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banjo
11-02-08, 01:08 PM
Okay, so maybe the deck gun in RFB loads slower than some of us like, and maybe it's not as powerful as we think it should be--but Wow! What a sound! When that gun fires it is just awesome! And the explosion when it hits is fantastic. In all my years of playing all these sub games and trying different cannon mods this is by far the best for sound. Looks awesome too.

As far as the rate of fire, I just used someone's cannon mod (Rockin Robbins I think) and now it loads quickly. Not historically accurate maybe but I like it. It's a character flaw I know--my mother used to warn me about it.

Rockin Robbins
11-02-08, 02:04 PM
Yes. Shame Mr Banjo, shame!!!!:nope: How DARE you have fun with this serious simulation.http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/him.gif

Ivan Putski
11-02-08, 02:43 PM
The loading time is way too slow, a gun crew could load it much faster than the sim allows. The gun in the new RFB is`nt stabalized, that`s what takes time, coming on target, and actually doing damage to it. Puts

simsurfer
11-02-08, 07:20 PM
Where can I d/l that mod?

LukeFF
11-02-08, 07:28 PM
The loading time is way too slow, a gun crew could load it much faster than the sim allows.

Do a search of threads here and in the SH3 mods forum to see why your argument, while technically correct, is ultimately flawed.

LukeFF
11-02-08, 07:29 PM
Okay, so maybe the deck gun in RFB loads slower than some of us like, and maybe it's not as powerful as we think it should be--but Wow! What a sound! When that gun fires it is just awesome! And the explosion when it hits is fantastic. In all my years of playing all these sub games and trying different cannon mods this is by far the best for sound. Looks awesome too.

Glad you like it. I've been wanting to add differing deck gun sounds based on the caliber of the weapon, and with 1.52 I was finally able to do just this.

banjo
11-02-08, 11:07 PM
Sim, it's called New Real Deck Gun. I don't have a d/l address but try a search in the mod forum. Webster also has a deck gun mod (search for his mods) but I haven't tried it, but I do use his torpedo mods. I think the Real Deck Gun mod was by Rockin Robbin. If all else fails pm him.

banjo
11-02-08, 11:09 PM
Yeah, it's so great I look forward to surfacing and touching that baby off. I'm disappointed now when the merchie has guns and I can't surface to finish him off.:D

Fish40
11-03-08, 01:59 PM
I haven't had the opportunity to try the DG yet, but in a "simulated" practice exorcise I fired the AA guns. I was surprised to see the shell cases ejecting. :up: I don't remember ever seeing that, unless my eyes were going:hmm: It reminds me of a similar mod developed for SH2:o Man o man, how long ago was that?

banjo
11-03-08, 03:35 PM
And now, having said all that, my deck gun won't work. It is canted down toward the deck and won't budge and won't load. I'm in my second patrol now with it that way so docking didn't fix it. I even unloaded the gun mod I was using even tho it was working perfectly. Nada. I don't have a clue.

DeepIron
11-03-08, 04:23 PM
And now, having said all that, my deck gun won't work. It is canted down toward the deck and won't budge and won't load. I'm in my second patrol now with it that way so docking didn't fix it. I even unloaded the gun mod I was using even tho it was working perfectly. Nada. I don't have a clue.Well, ok... I'll spill the beans... I contacted the ship yard after your last patrol and had your deck gun pointed down at your deck and welded in place. We also jammed 75 rolls of wet butt wipe down the barrel too. That way, you don't have to worry 'bout using it, as ineffective as it is... ;)

Actually, I see you reported the problem over in the RFB forums. I'm sure a solution to the problem will be found.

Cheers!

vanjast
11-03-08, 04:34 PM
The loading time is way too slow, a gun crew could load it much faster than the sim allows. The gun in the new RFB is`nt stabalized, that`s what takes time, coming on target, and actually doing damage to it. Puts Ivan really puts (no pun allowed :lol:) it in a nutshell.
But I'm not worried about this as I change it to ~20 second anyway. :up:
:|\\

Wilcke
11-03-08, 05:33 PM
What these things have deck guns? Your kidding right? I just thought those things were there for hanging laundry during those long boring surface transits. Yikes I have to pay more attention at the training sessions.

Happy Hunting!

