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View Full Version : Is the ROF too high for AI ships?


Oneshot/Onekill
02-26-09, 04:21 AM
Hello everyone, i've been a long time forum member on the offical SH3 website, i only recently decided to defect to subsim, don't know why i didnt do this sooner, i like the atmsosphere here.

I've been playing SH3 since its inception in 2005, and one of the things that still really bugs me to this day even with all the wonderful mods that have been produced is i believe and i may be wrong, that the ROF (Rate Of Fire) for all AI guns, main, secondary, and AA is awfully high. I've seen quite a few surface engagements in the game and i would have to say that the gunfire exchanges don't last nearly as long as they should, especially given that all of the capital ships invloved had armored belts, magazines, bridges, and decks.

My question to you the forum is simply is there any way to modify the ROF for the AI, or is it SDK coded and i/we simply have to live with it?:06:

BasilY
02-26-09, 05:05 AM
I guess the point is to force you to fight submerged. :arrgh!:

From the question you ask, I can tell you are also a deck gunner like me. The high ROF of allied surface ships is to compensate their otherwise stupid and predictable behavior and your deck-gun skill accumulated through multiple careers.

While this did not prevent you from engaging a armed surface target with your deck gun (I did it many times in GWX2.1, even sinking destoyers), it does forces you to think more like a real uboat skipper, so you are less likely to do so unless the condition is perfect (calm sea at dusk, evening, or night) and the range optimal (3000-4500 meters against AN armed ship).

And you probably shouldn't take on more than 1 armed vessel at a time.

Trust me, if it is too easy, you won't like it either.

Oneshot/Onekill
02-26-09, 05:31 AM
I guess the point is to force you to fight submerged. :arrgh!:

From the question you ask, I can tell you are also a deck gunner like me. The high ROF of allied surface ships is to compensate their otherwise stupid and predictable behavior and your deck-gun skill accumulated through multiple careers.

While this did not prevent you from engaging a armed surface target with your deck gun (I did it many times in GWX2.1, even sinking destoyers), it does forces you to think more like a real uboat skipper, so you are less likely to do so unless the condition is perfect (calm sea at dusk, evening, or night) and the range optimal (3000-4500 meters against AN armed ship).

And you probably shouldn't take on more than 1 armed vessel at a time.

Trust me, if it is too easy, you won't like it either.


Hello there BasilY.
Actually i am a fan of the deck gun given the right circumstances, but i am also cautious with it.

What i meant by seen quite a few surface engagements is that i've actual watched them while submerged. The type of engagements i'm speaking about are the scripted battles that took place for example the channel dash, or the sinking of the bismark.:)

Jimbuna
02-26-09, 06:46 AM
I can't say definitevely but I have noticed the different timescales, dependant on gun sizes/calibres :hmmm:

Oneshot/Onekill
02-26-09, 07:02 AM
Yeah thats what i was refering to also Jim. I was wondering if you have any knowledge from your previous work on GWX if those values are historical? If there say way off is there any way to bring them into a more realistic time frame?:06:

Oneshot/Onekill
02-26-09, 07:05 AM
Okay i've gone back and reread my first post.:damn: What i'm really trying to find out is are the RELOAD time historical accurate? God i'm such a tool!:doh:

U-84
02-26-09, 11:08 AM
God i'm such a tool!:doh:

Ya, but don't worry, u're a good tool, like a hammer or something. :yeah: :rock:

Oneshot/Onekill
02-26-09, 11:13 AM
God i'm such a tool!:doh:

Ya, but don't worry, u're a good tool, like a hammer or something. :yeah: :rock:


Yep i knew my thick skull would come in handy someday.:up:

Sailor Steve
02-26-09, 12:09 PM
...are the RELOAD time historical accurate?
Not sure, but they probably suffer from the same limitations as the u-boat guns - the gun can be reloaded quickly, but the gun captain has to wait until he has the proper line-up for the shot. The game definitely doesn't reflect that.

