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-   -   Deck Gun Rate-of-Fire (https://www.subsim.com/radioroom/showthread.php?t=117684)

Von Tonner 07-02-07 02:15 PM

Quote:

Originally Posted by tater
No, but the ROF issue has been entirely in RFB threads. Not to mention it's in the title post of this thread.

I agree that a dispassionate look at ROF is extremely useful. There are 2 things to look at.

One, what the actual ROF was like at sea in a submarine (not at a test range).

Two, for SH4, what should a ROF be to be realistic.

The two are not the same. If a 5"/25 could actually do 15 rpm on a sub's deck in combat, for example (our stock SH4 4 second reload), what should we set it to to be realistic in game, given the limitations of the engine to model gunnery?

It gets pretty complicated, really. If we are dealing with stock SH4 in everything but gunnery, I think you need to grossly lower the ROF. Why? Because:

1. guns are too lethal to ships
2. they are too easy to hit with
3. there are no material casualties (mechanical problems) modeled
4. sea state is only modeled as a can shoot/can't shoot, get below issue.
5. Stock SH4 crews become submarine supermen in no time (adding bonuses to reload, etc).

I think that the reload time can approach RL reload times (regardless of how short that number was in RL) with the following mods made to the stock game:

1. kv29's gun destabilization mod which requires that you fire the gun when the deck is level to hit the aimed range.

2. shell lethality is checked vs:

3. ship DMs (particularly DDs).

4. The shoot/no shoot stuff regarding awash decks is looked at to eliminate gamey shooting from decks mostly under water.

5. the ROF for guns on enemy combatants and armed merchants are checked (they don't shoot enough, IMO)

6. The DM of the submarine vs enemy shells is checked (getting hit by a deck gun such that damage is done should be BAD).

7. AI sensro values need tweaking such that the ships will spot and return fire sooner.

There might be a few more, but those 7 all interact to make surface actions more effective than they were in RL. 1 through 4 will reduce effective ROF, and reduce hits and damage to realistic levels. 5 through 7 make getting into gunfights more dangerous than stock SH4 (which is a joke in that respect).

IMO, if a gun actually reloaded in 4 seconds in combat, I'd likely be happy with it set to 5-6 seconds as long as the other changes were made. The additional couple seconds would be a way to take into account all the factors we can't mess with.

tater

I agree with you 100% with regards to the deck gun in a game environment. Well said.

Palidian 07-04-07 03:57 PM

I have also seen rate of fire for that gun at 8-10 rounds per minute. Some rate account for the autoloader on that weapon.

Quote:

Originally Posted by tater
Stock SH4 has the reload time set to 4 seconds.

Note that the navweaps site lists the ROF for that weapon as 15-20 rpm. Poor Bowfin didn't read the manual, or they would have fired faster I guess ;)

So 66-100% lower ROF than spec, probably due to the poor platform a submarine is for a gun, ammo issues, and everythign being soaking wet all the time.

I'm actually perfectly happy with ROFs being in the ballpark of what that Bowfin site claims as long as the guns aren't gyro-stabilized death rays. Firing for effect, lying to in a calm sea, that would be fine as long as a boat making flank into a stiff sea can't do the same. Kv29's mod looks like it will absolutely mitigate this problem and allow a more accurate ROF to be in game while preserving historical outcomes.

That said, if the real ROF was 10 (assuming plenty of ready ammo), I'd tend to drop it by some small % to cover problems still not able to be modded in. So maybe 8-9 rpm for a 10rpm gun (jams/misfire clearing, etc).

Not that in my testing of kv29's mod, I was lucky to shoot at ~8 rpm at close range with the reload time set to 4 seconds just because of the roll and pitch of the boat.


Palidian 07-04-07 04:05 PM

So instead of fixing what is *actually* wrong, put an annoying artificial limit on the ROF, how is this a simulation?

I however do not feel the shell dammage is too powerful in the stock game. To easy to hit? Yes.

Quote:

Originally Posted by tater
No, but the ROF issue has been entirely in RFB threads. Not to mention it's in the title post of this thread.

I agree that a dispassionate look at ROF is extremely useful. There are 2 things to look at.

One, what the actual ROF was like at sea in a submarine (not at a test range).

Two, for SH4, what should a ROF be to be realistic.