Frederf
11-03-08, 06:17 PM
The explanation for the deck gun loading times being the way they are in RFB is that in real life you would fire faster at first but as the local ammo locker was depleted the rate would drop drastically as shells were handed one by one out of the interior of the submarine to be used.

The game cannot handle this complex rate of fire equation and only gives a single number so the RFB creator made it a number between the fast "ammo locker full" value and the slow "ammo locker empty" value.

Also does it reduce underwater drag if you have no deck gun at all? I would like to gain an extra knot or so.

banjo
11-03-08, 06:18 PM
I exited the game and re-entered and all was well.

LukeFF
11-04-08, 01:27 AM
I haven't had the opportunity to try the DG yet, but in a "simulated" practice exorcise I fired the AA guns. I was surprised to see the shell cases ejecting. :up: I don't remember ever seeing that, unless my eyes were going:hmm: It reminds me of a similar mod developed for SH2:o Man o man, how long ago was that?

You probably didn't see the shell casings, because the original camera position for the single 20mm gun had the gunsight about an inch from the gunner's face. :huh:

vanjast
11-04-08, 05:46 AM
Some info in this regard...
http://www.fleetsubmarine.com/5_25_gun.html
http://www.fleetsubmarine.com/guns.html
http://www.valoratsea.com/arms.htm
:D

Skullbiscuit
11-04-08, 11:25 AM
Some info in this regard...
http://www.fleetsubmarine.com/5_25_gun.html
http://www.fleetsubmarine.com/guns.html
http://www.valoratsea.com/arms.htm
:D

20 rounds per minute or 5 per second. :hmm:

Seems as if the RFB deck gun is severly at odds with this ROF. :-?

peabody
11-04-08, 05:11 PM
20 rounds per minute or 5 per second. :hmm:



How do you get 5 per second?
Peabody

Skullbiscuit
11-04-08, 05:20 PM
20 rounds per minute or 5 per second. :hmm:


How do you get 5 per second?
Peabody
Whoops! My bad! :doh: I had meant one every 5 seconds. Here is the quote from the link

"A well-trained crew could fire twenty rounds per minute, or one round every five seconds."

From the narrative on that page it implies that the rate of fire even after having exhausting the local ammo store would be far higher than what we have with the RFB version because of a stream of rounds coming from below deck being handled by various members of the deck gun crew who are both above and below decks.

peabody
11-04-08, 05:33 PM
20 rounds per minute or 5 per second. :hmm:


How do you get 5 per second?
Peabody
Whoops! My bad! :doh: I had meant one every 5 seconds. Here is the quote from the link

"A well-trained crew could fire twenty rounds per minute, or one round every five seconds."

From the narrative on that page it implies that the rate of fire even after having exhausting the local ammo store would be far higher than what we have with the RFB version because of a stream of rounds coming from below deck being handled by various members of the deck gun crew who are both above and below decks.


I guess it is the guy that wrote the article then.:rotfl:

Let me see:

20 rounds times 5 seconds = 100 seconds. I'm old but I still know my gosintas. And 5 goes in to 60 12 times.:rotfl::know:

vanjast
11-05-08, 12:31 AM
One must remember this is in IDEAL conditions and with an excellent crew.
Taking into consideration that the gun crew probably never 'practised' that much on real targets, plus other factors - we have to start adding on the seconds.

As mentioned earlier, the shell supply rate (the human chain) would most probably vary from 5 seconds to ~20 seconds (which is a lonnnnggggg time).
As the deck gun now is not autolevelled, and anyone who's fired a gun on a shifting deck knows that for most accuracy, you fire either at the peak or trough of a swell, and the boat is not at the same attitude on every peak/trough, hence the training/aiming time delay.

When there is historical comment about the FIRING RATE there is no mention on the reload rate, so I think the 'reload rate + the gun training/aiming' has been mistakenly used here as the reload rate. Not to mention that the gun aimers are consistently training the gun during shell reload times, further cutting back on the firing rate.

This training/aiming time actually does not have to be implemented into the mod when the deck gun auto-levelling is switched off, as we now deal with the same 'real' conditions.

Well, this is the reason behind my own 20 seconds reload time, which is reasonable by all accounts.
:|\\

LukeFF
11-05-08, 01:38 AM
Well, this is the reason behind my own 20 seconds reload time, which is reasonable by all accounts.

