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marcel1980
03-29-11, 06:17 AM
Hi there!
anyone else noticed that bringing down a ship with deck gun is very fast? Im not sure about the loading times of the gun, but it seems pretty fast. Is there a mod fixing this? Im playing with magnum opus.

:rock:

TheDarkWraith
03-29-11, 07:31 AM
Hi there!
anyone else noticed that bringing down a ship with deck gun is very fast? Im not sure about the loading times of the gun, but it seems pretty fast. Is there a mod fixing this? Im playing with magnum opus.

:rock:

try the latest version of my FX_Update mod.

marcel1980
03-29-11, 07:48 AM
try the latest version of my FX_Update mod.

Looks great :) iv seen only pictures so far, is there a detailed description whats been updated? :up:

TheDarkWraith
03-29-11, 07:55 AM
Looks great :) iv seen only pictures so far, is there a detailed description whats been updated? :up:

http://www.subsim.com/radioroom/showpost.php?p=1485167&postcount=1

marcel1980
03-29-11, 04:18 PM
http://www.subsim.com/radioroom/showpost.php?p=1485167&postcount=1

Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!:up:

stoianm
03-29-11, 04:20 PM
Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!:up:

http://www.subsim.com/radioroom/showpost.php?p=1630534&postcount=245

Webster
03-29-11, 05:44 PM
Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!:up:

thats not unusuall at all, most updates change files that have already been changed by the original mod so the mod conflict warning is not as much a warning as it is just a notification that you are overwriting files that were previously changed.

itthe conflict warnings are just so you can avoid making unwanted changes to other mods since doing so may mess up how they work.

in almost every case i can say if its a modder who made the update for his own mod then you want to overwrite the files since that is most likely the wole point of the update in the first place.

CaptainMattJ.
03-29-11, 05:57 PM
to be honest, if i were you i would enjoy it. Cause i guarantee that later in the campaign, you wont be using your deck gun......at ALL. past maybe....... 1942 i used my deck gun ONCE to sink a small freighter that had been struck and fell behind from a convoy, one of the .0001% of ships that DIDNT have a deck gun. Trust me, id take the opportunity. Besides, to sink a cimmaron tanker (very common) you hve to expend maybe 30-40 shells of HE to sink it.

think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.

Jaguar
03-29-11, 06:15 PM
think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.

But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ;)).

CaptainMattJ.
03-29-11, 06:34 PM
But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ;)).
True. but the torpedo couldnt just do away with bulkheads. The deck gun had alot of shells. One torpedo could flood the compartments it hit, but the rest would be unaffected. A deck gun shell often aided in the sinking of a damaged ship because it allowed more accurate shots right into the bulkhead.

The deck gun can be fired ANYWHERE, including the engine. The main reason why deck guns in reality were SOMETIMES more efficient, because they were alot more pinpoint and less likely to be a dud. So the deck gun could punch throuh and blow up their tanks almost assuredly if they know where it is, but a torpedo could just straight up miss the ship entirely, or bounce off it.

It may take quite a bit to sink a ship with 3.46 inch shells, but if you know the compartments and have critical thinking skills, you can make deck gun shells count without the risk of wasting a perfectly good EXTREMLY expensive 280kg warhead.

Jaguar
03-29-11, 06:57 PM
It may take quite a bit to sink a ship with 3.46 inch shells, but if you know the compartments and have critical thinking skills, you can make deck gun shells count without the risk of wasting a perfectly good EXTREMLY expensive 280kg warhead.

Indeed. IIRC most of laPerière kills were by shelling. Don´t know the stats but I guess U-Boats needed a lot of shells and plenty of time to sink a ship on average. I´ll post if I found something.

TheDarkWraith
03-29-11, 07:38 PM
But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ;)).

