I think he got the math right; it's just the 'rule' itself is questionable. |
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