View Full Version : Guns, guns, guns!
Vannevar
06-21-08, 06:07 PM
Hi all,
Just a quick question from someone just beginning to dabble with modding:
1) Where would I find/edit the data on gun reload rates and damage?
2) Im guessing that increased 'compartment' efficiency increases teh reload rate. Can anyone confirm?
Cheers.
Webster
06-21-08, 06:32 PM
Hi all,
Just a quick question from someone just beginning to dabble with modding:
1) Where would I find/edit the data on gun reload rates and damage?
2) Im guessing that increased 'compartment' efficiency increases teh reload rate. Can anyone confirm?
Cheers.
yes, better more efficient crew will speed up reloads slightly but if you are looking for something more dramatic then use silent 3ditor to change the reload times. open the data/library/ussubparts then change each gun as you like.
Vannevar
06-24-08, 02:41 PM
My thanks.
:up:
andycaccia
06-26-08, 05:14 AM
I have also a simple question about the guns.
How can I imporve the precision? I'm using the pocketBB mod but i feel the guns are too inaccurate (while those stupid merchants always hit me:stare: :stare: ) for a warship.
What can I do? Is there a value to modify with s3d somewhere?
Xantrokoles
06-26-08, 06:16 AM
The precision with the pocket BB is real;)
If you really wanna 'cheat' (no insult)
[gun].sim file
wpn_cannon
-> fire
-----> travel tollerance
-----> evelation tollerance
Rockin Robbins
06-26-08, 07:03 AM
The sub is a lousy gun platform. The inaccuracy is partly a reflection of that and partly that sub crews were not trained to the standards of the surface Navy gun crews.
Our job is easy! Just install New Real Deck Gun and get a partial taste of reality. It doesn't matter what your reload rate is if you can only get off an aimed shot a couple of times per minute. Guns don't belong on subs. That's why you no longer see them there. They didn't work out.
The Japanese surface navy was way too accurate for our submariners' taste. They often scored hits from five miles away and further on the first couple of shots.
andycaccia
06-26-08, 10:37 AM
The precision with the pocket BB is real;)
If you really wanna 'cheat' (no insult)
[gun].sim file
wpn_cannon
-> fire
-----> travel tollerance
-----> evelation tollerance
Thank you Xan!
I guess the lower the value is, the better precision you'll have, right?
I'll give a try!
schurem
06-27-08, 08:16 AM
The sub is a lousy gun platform. The inaccuracy is partly a reflection of that and partly that sub crews were not trained to the standards of the surface Navy gun crews.
Our job is easy! Just install New Real Deck Gun and get a partial taste of reality. It doesn't matter what your reload rate is if you can only get off an aimed shot a couple of times per minute. Guns don't belong on subs. That's why you no longer see them there. They didn't work out.
The Japanese surface navy was way too accurate for our submariners' taste. They often scored hits from five miles away and further on the first couple of shots.
Tell that to the crew of the Momi DD i sent to the bottom in an intense nightly surface battle. She managed to spot my scope, and evaded the torp i tried sending down her throat. Just as she was about to overrun me, i ordered flank speed, some rudder and an emergence surface. She only got to fire two or three shots at me before i was 'under her guns'. I was so close, she couldnt elevate her guns low enough to hit me. I think i took only one or two shots, for minor damage, while i managed to take out her engines pretty early in the fight, allowing me to keep my favourable position. Hair raising little bout that, and one in which i was most definately the underdog!
Vannevar
06-27-08, 02:40 PM
Hi all,
Just a quick question from someone just beginning to dabble with modding:
1) Where would I find/edit the data on gun reload rates and damage?
2) Im guessing that increased 'compartment' efficiency increases teh reload rate. Can anyone confirm?
Cheers.
yes, better more efficient crew will speed up reloads slightly but if you are looking for something more dramatic then use silent 3ditor to change the reload times. open the data/library/ussubparts then change each gun as you like.
Right, I've got the editor working, and am looking at the .sim files in the directory you indicated, comparing stock to other mods and seeing where they differ.
I've been able to get a handle on reload rates, but I cant seem to locate the variable for damage caused by the shells. Can someone again point me in the right direction?
Thanks in advance.
Vannevar
06-27-08, 03:50 PM
Cheers, much apreciated. :D
Need more coffee, those ID's are making my eyes go funny.
Vannevar
06-27-08, 07:14 PM
I think this an apropriate place for a...
Doh!
:roll:
Rockin Robbins
06-27-08, 07:28 PM
The sub is a lousy gun platform. The inaccuracy is partly a reflection of that and partly that sub crews were not trained to the standards of the surface Navy gun crews.
Our job is easy! Just install New Real Deck Gun and get a partial taste of reality. It doesn't matter what your reload rate is if you can only get off an aimed shot a couple of times per minute. Guns don't belong on subs. That's why you no longer see them there. They didn't work out.
The Japanese surface navy was way too accurate for our submariners' taste. They often scored hits from five miles away and further on the first couple of shots.
Tell that to the crew of the Momi DD i sent to the bottom in an intense nightly surface battle. She managed to spot my scope, and evaded the torp i tried sending down her throat. Just as she was about to overrun me, i ordered flank speed, some rudder and an emergence surface. She only got to fire two or three shots at me before i was 'under her guns'. I was so close, she couldnt elevate her guns low enough to hit me. I think i took only one or two shots, for minor damage, while i managed to take out her engines pretty early in the fight, allowing me to keep my favourable position. Hair raising little bout that, and one in which i was most definately the underdog!
Cool, but a real submarine wouldn't have a chance in that same situation. If the boat survived (incredibly doubtful) the captain would be hanged, then court martialed and imprisoned. With a real sub deck gun you wouldn't have got a shot off before your decks were swept with machine gun fire. Then the DD would have disabled and killed you in the leisurely manner a cat kills a mouse.
Awhile back there was a captain who disabled the Yamato and surfaced beside her. None of the other enemy surface ships would fire on him so he sank them all carefully and slowly. In real life the same thing would happen. All the ships in the area, knowing their machine gun fire was harmless to the Yamato's hull would just have saturated the air with bullets, instantly killing everyone who dared be on the deck of the sub. Then it would be child's play to maneuver a DD to a shot at the sub that traveled parallel to the side of the Yamato. A 5" shell wouldn't do much damage with a miscalcuation at such a glancing angle and the sub is guaranteed dead with one hit. After that they can't submerge and they are again killed in a leisurely manner.
Game tricks aren't the same as legitimate stragegy. They are cool for the engenuity, but prove nothing about a submarine, which is next to harmless even when in conflict with an armed merchant.
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