I wonder if people are manning their deck guns properly when they talk about reload rate. With a good crew, just about every gun in RFB will reload in about 20 seconds time. Something makes me think people are just jumping to the deck gun view without putting a crew in place. In that case, the efficiency of the gun is equivalent to that of just one man aiming, firing, and reloading the thing.

vanjast
11-05-08, 02:23 AM
That could be a point...
I'd expect the all the gun slots to be filled, but one can play around with this and see what happens - should be interesting.
:D

Skullbiscuit
11-05-08, 07:20 AM
I don't think 20 seconds for reload is reasonable. I think one round per five seconds would be the sustained rate of fire with a fully manned crews. I have copied below the crew stations and numbers from the previous link (note there are two ammunition handlers and there are more below deck funneling rounds upward --- you have four PAX assigned just handling ammunition --- there is no way that will result in 1 round per 20 seconds)

1) Gun Captain: Opens the breech and inspects the mechanism and bore before firing to insure there are no obstructions. Supervises the rest of the gun crew.

2) Trainer: The Trainer sits in the right hand seat, moving the gun from side to side by use of the hand wheels, which connect to the traverse ring around the base of the mount through a system of gears. He is responsible for aiming the gun in the horizontal plane.

3) Pointer: The Pointer sits in the left hand seat, and elevates and depresses the barrel. He aims in the vertical plane. The Pointer also fires the gun by stepping down on the right pedal, which is hydraulically connected to the firing plunger on the left side of the breech.

4) Sight Setter: The sight setter stands directly behind the Pointer, on the left side of the gun. He is responsible for entering sight corrections, so that the optical sights used by the Trainer and Pointer are adjusted to coincide with the point of aim on the target.

5) First Loader: The First Loader has two primary responsibilities. Before the first shot, he manually sets the safety, so that the gun cannot be accidentally fired while the Loader or other gun crew member is behind the breech, and releases the safety when the gun is ready to fire. He also physically loads the gun, shoving the shell into the breech.

6) Second Loader: The Second Loader assists the First Loader, taking the shell from Ammunition Handlers and passing it to him.

7) Ammunition Handler (2): The two Ammunition Handlers receive the shells, still in their storage tubes, remove them from the tubes, and pass the shell to the Second Loader. One, wearing asbestos gloves, catches the cases as they are ejected, so that they can be returned to the arsenal for reloading. There are additional ammunition handlers in the magazine and in the after battery compartment, who pass the shells up through the ammunition scuttle.

vanjast
11-05-08, 11:24 AM
I don't think the game handles the different deck gun crew allottments, or the sea conditions, which all have an effect.
So a middle ground has to be reached.. You're free to change things to your liking on your game. :D

kwbgjh2
11-05-08, 12:11 PM
I don't think 20 seconds for reload is reasonable. I think one round per five seconds would be the sustained rate of fire with a fully manned crews. I have copied below the crew stations and numbers from the previous link (note there are two ammunition handlers and there are more below deck funneling rounds upward --- you have four PAX assigned just handling ammunition --- there is no way that will result in 1 round per 20 seconds)......

Dear Sir, let me first tell you that the "Reloading Gun Time" is the ONE NEVERENDING thread in Silent Hunter. There a "million" ;) of postings to this theme. If you dont like the reload time of RFB just switch a gun mod over RFB and you have what you like. Search for the Silent Fire Mod and you will have a modern gatling gun that kills a Japanese BB in a minute.

Now to my opinion what i think are good reasons for 20 secs.
RFB is a mod to make SH4 a simulation next possible to the real WW2 behaviour of submarines and their crews. Maybe the handbook from the link is correct than you can be sure that this data of the fire rate were made at best weather.
I really beleave that you will never find at last one single admiral with his staff in any navy of the world neither in history nor nowadays in real bad weather at high swells to calculate the crews fire rate.

So the modder has to do do a compromise between the theoretical fire rate and the real circumstances on the ocean. I guess there is no way to let the reload time be affected by the weather conditions.

At last one little comment from me: in germany we have general conscription. So i was from 1979-1981 in the german army as a tank driver.
Even though we had no war we had two big NATO maneuvers including US, British, Netherland and German forces where i learned one thing: handbooks and the behaviour even of well trained crews have nothing in common.