The two are not the same. If a 5"/25 could actually do 15 rpm on a sub's deck in combat, for example (our stock SH4 4 second reload), what should we set it to to be realistic in game, given the limitations of the engine to model gunnery?

It gets pretty complicated, really. If we are dealing with stock SH4 in everything but gunnery, I think you need to grossly lower the ROF. Why? Because:

1. guns are too lethal to ships
2. they are too easy to hit with
3. there are no material casualties (mechanical problems) modeled
4. sea state is only modeled as a can shoot/can't shoot, get below issue.
5. Stock SH4 crews become submarine supermen in no time (adding bonuses to reload, etc).

I think that the reload time can approach RL reload times (regardless of how short that number was in RL) with the following mods made to the stock game:

1. kv29's gun destabilization mod which requires that you fire the gun when the deck is level to hit the aimed range.

2. shell lethality is checked vs:

3. ship DMs (particularly DDs).

4. The shoot/no shoot stuff regarding awash decks is looked at to eliminate gamey shooting from decks mostly under water.

5. the ROF for guns on enemy combatants and armed merchants are checked (they don't shoot enough, IMO)

6. The DM of the submarine vs enemy shells is checked (getting hit by a deck gun such that damage is done should be BAD).

7. AI sensro values need tweaking such that the ships will spot and return fire sooner.

There might be a few more, but those 7 all interact to make surface actions more effective than they were in RL. 1 through 4 will reduce effective ROF, and reduce hits and damage to realistic levels. 5 through 7 make getting into gunfights more dangerous than stock SH4 (which is a joke in that respect).

IMO, if a gun actually reloaded in 4 seconds in combat, I'd likely be happy with it set to 5-6 seconds as long as the other changes were made. The additional couple seconds would be a way to take into account all the factors we can't mess with.

tater


Steeltrap 07-04-07 05:41 PM

As far as RL examples go, I have 2 examples from Dick O'Kane (can't get much more RL than that.....):

1. With respect to power of the gun:
Wahoo expended approximately 80-90 rounds (!!) in sinking a fairly modest sized freighter (only 4,000t or less). In game I've destroyed a large European liner with about 6-10 rounds.... I think the gun is entirely too powerful in the damage it does per shell.

2. Concerning RoF:
In Clear the Bridge (p325) O'Kane recalls attacking, of all things, a yacht armed with heavy mgs and lots of radio antennae.

"With the slow rate of fire, about seven seconds per round (my italics), it was impossible to stay on the yacht for more than one or two hits.....and only 8 sure hits were observed. After 88 rounds.....the enemy still seemed under control...."

So, a definitive statement as to the rate of fire achievable under patrol conditions. The engagement commenced at 7000yds, closing to 4500. After 88 rounds the yacht was still afloat, and O'Kane expresses his doubts it would have sunk.

Conclusion:
* a RoF of 8-10 rounds per minute is entirely reasonable.
* the ease of hitting is excessive as currently simulated in game.
* damage done per hit is massively excessive.

Given this, I'd suggest:
* return RoF to something like 6-10 seconds per round, basedon gunnery skill of crew members and weather conditions.
* make hitting more difficult (although hitting a large target at 500yds shouldn't be very hard if seas are calm).
* reduce damage done OR make it linked very closely to hit location. A few HE rounds in superstructure will make life unpleasant for the crew, but not seriously threaten the ship - unless cargo make fire a major risk. AP hits in engine spaces and at/below waterline are far more likely to achieve critical effects.

Now, I don't know if all that is achievable. I do believe the gun does too much damage and it is too easy to hit (firing manually, at least) at longer ranges. When I was playing I used to make my crew fire, never controlling it myself. If hits were less frequent or more closely linked to sheel type/hit location/ship cargo, a more realistic RoF such as mentioned above would be OK.

Cheers

tater 07-04-07 06:21 PM

Quote:

Originally Posted by Palidian
So instead of fixing what is *actually* wrong, put an annoying artificial limit on the ROF, how is this a simulation?

I however do not feel the shell dammage is too powerful in the stock game. To easy to hit? Yes.

Do you have any idea what can, and what cannot be modded? Right now kv29 is pulling his hair out trying to remove the deck gun gyro-stabilization for more than the 4" gun. It's a major PITA, and apparently not consistant between guns in the code. We CAN'T always fix what is ACTUALLY wrong, that's the problem. Only some things are available to be modded.

