![]() |
Quote:
|
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:
|
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:
|
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 |
Quote:
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 |
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 |
Quote:
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: |
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. |
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. |
Quote:
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! |
Quote:
|
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?!!!!
|
Quote:
Man you must think the gun is a Death Ray. ;) Once an hour should be about right.:D |
Quote:
|
Quote:
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 |
Rate-of-Fire
My way of dealing with the issue is as follows:
|
Quote:
|
Quote:
I am quite sure that method would not be very popular!;) |
Quote:
Quote:
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:
|
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. |
All times are GMT -5. The time now is 12:08 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.