Happy hunting,

:arrgh!:

Orion2012
11-05-08, 12:22 PM
Well, this is the reason behind my own 20 seconds reload time, which is reasonable by all accounts.
I wonder if people are manning their deck guns properly when they talk about reload rate. With a good crew, just about every gun in RFB will reload in about 20 seconds time. Something makes me think people are just jumping to the deck gun view without putting a crew in place. In that case, the efficiency of the gun is equivalent to that of just one man aiming, firing, and reloading the thing.

I used to make that mistake myself.

Also, wonder if the use the crew designated as gunners??

And does anyone know if having an officer in the first slot makes a difference?

Skullbiscuit
11-05-08, 01:11 PM
At last one little comment from me: in germany we have general conscription. So i was from 1979-1981 in the german army as a tank driver.
Even though we had no war we had two big NATO maneuvers including US, British, Netherland and German forces where i learned one thing: handbooks and the behaviour even of well trained crews have nothing in common.

Happy hunting,

:arrgh!:
OK, let's assume that the information provided on that page is for optimal conditions --- trained crew and good weather (no swells which would lead to reducing the ROF). When you man the gun (with trained crew) and you are in calm seas you are still subjected to the 20 seconds reload --- the modeling provides you with a 20 second reload independent of sea state.

So I agree with your argument that sea states will effect ROF. But the game is not modeling different ROF's based on sea states is it? If it does anything to the ROF it is doing it because of manning --- which as you can see in my post above the manning assigned for this gun 3 PAX is far less than the actual crew would have been for doctrinal employment (that crew size would be 8 PAX almost 3 times the number the game assigns to the gun)

So, OK, I'll download a mod and fix the ROF. I still think that the default RFB ROF is too slow.

And I just retired from the Army with 22 years so I have some experience around weapons and what trained gun crews are capable of. I have no experience at sea, but as I have said above I do not think this game models a ROF based upon changing sea states.

Regards

SB

vanjast
11-05-08, 01:45 PM
OK, let's assume that the information provided on that page is for optimal conditions --- trained crew and good weather (no swells which would lead to reducing the ROF). When you man the gun (with trained crew) and you are in calm seas you are still subjected to the 20 seconds reload --- the modeling provides you with a 20 second reload independent of sea state.
Ja, this is the problem we've had to live with since SH3 Real Uboat, and there's been a lot of 'shouting' about it. :cool:
The Real Boat stuff is too slow, as indicated by yourself and others with some experience in this or similar fields. The RFB team are not going to change it ( they haven't for some 3 or 4 years now ;) ), so it's up to each individual to make their own changes.
:up:

Ivan Putski
11-05-08, 03:22 PM
Being a canoncocker in the Marine Corps for 8 out of twenty years the deck gun loads too slow period, the largest gun on a US sub in WWII was the MK 40 5" 25 cal weapon. It had a 7 man crew, could sustain a rate of fire of 10 to 15 rounds per min,firing a 54lb. projectile. It matters little under what conditions it`s loaded, as it would vary only by a couple seconds. None of the deck guns in the game are modeled correctly. The problem of hitting your target is a whole different story, the gun being unstabilized makes this realistic. Puts

Skullbiscuit
11-05-08, 05:27 PM
Being a canoncocker in the Marine Corps for 8 out of twenty years the deck gun loads too slow period, the largest gun on a US sub in WWII was the MK 40 5" 25 cal weapon. It had a 7 man crew, could sustain a rate of fire of 10 to 15 rounds per min,firing a 54lb. projectile. It matters little under what conditions it`s loaded, as it would vary only by a couple seconds. None of the deck guns in the game are modeled correctly. The problem of hitting your target is a whole different story, the gun being unstabilized makes this realistic. Puts

Puts! You over here from SimHQ? :D

I was trying to be polite on the under modeling. Not being a retired canoncocker but retired grunt and SF, I just plain thought the reload rate was like watching paint dry.:nope: Good to hear an artilleryman say as much.

Yet I think they won't fix it so we'll have to download a mod ourselves to do it.

Regards

SB

Ivan Putski
11-05-08, 10:47 PM
I was`nt expecting them to fix it, as there is several different types of weapons used on subs from the start opf the war till the end. I was just pointing out the fact that the loading was slooowww. The MK40 5" 25 cal was a semi auto loading dual purpose gun. Nice to hear from you Skullbiscuit. Puts:D

LukeFF
11-06-08, 01:03 AM
And does anyone know if having an officer in the first slot makes a difference?