Before he opened up that can of worms, there were 2 fairly easy things to mod (once other people busted their chops making the tweak files, that is), the ROF, and the damage per round.

So right now, that is it for definitive tools to mod the guns in something like RFB, change the damage done, and change the ROF. Beery's ROF choice is picking a way to make engageents match historical norms with one of the few tools available. Sure, it's a sledgehammer, but there isn't anything else in the toolbox right now.

Go ahead, make a new gun mod that makes the guns entirely realistic. You may only alter damage and ROF. I await the results.

Assuming kv29 can solve the stabilization thing (by no means certain, BTW), you may throw that into the mix, but right now, it only works for the 4" gun.

So those of us arguing in favor of reducing the ROF are doing so from the standpoint of what is currently possible instead of fantasy. I'd love it if there were more tools to make the simulation of guns better, but we don't have many---right now about 2 with a possible 3d if all goes well. There is another tool, and redwine/leovampire are working on it---changing the DMs of every ship. Talk about a major PITA...

tater

tater 07-04-07 06:25 PM

Steeltrap, that 7 seconds number is a great find!

What gun did Wahoo carry at the time?

It's interesting, because I changed the kv29 mod to have a reload time of 8 seconds. Not sure what crew quality does to the reload time, that would be useful to know.

tater

Torpex752 07-04-07 07:54 PM

Quote:

Originally Posted by tater
No, but the ROF issue has been entirely in RFB threads. Not to mention it's in the title post of this thread.

I agree that a dispassionate look at ROF is extremely useful. There are 2 things to look at.

One, what the actual ROF was like at sea in a submarine (not at a test range).

Two, for SH4, what should a ROF be to be realistic.

The two are not the same. If a 5"/25 could actually do 15 rpm on a sub's deck in combat, for example (our stock SH4 4 second reload), what should we set it to to be realistic in game, given the limitations of the engine to model gunnery?

It gets pretty complicated, really. If we are dealing with stock SH4 in everything but gunnery, I think you need to grossly lower the ROF. Why? Because:

1. guns are too lethal to ships
2. they are too easy to hit with
3. there are no material casualties (mechanical problems) modeled
4. sea state is only modeled as a can shoot/can't shoot, get below issue.
5. Stock SH4 crews become submarine supermen in no time (adding bonuses to reload, etc).

I think that the reload time can approach RL reload times (regardless of how short that number was in RL) with the following mods made to the stock game:

1. kv29's gun destabilization mod which requires that you fire the gun when the deck is level to hit the aimed range.

2. shell lethality is checked vs:

3. ship DMs (particularly DDs).

4. The shoot/no shoot stuff regarding awash decks is looked at to eliminate gamey shooting from decks mostly under water.

5. the ROF for guns on enemy combatants and armed merchants are checked (they don't shoot enough, IMO)

6. The DM of the submarine vs enemy shells is checked (getting hit by a deck gun such that damage is done should be BAD).

7. AI sensro values need tweaking such that the ships will spot and return fire sooner.

There might be a few more, but those 7 all interact to make surface actions more effective than they were in RL. 1 through 4 will reduce effective ROF, and reduce hits and damage to realistic levels. 5 through 7 make getting into gunfights more dangerous than stock SH4 (which is a joke in that respect).

IMO, if a gun actually reloaded in 4 seconds in combat, I'd likely be happy with it set to 5-6 seconds as long as the other changes were made. The additional couple seconds would be a way to take into account all the factors we can't mess with.

tater

Tater,
I believe you are right in there with this! A subs Deck Gun can have a solid quick ROF, however its the "hit/miss ratio" ROF that will vary considerably due to the variables.

Frank "Torpex" Kulick
:cool:

EAGLE_01 07-04-07 10:21 PM

Hi..
Don't mean to stick my nose in, but I posted this here before, back when someone else was discussing the ROF subject..

http://www.oldsubsplace.com/Submarine%20Deck%20Guns.htm

Hope it helps.

NEON DEON 07-04-07 11:52 PM

Von Tonner,

You posted a quote earlier in this thread.

