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-   -   Jap Merchant AI Gunnery (https://www.subsim.com/radioroom/showthread.php?t=123285)

ridgewayranger 10-10-07 05:09 AM

Jap Merchant AI Gunnery
 
Hi All,
I've been shocked and surprised by the Jap Merchant Ship gunnery. Even after firing 100 rounds into a ship the guns are still firing very accurately. They open fire with this same accuracy at ridiculously long range and have cost me 3 commands so far. As the superstructure slides below the water they are still firing!
Question 1. Why cannot these guns be put out of action?
2. Can the accuracy be reduced to a more realistic level?
3. Can the acquisition range be reduced?
On another subject why, when I start a fire, does it appear to burn in square boxes?
RR.

cdrsubron7 10-10-07 07:40 AM

Quote:

Originally Posted by ridgewayranger
Hi All,
I've been shocked and surprised by the Jap Merchant Ship gunnery. Even after firing 100 rounds into a ship the guns are still firing very accurately. They open fire with this same accuracy at ridiculously long range and have cost me 3 commands so far. As the superstructure slides below the water they are still firing!
Question 1. Why cannot these guns be put out of action?
2. Can the accuracy be reduced to a more realistic level?
3. Can the acquisition range be reduced?
On another subject why, when I start a fire, does it appear to burn in square boxes?
RR.


Have to agree with you on the accuracy on the gunners on the Japanese merchants.


As for the problem with the fire burning like square box check out the following page of the same quaestion I asked the other day. You'll find a fix here.




Wilcke 10-10-07 11:54 AM

Just to add to the knowledge base....can the sub guns destroy enemy gun mounts on merchant type vessels (simple mounts no shields)...of course if one were to engage such targets on the surface....I never would...right...no...well...maybe....occasionally. .LOL.

Wilcke

ridgewayranger 10-10-07 12:06 PM

Fires in boxes
 
Thanks, cdrsubron7, for your reply, but I'm not sure to what you are referring. Have tried searching but to no avail.
RR

Steeltrap 10-11-07 07:17 PM

Fact is that USA sub commanders would not engage armed Jap merchant ships. The Japs were very good gunners generally and, with a poor/non-existant convoy system, merchants did expect to defend themselves. What's more, a single hit from any decent gun (3" or greater) had a very real chance of leaving the sub crippled.

In other words, you shouldn't be exchanging gunfire with ANY Jap ship, be it Navy or merchant.

joegrundman 10-11-07 08:13 PM

Think about what happened to the USS Grunion. Although there are various questions still unanswered about it, the certainties are that she was hit by a single shell from a japanese merchant while submerged and was never seen again.

http://en.wikipedia.org/wiki/USS_Grunion

Stew U-582 10-12-07 04:36 AM

As far as destroying the merchants guns leovampire gave me some values to
change in the zone file that makes it easier/ possible to destroy the guns on merchants. Sorry cant remember what i changed but if you search merchant guns
you should find a list of posts about fixing / changing this with instructions.

Stu

ridgewayranger 10-12-07 04:48 AM

Japanese Merchant ship gunnery
 
Hi,
The comments about Jap merchant ship gunnery need putting into perspective. They would be firing over open sights with very primitive fire control if any, and one or maybe two guns firing independently.
Compare this with German naval gunnery. At the River Plate battle, Graf Spee hit with one out of every 40 rounds fired from main armament. No hits at all from secondary after firing over 700 rounds. The Germans had the best optical fire control in the world.
The British squadron had an overall percentage of 2.7 hits, much the same as their opponent, so why do we suggest that Jap merchant ships would be so much better.
My other point was why can we not take out the guns, no matter how often we hit them? I actually laid alongside and raked the gun positions with everything I had, to no avail.
I have changed them so that they cannot fire at such a long range. Maybe that will help.
My problem with 'burning in squares' was cured with the newfir_add.dds file. Thanks to CDRSUBRON7.
RR

captiandon 10-14-07 01:50 AM

It can be done and I have blown there guns off there decks. Within a few shots mind you but I normaly use the twin 20s to knock out gun crews. I have even killed deck crew ingame using the 20s

peterloo 10-14-07 09:54 AM

I feel that the gunnery of the Japanese merchants are overdosed

I usually attack in periscope depth, and after firing 2 or 3 torpedoes, I surface and try to sink it by my 4 inch gun to reduce its agony of the burning ship

However, all in a sudden, the Japanese pulls out its gun, and try to strike me with it

If I let my man (AI) fire it, the hitting rate is like 40%

If the enemy (AI) fires at me, without maneuvering, hitting rate is like 60%

I feel that the hitpoint of the desk gun should be made to very small, in the way that they can be blown up after a torpedo hit, or a fire.

Imagine that, will a Japanese hold the ammo when the ship is burning or flooding? Definitely no! They don't want the ammo cook off on their hands, neither do they want the ship sink. Thus, they would either be leaving or patching holes.

Furthermore, even if they fires, firing from a listed ship should result in a huge inaccuracy (compounded by my 4 inch HE shells sweeping the bridge, they should be jump into the lifeboat instead of staying on the bridge, firing that gun)

So, I believe that this is very abnormal, and should be tuned down.

peterloo 10-14-07 10:01 AM

p.s. we can destroy the gun mount, but seems that the gun has a huge HP, it is at least as strong as the hull for a curiser.

While there is a shield, meaning that the gun can substain some fire before getting destroyed, I believe that the shock induced, the heat energy released by explosive, compounded by energy radiating from the burning hell below the gun in the cargos, make the crews unable to touch the gun, fearing the glowing gun will cause a severe burn.

Steeltrap 10-14-07 01:56 PM

Peterloo, you're pretty much spot on. The guns DO fire even while the ship sinks/burns. Also, the shield is largely for weather and shell splinter protection. No way will a direct hit not destroy the gun (or at least the crew). I totally agree the gunnery is over the top.

My initial response was to indicate that US subs didn't use their guns all that often. A torp hit (or two) was enough to ensure a sinking. Tang used hers to fire on an atoll against enemy gun positions while racing to rescue downed aircrews, but otherwise not unless the target was too small to warrant a torp and had no significant guns of its own.

TM seemed to do some work on toning down merchant gunnery.

Cheers

Powerthighs 10-15-07 01:58 PM

Quote:

Fact is that USA sub commanders would not engage armed Jap merchant ships. The Japs were very good gunners generally and, with a poor/non-existant convoy system, merchants did expect to defend themselves. What's more, a single hit from any decent gun (3" or greater) had a very real chance of leaving the sub crippled.

In other words, you shouldn't be exchanging gunfire with ANY Jap ship, be it Navy or merchant.
That is actually not absolutely true. I am in the middle or reading Silent Victory, and there are many examples of commanders using their deck guns against ships of various sizes, including some who were armed and shooting back.

jdkbph 10-15-07 04:40 PM

Quote:

Originally Posted by Powerthighs
That is actually not absolutely true. I am in the middle or reading Silent Victory, and there are many examples of commanders using their deck guns against ships of various sizes, including some who were armed and shooting back.


By choice?

JD

Captain Vlad 10-15-07 05:06 PM

I disabled the guns on a couple of ships the last patrol I played, but I haven't patched to 1.3 yet. Did the difficulty of taking out the enemy's armament increase with the patches?


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