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View Full Version : Realistic Reload Times for Deck Gun


GoldenRivet
04-27-07, 08:18 AM
Does anyone know an approximate realistic reload time for the deck guns?

I have heard some people say that they had to bring up each shell individually... which IS true but its not like they had to bring it up by way of the connint tower... there was a small hatch just behind the deck gun which was meant to pass shells up to the gun crew.

After looking at some videos recently
( http://www.youtube.com/watch?v=cmWdwwdQX3g )

these guys seem to be passing up 4 or 5 shells at a time and quickly firing them off. then getting another hand full of shells ready and firing them off again.. at intervals of about 3 seconds per reload. when they have finished with the 4 or 5 shells there will be a pause of several seconds as the next batch of shells is made ready. at the rate they were passing shells forward one would think that the deck gun has quite an appetite.

Is 3 to 5 seconds per re-load realistic?

bigboywooly
04-27-07, 08:22 AM
This question has been around as long as the game

All depends on weather\crew and time of day I suppose
Around 4\5 seconds sounds about right in ideal conditions judging by some footage I have seen

GoldenRivet
04-27-07, 08:26 AM
well just found another website with historical data for the U-boats and it is the second source i have seen that claims a rate of fire of "approximately 15 to 18 rounds per minute with an experienced gun crew"

thats anywhere from 3 to 5 seconds - im going to leave my SH3 commander reload minimum time at 3 seconds.

i ask because i remember a mod that came out ages ago - Real U-boat mod maybe - i dont recall the name but the reload time was insanely slow perhaps as bad as 4 rounds per minute. also SH3 commander lets you set an approximate time and i have been using 3 seconds as the minimum of course it takes longer with rookie crews but never more than about 5 seconds.

thanks for the reply - just needed some confirmation

HM.Medico
04-27-07, 08:36 AM
In between each shell is realistic enough. It's just like a normal artillery gun except you need to manually drop out the shell (half a second or so)

Only problem is my II-D doesn't have a fracking deck gun :(

bigboywooly
04-27-07, 10:14 AM
Yes RuB had it at 30 seconds
RfB has it the same for SHIV I believe too

As you rightly say a green crew wont load as fast as a qualified one ingame or RL

Basically whatever setting you are happiest with works

Sailor Steve
04-27-07, 11:12 AM
Here's the problem with the 3-to-5-second reload time. Yes, you can load the gun that fast, as long as the ready-use locker is full. Once you have to resort to bringing up shells, the reload time goes up to a whopping 10 seconds or so. Now, you can load and shoot that fast, but can you hit anything? Maybe, if you're sitting still on a dead-calm sea. And if you're 500 meters from the target. At longer ranges, if you miss, you have to see whether you were long or short, and then guess by how much; then you have to adjust the range accordingly. Of course all this goes out the window if you're moving, since the range is constantly changing. If the sea is anything BUT dead calm, all this goes right out the window. The deck, along with the gun, is rolling, pitching, heaving and surging (this involves 8 different axes, in case you didn't know), and that means a lot of misses and a lot of careful aiming. The game lets you cheat by giving you a dead-stable aim view when shooting yourself, and doesn't take sea state into account at all.

A 5-second reload is historically accurate, if all the other factors are taken into account, which in the game they aren't. Overall, for the war, on average, Beery's RUB 30-second reload time is more accurate than anything else.

GoldenRivet
04-27-07, 11:37 AM
Here's the problem with the 3-to-5-second reload time. Yes, you can load the gun that fast, as long as the ready-use locker is full. Once you have to resort to bringing up shells, the reload time goes up to a whopping 10 seconds or so. Now, you can load and shoot that fast, but can you hit anything? Maybe, if you're sitting still on a dead-calm sea. And if you're 500 meters from the target. At longer ranges, if you miss, you have to see whether you were long or short, and then guess by how much; then you have to adjust the range accordingly. Of course all this goes out the window if you're moving, since the range is constantly changing. If the sea is anything BUT dead calm, all this goes right out the window. The deck, along with the gun, is rolling, pitching, heaving and surging (this involves 8 different axes, in case you didn't know), and that means a lot of misses and a lot of careful aiming. The game lets you cheat by giving you a dead-stable aim view when shooting yourself, and doesn't take sea state into account at all.

A 5-second reload is historically accurate, if all the other factors are taken into account, which in the game they aren't. Overall, for the war, on average, Beery's RUB 30-second reload time is more accurate than anything else.

Good points.

Im not a big fan of the deck gun ie. i dont over use it.

I just started a new career in Sept 39 and the deck gun is part of my strategy for dealing with a lone merchant of fairly lowly tonnage... i wont waste the torpedo. Instead i will shadow it until i can get into a submerged position down range. I will then do my best to surface within 500 meters of the poor bastard and let loose with some HE rounds.

rough seas prevent this of course, so sometimes its not an option... i just didnt want to be sailing around with a semi automatic deck gun hehe

Heibges
04-27-07, 04:01 PM
Here's the problem with the 3-to-5-second reload time. Yes, you can load the gun that fast, as long as the ready-use locker is full. Once you have to resort to bringing up shells, the reload time goes up to a whopping 10 seconds or so. Now, you can load and shoot that fast, but can you hit anything? Maybe, if you're sitting still on a dead-calm sea. And if you're 500 meters from the target. At longer ranges, if you miss, you have to see whether you were long or short, and then guess by how much; then you have to adjust the range accordingly. Of course all this goes out the window if you're moving, since the range is constantly changing. If the sea is anything BUT dead calm, all this goes right out the window. The deck, along with the gun, is rolling, pitching, heaving and surging (this involves 8 different axes, in case you didn't know), and that means a lot of misses and a lot of careful aiming. The game lets you cheat by giving you a dead-stable aim view when shooting yourself, and doesn't take sea state into account at all.

A 5-second reload is historically accurate, if all the other factors are taken into account, which in the game they aren't. Overall, for the war, on average, Beery's RUB 30-second reload time is more accurate than anything else.

Good points.

Im not a big fan of the deck gun ie. i dont over use it.

I just started a new career in Sept 39 and the deck gun is part of my strategy for dealing with a lone merchant of fairly lowly tonnage... i wont waste the torpedo. Instead i will shadow it until i can get into a submerged position down range. I will then do my best to surface within 500 meters of the poor bastard and let loose with some HE rounds.

rough seas prevent this of course, so sometimes its not an option... i just didnt want to be sailing around with a semi automatic deck gun hehe

Totally agree.

A modern loader in a tank can reload a 105mm shell in under 4 seconds.

But firing the deckgun on a uboat was more like firing a cannon on a 17th century pirate ship, than modern naval gunnery even at the time. It would probably take at least 30 seconds to get the shot lined up correctly. Especially if the ship is rolling up and down.

Brag
04-27-07, 04:49 PM
I haven't verified it, but in GWX it seems the firing goes faster in calm seas than when the boat is rock and rolling.

Jimbuna
04-28-07, 03:21 AM
Here's the link (the old favourite) to the gun section :arrgh!:
http://uboat.net/technical/guns.htm