Here is part of the quote:

"Lay alternate fire with the U-boat’s other weapons in order suppress return fire. There is a four second interval between rounds, and while the deck gun is reloaded, open fire with a short burst of anti-aircraft rounds. If within range, small arms fire from the MG34 is very effective at suppressing return fire. Suppressive fire from the 20mm and even the 37mm anti-aircraft cannon will not sink the ship, but is used only to prevent the crews from firing back."

It is about U Boats.

What was your source for the quote.

Steeltrap 07-05-07 01:52 AM

Quote:

Originally Posted by tater
Steeltrap, that 7 seconds number is a great find!

What gun did Wahoo carry at the time?

It's interesting, because I changed the kv29 mod to have a reload time of 8 seconds. Not sure what crew quality does to the reload time, that would be useful to know.

tater

The quote actually refers to Tang, armed with the 4", 53 calibre forward of the tower (much to O'Kane's irritation - he wanted it aft).

Hope it helps. Decg guns in these sims ALWAYS seem to be somewhat 'death ray' in nature - presumably playing to the casual gamer who expects to sink things with half a dozen rounds!

Gunnery generally has been a problem in these sims IMO. Freighters and DDs etc. seem deadly accurate within seconds - that was my experience in SHII and III. Believe it or not, I've found SHIV to be better in this regard in that I can dive before being hit, and even attack freighters from longish ranges with (seemingly) little risk of being hit.
Now, if we could just make it so receiveing any sort of shell hit of 4" or greater size would have a great chance of rendering it impossible to dive, we'd be on to something.

Cheers!

Von Tonner 07-05-07 08:59 AM

Quote:

Originally Posted by NEON DEON
Von Tonner,

You posted a quote earlier in this thread.

Here is part of the quote:

"Lay alternate fire with the U-boat’s other weapons in order suppress return fire. There is a four second interval between rounds, and while the deck gun is reloaded, open fire with a short burst of anti-aircraft rounds. If within range, small arms fire from the MG34 is very effective at suppressing return fire. Suppressive fire from the 20mm and even the 37mm anti-aircraft cannon will not sink the ship, but is used only to prevent the crews from firing back."

It is about U Boats.


What was your source for the quote.

Here it is. http://www.uboataces.com/tactics-deckgun.shtml

Uber Gruber 07-05-07 09:25 AM

Personally, i think the deck gun RoF is far to high. Why even in RFB its far too high, i'm hoping that someone will soon correct this and bring us a realistic 1 round every 10 mins....c'mon modders, what are ye waiting for?!!!!

NEON DEON 07-05-07 03:21 PM

Quote:

Originally Posted by Uber Gruber
Personally, i think the deck gun RoF is far to high. Why even in RFB its far too high, i'm hoping that someone will soon correct this and bring us a realistic 1 round every 10 mins....c'mon modders, what are ye waiting for?!!!!

:D

Man you must think the gun is a Death Ray. ;)

Once an hour should be about right.:D

Iron Budokan 07-05-07 03:23 PM

Quote:

Originally Posted by Von Tonner
Quote:

Originally Posted by Beery

RFB is the only version of SH4 that uses actual in-combat ROF examples rather than examples of gun tests from a firing range.

Oh heavens, here we go again, no one has mentioned RFB until HE shows up. For heavens sake THIS IS NOT ABOUT YOUR MOD. Chill out man!!!

:rotfl::rotfl::rotfl:

tater 07-05-07 05:04 PM

Quote:

Originally Posted by Steeltrap
Now, if we could just make it so receiveing any sort of shell hit of 4" or greater size would have a great chance of rendering it impossible to dive, we'd be on to something.

Cheers!

So true.

In general the subs in SH4 seem to be made by General Products, lol. I expect to see that my exec is a Pupeteer.

tater

Horst Mikaelis 07-05-07 08:08 PM

Rate-of-Fire
 
My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
Horst

Von Tonner 07-06-07 09:03 AM

Quote:

Originally Posted by Horst Mikaelis
My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
Horst

You know, you are probably right. 249 U.S. submarines operated in the Pacific Theater. To take a handful of war patrols which are presently available from only 3 or 4 of these boats and then come up with a ROF and claim this as the average for ALL remaining 245 is tenuous at best. Until more evidence comes to light either in supporting or negating, the jury will remain out on this question.