It should, so long as he has high Mechanical skills.

LukeFF
11-06-08, 01:21 AM
People, I'm at my wit's end here trying to get it through to you why we have modeled the reload rate the way we have. Let me make myself very, very, very, very, clear here: the reload rate factors in ALL variables in firing a deck gun in MULTIPLE sea states. That includes the following:
Setting up the gun
Rotating the gun to the target
Getting the initial elevation to the target
Waiting for the sight to level with the horizon
Watching each shell fall
Adjusting the range as necessary
Unloading the spent shell casing
Passing the ammo up to the gun crew from below decks (after all, this is where most of the ammo is stored)
Reloading the weapon
The skill of the crew
The fatigue of the crew
The crew steadying themselves as they pass shells back and forthNow, if you can do ALL of that in 5 seconds in SUSTAINED fire mode and consistently hit the target, you're the best damn gun crew in the world and likely taking some sort of performance-enhancing drug. Because neither SH3 nor SH4 take into account:
The state of the sea
Shells being reloaded from "ready ammo" versus ammo stored below decks
The AI gun crew waiting for the roll of the boat to be just right before firing
The gun sight bobbing up and down when the player is manning the gun...we have thus modeled the reload rate "as is," as an average of sea states ranging from mild to moderate and a mix of shells coming from both storage locations. Until someone can better code the deck gun's behavior, those are the restrictions with which we have to work as modders. And stop telling me about how it works with ground-based artillery - I've served in combat arms battalions myself and know how ground-based artillery works. It is utterly illogical to compare an artillery crew firing a gun on land with one firing a gun on a boat ill-suited to mount a heavy artillery piece in the first place.

This is my final word on the matter, and I will not answer any more questions or complaints about this, nor will the reload rates be adjusted in RFB again, unless some sort of coding breakthrough is achieved. Ever.

Oh, and let me add this: if you replace RFB's deck gun reload files with those of another mod, you are screwing up part of the submarine damage modeling that we have worked hard on these past months. So, if you want to tweak the reload rate, modify the SIM files that come with RFB.

Rockin Robbins
11-06-08, 06:35 AM
Yes, it's always true that ground pounders who shot guns mounted to concrete pads and shooting at nothing in particular can outshoot naval crews. Just load up New Real Deck Gun (http://files.filefront.com/New+Real+Deck+Gun7z/;10203663;/fileinfo.html), author unknown (he's disgusted with the mod). The reload rate is instant because it's only a test mod. You STILL won't do much better than a shot every 20 seconds or so. The reload rate and the firing rate are not related on a submarine!

If you're shooting at bearing 90º or so, you'll have trouble hitting anything even at one shot per minute. You guys are chasing the wrong rabbit and really looking pretty ridiculous.

That being said, I've resisted the urge to do so until now, but I may just compliment my Slightly Subnuclear Mark 14 Torpedoes mod (http://files.filefront.com/Rockin+Robbins+Mk14+Torpzip/;8561674;/fileinfo.html) with a new Instant Loading Slightly Subnuclear Deck Gun Mod. Let me think about it for 24 hours.

If you want to be ludicrous (and it CAN be a ton of fun), don't mind breaking RFB (don't complain to me or Luke!), and have no scruples at all :arrgh!:, you might as well go all the way!:sunny:

Wilcke
11-06-08, 10:09 AM
Hi RR,

Yep thats the mod I remember testing some months back. WOW with a "Real" destabilized gun I was lucky to get a shot to bracket the target 1 out of 5 rounds in any sea state above 2-3 ms! If you were in the sight you would puke. I new I was not hallucinating about that mod.

Thanks!

vanjast
11-06-08, 10:23 AM
Ok... he takes those files uploaded to FF... and pushes them gently over to BTS...

:damn::damn::damn::down::down::down: AAAAAARTRRRRGGGG NOT FILEFRONT...NO NO NO NO....

How do you expect a realy nice stable person like me to download them...
No I do not want a FF acount..
No I do not want a gazillion adverts....
AND of course I do not like an upload/download server that always tells me I have a problem... :nope:

All I would like is a nice click and download begins... no mess no fuss..;)

tater
11-06-08, 10:39 AM
RR, is that like kv29's mod?