Oneshot/Onekill
02-26-09, 02:32 PM
...are the RELOAD time historical accurate?
Not sure, but they probably suffer from the same limitations as the u-boat guns - the gun can be reloaded quickly, but the gun captain has to wait until he has the proper line-up for the shot. The game definitely doesn't reflect that.

Thanks SS. if anyone would now you probably would.
I've always thought that the guns of surface ships in the game reloaded and fired a little too fast. Especially the main and secondary guns of large capital ships. I mean cmon gimme a beak, i think it takes longer than 10-15 seconds to reload and fire a 14,15,16inch main battery!:damn:

Sailor Steve
02-26-09, 03:06 PM
Oh! I missed that part. I was thinking of the guns on an armed merchant. Yes indeed, the 16" Mk I main guns on the Nelsons took about 45 seconds, and the 14" Mk VII on the KGV class took 30.
http://www.navweaps.com/Weapons/WNBR_Main.htm

Oneshot/Onekill
02-26-09, 03:51 PM
Actually SS if you read a little further down the page below the specifications it say that actual ROF was 60-65 seconds for one gun on the Nelson and Rodney.:)

FIREWALL
02-26-09, 04:07 PM
I think what O\O is asking is , Can you change the ROF of AI in the game ?

Not facts and figures.

Oneshot/Onekill
02-26-09, 04:24 PM
I think what O\O is asking is , Can you change the ROF of AI in the game ?

Not facts and figures.

I do like hearing about the facts, but yes thank you FIREWALL, i was hoping someone would get around to answering my question.:D

FIREWALL
02-26-09, 04:36 PM
I think what O\O is asking is , Can you change the ROF of AI in the game ?

Not facts and figures.

I do like hearing about the facts, but yes thank you FIREWALL, i was hoping someone would get around to answering my question.:D

I hope one of our modders can help yo out with this.:yep:

Jimbuna
02-27-09, 05:01 PM
Yeah thats what i was refering to also Jim. I was wondering if you have any knowledge from your previous work on GWX if those values are historical? If there say way off is there any way to bring them into a more realistic time frame?:06:

I can't say for sure....but my money would be on 'no'. The SH3 game engine is now well over three year old.

It might well be possible for timescales to be altered though.

One caveat is finding the person with the appropriate skills.

Unfortunately, the person I have in mind is now working predominantly on the SH4 game engine.

bigboywooly
02-27-09, 06:22 PM
You can alter the Guns sim file in S3D and change
The hardest bit is matching the IDs in Guns dat to those in Guns sim so you know what gun you are changing

In the shot below note the ID number ( 0x7ea7c1882d511ef4 ) for the 3inchsingle - top pic - matches the parent ID in the bottom pick when node 40 clicked on - so node 40 is for the 3inchsingle

http://i60.photobucket.com/albums/h22/bigboywooly/1-3.jpg

Click the arrow next to node 40

http://i60.photobucket.com/albums/h22/bigboywooly/2-2.jpg

Click on 41 and in the box on the right you can see reload time

http://i60.photobucket.com/albums/h22/bigboywooly/3-2.jpg

Click on the reload time and a box will open up below allowing you to alter reload
times

http://i60.photobucket.com/albums/h22/bigboywooly/4-2.jpg

Dont forget to save your changes
Always back up your original files

Oneshot/Onekill
02-28-09, 03:08 AM
This is EXACTLY what im looking for. :rock: Thank you very much for your insightful post bigboywooly!:D

I do have a question?

Where do i find S3D?

bigboywooly
02-28-09, 10:34 AM
This is EXACTLY what im looking for. :rock: Thank you very much for your insightful post bigboywooly!:D

I do have a question?

Where do i find S3D?

Sorry

Here

http://www.subsim.com/radioroom/showthread.php?t=119571

Oneshot/Onekill
03-01-09, 05:57 AM
Thank you.:)