View Full Version : NYGM HedgeHog reload Mod
Der Teddy Bar
06-18-06, 02:31 AM
Guys,
It has come to my attention that the Hedgehog reload in SHIII is a tad optumistic :yep: To be precise, 3 minutes.
Can someone confirm the correct reload time?
EDIT.... Well Jaeson has convinced me that 3 minutes is right on the money....
I think there still may be a mod in this yet... I could not find the reloads with TT, but I can set them if they are wrong. Jaeson's link below gives 10 reloads.
JScones
06-18-06, 02:42 AM
3 minutes seems to be correct... http://www.microworks.net/pacific/armament/mk10&11_hedgehog.htm
Only one source checked though.
Der Teddy Bar
06-18-06, 02:53 AM
3 minutes seems to be correct... http://www.microworks.net/pacific/armament/mk10&11_hedgehog.htm
Only one source checked though.
Thanks. That seems amazing.
JScones
06-18-06, 02:55 AM
I saw this at U-boat.net... http://uboat.net/allies/technical/hedgehogs.htm
Looking at the picture of the guys reloading, I could imagine under battle conditions that 3 mins would be plausible.
JScones
06-18-06, 03:02 AM
Here's another for three minutes... http://www.de220.com/Armament/Hedgehog/Hedgehog.htm
Quite a good bit of detail too.
Der Teddy Bar
06-18-06, 03:16 AM
Jaeson,
Great stuff.
I think there still may be a mod in this yet... I could not find the reloads with TT, but I can set them if they are wrong. Your link gives 10 reloads.
Wow, frightningly fast! Although I can believe this.
It's odd since earlier discussions placed it at somewhere up to 15-20 minutes. I can believe that, though. This also confirms it:
http://www.navweaps.com/Weapons/WAMUS_ASW.htm
...and gives it even less - only six reloads. I think the game has 40. We definitely need to scale this down :hmm:
What about K-guns? These seem almost instant. I haven't found figures, but by the looks of it, it would probably take a couple of minutes, since from what I've read in a couple of places (including in the link above) is that the arbor (holder) for the depth charge had to be inserted and fixed first, and then the depth charge would have to be lifted by a small crane and fixed to it. Not something you can do instantly while your ship is manuevering, I think!
JScones
06-19-06, 02:32 AM
:hmm: That link says three minutes...
Marks 10 and 11
First Hedgehog projectors. Adopted from the British 24-spigot mortar. More popular and more successful with the USN than with the Royal Navy, possibly because of better sonar detection practices. Production began in late 1942. Projectiles were 7 inches (18 cm) in diameter and weighed 65 lbs. (29.5 kg) with an explosive charge of 35 lbs. (15.9 kg) of Torpex. Sinking speed was 22-23.5 fps (6.7-7.2 mps). Mark 10 fired an elliptical pattern 195 feet (59 m) in width and 168 feet (51 m) long at a range of 283 yards (259 m). The Mark 11 fired a circular pattern 267 yards (244 m) wide at a range of 267 yards (244 m) from the firing ship. Could be trained up to 25 degrees by tilting the firing platform. Reload time was 3 minutes. Typical blind time was 10 seconds in flight plus 18.2 seconds to sink to 200 feet (61 m). Total weight for a dual installation and six reloads was 28,720 lbs. (13,027 kg).
But interesting about the 6 vs 10 reloads. Maybe standard was 6 relaods with USN and 10 with RN?
:hmm: That link says three minutes...
Sorry if I wasn't clear - I meant that I concurred with your findings instead of my previous suspicions after further looking :up:
Der Teddy Bar
06-19-06, 04:15 PM
OK, there is no mod to do, I finally put 2 & 2 together and found the amount of reloads. There are 10 reloads.
Is there a gameplay case to be made to increase the reload times?
OK, there is no mod to do, I finally put 2 & 2 together and found the amount of reloads. There are 10 reloads.
Is there a gameplay case to be made to increase the reload times?
Ahh Teddy, right now i have the wonky feelin' that you really searchin' for reasons, means and ways to makes us suffer some more in our little Sub Sim!:88)
;)
I still dread every encounter of NYGM 2.0 escorts in shallow water!:o
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