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-   -   Enemy ever shoot by radar? (https://www.subsim.com/radioroom/showthread.php?t=197135)

Sailor Steve 07-25-12 11:13 AM

Quote:

Originally Posted by Webster (Post 1914024)
IMO the DD gunners should score a hit no more then one out of 20 shots over 5000 and 5000-3500 one out of 10 shots and under 3500-2500 1 in 3 shots and under 2500 dead on target. larger ships one out of 7 shots at over 5000 and 5000-3500 one out of 5 shots and under 3500 dead on target.

A fair assessment. Actual on-target ration at ranges of 5000 yards and less seems to have been around 12%, which comes to 2.4 out of 20.

Quote:

a lot has been made about stable gun platforms on ships vs subs that move all over but a stable gun doesnt mean its on a stable deck. the decks are constantly moving up and down and rolling so the gun systems are trying to compensate and you dont always hit what you aim at with something as small as a sub tower.
'Stable gun platform' refers to battleships and heavy cruisers. As you say, a destroyer is anything but stable. The advantage it has is in the three and four gun salvoes it's capable of.

Quote:

yes they are pretty accurate and some gun locations (depending on the ship) wouldnt have trouble with deck movements but ship guns should not be as accurate as they are in the game, especially the DD which move around as much as subs do.
Again I agree. Even merchants are not at all accurate. The other thing that's missing from the game, though, is the effect of a hit on a submarine vs. a merchant or destroyer. One hit on a submarine can ruin its effectiveness, including its ability to dive. U-boat.net has many reports from merchants which opened fire on u-boats. The immediate effect was that the submarine declined battle and dove, not to be seen again.

Agreed the surface ship guns should be less accurate, but they should also be more deadly to a sub.

Webster 07-25-12 11:21 AM

Quote:

Originally Posted by Sailor Steve (Post 1914040)
Agreed the surface ship guns should be less accurate, but they should also be more deadly to a sub.


i think they made a trade off with the game because of the over accurate guns which meant the game wouldnt be very popular if one shell equaled death as it should and most likely did in real life.

all to often they are long distance bullseye hits on the tower :doh: and that just frustrates me to no end to see something so unrealistic (and im no realism junky) i just like to see things look semi normal.

Armistead 07-25-12 11:37 AM

Yea, those escorts can really ruin your day with brutal accuracy from long range, may also have to do with crew ratings, most mods left the merchants and capital ships with lower crew ratings, taking the time only to increase escorts.

I really like Trav's mod, although he took all his mods down and left, but one or two shots from a DG can ruin your sub, mass damage and even sink it. Also one bomb hit from a plane can sink your sub. What I like is if you flood on the surface, you can sink, instead of remaining floating with every compartment flooded. Funny, I took a bomb hit last night from a plane and it ruined my engines, so couldn't move, then along comes a plane that released a torp from about 2000 yards that scored a perfect hit, causing my sub to sink from the surface. Then my sub rolled over due to the flooded side and went to the bottom. Some issues I don't like, but overall has the best sub damage zones for realism I've seen.

I think in my case it was a visual due to uber settings, but mostly some of the recent env. changes I made, tweaked it and it seems more realistic even though escorts are still elite.

I've also found that even in rough water, if you find the right direction you can get a fairly stable platform, seems something to do with wind direction.


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