As I said in another thread, in his mod, using the 4" (I think that was the one that kv29 managed to destabilize properly) I could set the reload time to 5 seconds, and I'd none the less be lucky to get off 2-3 aimed shots in a minute with anything short of really calm seas. If it was really flat, I could get probably closer to a shot off every 10 seconds.

I decided at that point that an ideal reload speed would be on the order of 8-12 seconds. That would allow a fast-ish ROF for a stationary boat in calm seas, and under anything like typical conditions the ROF would end up being 2-3 rpm. If it was rough, far, far slower.

We held out some hope for a solution from the devs to allow applying the mod to other guns, but there were differences between guns that made it impossible.

kwbgjh2
11-06-08, 12:20 PM
People, I'm at my wit's end here trying to get it through to you why we have modeled the reload rate the way we have. Let me make myself very, very, very, very, clear here: the reload rate factors in ALL variables in firing a deck gun in MULTIPLE sea states. That includes the following:
Setting up the gun
Rotating the gun to the target
Getting the initial elevation to the target
Waiting for the sight to level with the horizon
Watching each shell fall
Adjusting the range as necessary
Unloading the spent shell casing
Passing the ammo up to the gun crew from below decks (after all, this is where most of the ammo is stored)
Reloading the weapon
The skill of the crew
The fatigue of the crew
The crew steadying themselves as they pass shells back and forthNow, if you can do ALL of that in 5 seconds in SUSTAINED fire mode and consistently hit the target, you're the best damn gun crew in the world and likely taking some sort of performance-enhancing drug. Because neither SH3 nor SH4 take into account:
The state of the sea
Shells being reloaded from "ready ammo" versus ammo stored below decks
The AI gun crew waiting for the roll of the boat to be just right before firing
The gun sight bobbing up and down when the player is manning the gun...we have thus modeled the reload rate "as is," as an average of sea states ranging from mild to moderate and a mix of shells coming from both storage locations. Until someone can better code the deck gun's behavior, those are the restrictions with which we have to work as modders. And stop telling me about how it works with ground-based artillery - I've served in combat arms battalions myself and know how ground-based artillery works. It is utterly illogical to compare an artillery crew firing a gun on land with one firing a gun on a boat ill-suited to mount a heavy artillery piece in the first place.

This is my final word on the matter, and I will not answer any more questions or complaints about this, nor will the reload rates be adjusted in RFB again, unless some sort of coding breakthrough is achieved. Ever.

Oh, and let me add this: if you replace RFB's deck gun reload files with those of another mod, you are screwing up part of the submarine damage modeling that we have worked hard on these past months. So, if you want to tweak the reload rate, modify the SIM files that come with RFB.

:up::up::up::up::up::up::up::up::up::up:

1.000.000.000.000.000 % AGREE !!!

Rockin Robbins
11-06-08, 12:44 PM
RR, is that like kv29's mod?

As I said in another thread, in his mod, using the 4" (I think that was the one that kv29 managed to destabilize properly) I could set the reload time to 5 seconds, and I'd none the less be lucky to get off 2-3 aimed shots in a minute with anything short of really calm seas. If it was really flat, I could get probably closer to a shot off every 10 seconds.

I decided at that point that an ideal reload speed would be on the order of 8-12 seconds. That would allow a fast-ish ROF for a stationary boat in calm seas, and under anything like typical conditions the ROF would end up being 2-3 rpm. If it was rough, far, far slower.

We held out some hope for a solution from the devs to allow applying the mod to other guns, but there were differences between guns that made it impossible.

This is a derivative of KV29's mod that works better. I showed to kv29, asking if he were the author. He checked it out and said it wasn't his and it sucked as bad as his. When I originally got it, I thought it was Luke's mod, but Luke isn't thrilled with it either. He did commit to having the RFB team check it out when they get some breathing room. It's not a high priority because the deck gun was a minor detail in the mod as a whole.