The latest version of my FX_Update mod addresses this deck gun problem. It takes more shells to do damage/flooding to ships now :up:

Jaguar
03-29-11, 09:41 PM
The latest version of my FX_Update mod addresses this deck gun problem. It takes more shells to do damage/flooding to ships now :up:

Just experienced this! Excelent improvement :up: .

marcel1980
03-30-11, 02:29 AM
to be honest, if i were you i would enjoy it. Cause i guarantee that later in the campaign, you wont be using your deck gun......at ALL. past maybe....... 1942 i used my deck gun ONCE to sink a small freighter that had been struck and fell behind from a convoy, one of the .0001% of ships that DIDNT have a deck gun. Trust me, id take the opportunity. Besides, to sink a cimmaron tanker (very common) you hve to expend maybe 30-40 shells of HE to sink it.

think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.

I do enjoy it a lot :) i was adressing more the fire rate which is quite fast in my opinion it took longer for a crew to load and aim even in perfect weather. The effects of the shell are surely as hell as you described it. Ship had no armor etc. Today i will try the FX mod :) :rock:

marcel1980
03-30-11, 03:57 AM
http://www.subsim.com/radioroom/showpost.php?p=1630534&postcount=245

Maybe a dumb question but are these mods that you currently use? I know that Magnum opus fixes and alters a lot of things and these other mods are enhancing it further? THx!

stoianm
03-30-11, 04:01 AM
Maybe a dumb question but are these mods that you currently use? I know that Magnum opus fixes and alters a lot of things and these other mods are enhancing it further? THx!
i am using because ones of them are from MO but they are up to date... and ones of them are not in MO ... and all toghether made my sh5 like i want to be

vballe
03-30-11, 04:26 AM
I't wasn't easy at all to sink a ship with just the deck gun iirc. Wasn't it outside the American coast a IXB/C, with bigger gun than VII, came up on an unprotected merchant with no torpedo left, and tried to sink it with the deck gun. They emptied the hole ammo store for both deck an heavy AA guns, and the ship was still afloat for several hours before heading to the bottom.

A little side note, Instead of the SSS mayday that ship sent away a mayday that it was being attacked by a cruiser, because it was so unthinkable that an ubot would attack in that way.

Cpt. Grouch
04-02-11, 01:34 PM
I't wasn't easy at all to sink a ship with just the deck gun iirc.

Very true and good point. The uber deck gun is not realistic, but its not just our deck gun thats got the problem.

You'd better take a closer look at the merchant ship AI because they seem to be able land direct hits even in a hurricane of weather. AND they can fire their guns as quickly as I can, continuously. Once the whole convoy gets going its like the 4th of July. As good as they shoot you'd wonder why they even need escorts....

Which is not realistic, but I figure since we have to deal with marksmen merchants and their delta force gun crews....
i'm not going to complain about my super awesome deck gun, even if it lobs shells faster than a man could fire a semi automatic rifle.

BTW I have not yet updated my FX update, so my gun's still uber :arrgh!:

oscar19681
04-03-11, 12:01 PM
Very true and good point. The uber deck gun is not realistic, but its not just our deck gun thats got the problem.

You'd better take a closer look at the merchant ship AI because they seem to be able land direct hits even in a hurricane of weather. AND they can fire their guns as quickly as I can, continuously. Once the whole convoy gets going its like the 4th of July. As good as they shoot you'd wonder why they even need escorts....

Which is not realistic, but I figure since we have to deal with marksmen merchants and their delta force gun crews....
i'm not going to complain about my super awesome deck gun, even if it lobs shells faster than a man could fire a semi automatic rifle.

BTW I have not yet updated my FX update, so my gun's still uber :arrgh!:

I often have the feeling the deck gun AI is the same as your own crew,s geck guns crew skill. The better your deck gun crew get the better the enemy,s is . its like they use the same AI and skill. But yes the enemy deck gun skill is still way to accurate .

Sailor Steve
04-03-11, 12:04 PM
On the other hand, if the merchants' deck guns were less accurate it would encourage unhistoric gameplay. Pretty much every account I've read says the same thing - when the merchant opens fire, the u-boat doesn't hang around to find out how accurate it is. The boat dives and is not seen again. You know that if the merchant guns were historically accurate the player would brave it out and hope for the best. It's that conviction that you will lose and die that keeps us honest.