NEON DEON 07-06-07 10:58 AM

Quote:

Originally Posted by Von Tonner
Quote:

Originally Posted by Horst Mikaelis
My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
Horst

You know, you are probably right. 249 U.S. submarines operated in the Pacific Theater. To take a handful of war patrols which are presently available from only 3 or 4 of these boats and then come up with a ROF and claim this as the average for ALL remaining 245 is tenuous at best. Until more evidence comes to light either in supporting or negating, the jury will remain out on this question.

The problem I find is that this is a real time game and the situation changes moment to moment. It is not an abstracted system like pulse moves or turn base that might benefit more from an average. If you wanted to come in line with reality average wise then mod the game so a ship will not sink for you untill you have fired your 12th torpedo. Then everytime you end your patrol you will have sunk two ships a nice form fit realistic average that would fit right in with the number of torpedoes it took the USN sub force to sink a ship.

I am quite sure that method would not be very popular!;)

Sailor Steve 07-06-07 11:52 AM

Quote:

Originally Posted by Steeltrap
"With the slow rate of fire, about seven seconds per round (my italics), it was impossible to stay on the yacht for more than one or two hits.....and only 8 sure hits were observed. After 88 rounds.....the enemy still seemed under control...."

What was the weather?

Quote:

Originally Posted by NEON DEON
Von Tonner,

You posted a quote earlier in this thread.

Here is part of the quote:

"Lay alternate fire with the U-boat’s other weapons in order suppress return fire. There is a four second interval between rounds, and while the deck gun is reloaded, open fire with a short burst of anti-aircraft rounds. If within range, small arms fire from the MG34 is very effective at suppressing return fire. Suppressive fire from the 20mm and even the 37mm anti-aircraft cannon will not sink the ship, but is used only to prevent the crews from firing back."

It is about U Boats.

What was your source for the quote.

What was the weather?

People keep pointing out that it was possible to fire the deck gun at a rate of six, or eight, or ten rounds per minute. Everyone agrees that this is true. The game still doesn't take into account any external factors. If you disagree with Beery and want to change the ROF back to anything you feel like, that's great; more power to you. If you want to discuss the problems and help find a good solution, even better. But many of you seem to want to "prove" that Beery (and anyone who agrees with him) is at best wrong, and at worst an idiot. This includes making fun of people every chance you get. Here's an idea - why don't you actually contribute by figuring out how to mod it so it works the way it should; I know I can't.

Quote:

Man you must think the gun is a Death Ray. ;)

Once an hour should be about right.:D
There you go again.

tater 07-06-07 12:04 PM

Exactly. There are 2 issues, one is a purely abstract, historical issue, presumably just to know, the other is making gunnery realistic within the context of SH4. The 2 are not the same thing.

A very very simple test for the people who are apparently arguing for the 8-20 rpm (depending on the gun) ROFs. Stock SH4 has a 15rpm ROF.

Use that. Use your deck gun. If you have patrols with consistantly higher tonnages than RL skippers had (claims based on deck gun sinkings) SOMETHING IS WRONG WITH SH4 GUNNERY.

I can save you the trouble, you can get in many a patrol (using nothing but a deck gun) that would have gotten any real skipper a MOH.

OK, so we know the gunnery is FUBAR in the game, now what?

1. We can change the ROF. (easy to tweak thanks to the guys who made the tweak files like nvdrifter)

2. We can change the damage done by each round. (easy to do, see #1)

3. We can change every single ship DM in the game. (stunningly complicated since it must balance with everything else in game)

(4.) make shooting more realistic (kv29 has hit a wall on this, so it's not an effective tool right now, and is certainly not "easy.")

So what's the solution, please?

Remember, the goal is for the deck gun to be historicaly valuable as a weapon. That means that it should be useful in limited circumstances, if it's possible to get grossly higher tonnages with it than RL skippers, it's not "fixed."

Note that ANY solution will involve picking arbitrary numbers. If the game was a good enough simulation of the factors involved in real gunnry, we might not need to use totally arbitrary numbers, but it isn't. Beery made an arbitrary decision to use an average from the best ROFs he saw in logs. Picking the "spec" ROF might be less arbitrary, but produces grossly incorrect outcomes in SH4. So you could change the reload time to 7 seconds, and it might result in accurate gun battles, but the choice would be equally arbitrary to 17 seconds (or 23, etc) once you diverge from the spec value.


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