Oh, this one reloads in less than a second. That doesn't matter.:rotfl:

@vanjast I don't see any adverts on Filefront. With Firefox, NoScript and Ad Muncher, Filefront is a pleasure. But I have no problem talking with Carotio to see if I can host some stuff over at BtS. Tonight I think I'll be working on Slightly Subnuclear New Real Deck Gun. :hulk:

vanjast
11-06-08, 01:22 PM
I think it's my location, as I've googled a net search and sort of worked out that I'm not in the northern hemisphere, and in probably what might be seen as a dodgey area - hence the consistent 'blocking' from FF. Hmmm

banjo
11-06-08, 01:52 PM
Be advised, the deck gun problems I mentioned earlier in this thread, i.e., the gun frozen in a muzzle down attitude, were caused as near as I can determine by the Real Gun Mod I was using. At first I didn't think that was the problem, but I have been dealing with it a few times and I believe that was my problem. Might not have the same affect in other's systems.

Rockin Robbins
11-06-08, 08:26 PM
Announcing! http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/presenting.gif
Slightly Subnuclear Real Deck Gun (http://files.filefront.com/600+Slightly+Subnuclear+Nun7z/;12275222;/fileinfo.html)
by Rockin Robbins

This beast has problems pointing at the deck with Balao or Gato class subs. Too bad. You guys have all the top subs and you are too prosperous for your own good. You don't NEED a subnuclear deck gun, no matter how slight. I've taken all your excess goodies and given them to the less fortunate in other classes of subs.

Of course we'll blame this all on Luke and his infernal Real Fleet Boat supermod, which also is responsible for the scratch on my van's door, global warming and the retrograde motion of Mars. Get your mod straight, my man!

Slightly Subnuclear Real Deck Gun is a destabilized gun that rocks with the boat. Set the range and fire when the crosshairs are on the horizon. With a decent crew at the deck gun positions it reloads quite quickly, thank you, but that doesn't matter. You're going to go crazy trying to shoot. BUT when you get a hit, it's for a minimum of 500 and a maximum of 5000 hitpoints. Sorry, sometimes it takes two hits to sink an RFB merchie. You're going to play hell getting those two hits, too!

I'd love to release this as an official mod of the Zoo Keepers Modding Team, but they'd kick me out if I proposed it!http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/kicking.gif

Danger! This thing will BREAK delicate parts of RFB, overwriting gun camera files, ammunition files, deck gun files, etc. It eats babies and burns up CPUs for breakfast. It has been built by an idiot to do stupid things and you shoudn't be surprised when insane things happen. In short, it's a blast to use!:rotfl:

DeepIron
11-07-08, 11:42 AM
RR, you're certifiable... :rotfl:

Wilcke
11-07-08, 12:04 PM
RR, you're certifiable... :rotfl:

I think I could get my Medical Director to put him in for a 3 days stay, just for observation of course. Can you imagine him in front of the judge on day 4! Now that would be some really good "Reality TV".

Good stuff there RR!

DeepIron
11-07-08, 12:07 PM
RR, you're certifiable... :rotfl:
I think I could get my Medical Director to put him in for a 3 days stay, just for observation of course. Can you imagine him in front of the judge on day 4! Now that would be some really good "Reality TV".

Good stuff there RR!Heck Wilcke, I would love to see him as Obama's Chief of Staff! :huh::rotfl:

Wilcke
11-07-08, 12:26 PM
RR, you're certifiable... :rotfl:
I think I could get my Medical Director to put him in for a 3 days stay, just for observation of course. Can you imagine him in front of the judge on day 4! Now that would be some really good "Reality TV".

Good stuff there RR!Heck Wilcke, I would love to see him as Obama's Chief of Staff! :huh::rotfl:

What, BO and RR together, oh man! Ah but RR would make a great G1 Ops that's for sure.

Rockin Robbins
11-07-08, 01:59 PM
We have changed our minds. Change is not what we need. Change is not what we will deliver. You will not be receiving change. We are now talking dollars.:rock:

DeepIron
11-07-08, 02:02 PM
We have changed our minds. Change is not what we need. Change is not what we will deliver. You will not be receiving change. We are now talking dollars.:rock:Hey RR... I've got some Canadian "loonies" laying about, they're worth a dollar and I was thinkin' NAFTA and all that.... :doh:

Rockin Robbins
11-07-08, 05:34 PM
Barack needs to hand out lots of dollars come January and would accept even cold cash from Canada. The American equivalent to the Loonie has not been well received because it can so easily be confused with a quarter. But if it were made in black stainless gunmetal finish with Barack's likeness, we think we can make it popular.:up: