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-   -   Deck Guns Cause No Damage (https://www.subsim.com/radioroom/showthread.php?t=127047)

muppet 12-15-07 09:38 PM

Deck Guns Cause No Damage
 
i HAVE INSTALLED SOBERS SUPER MOD AND THE WATER FIX MOD AND NOW THE DECK GUN CAUSES NO DAMAGE,i CAN FIRE AWAY AND HIT A MEDIUM WARSHIP ABOUT 50 TIMES AND IT DO NOT EVEN SCRATCH THE BOAT,i HAVE FIRED DIRECTLY AT THE PEOPLE FIRING THIER GUNS AND IT DOES NOTHING?

ANYONE ELSE HAVING THESES PROBS?

LukeFF 12-15-07 11:32 PM

http://www.core77.com/blog/images/no-caps.jpg

elanaiba 12-16-07 04:39 AM

Please define "medium warship"...

CaptainHaplo 12-16-07 10:25 AM

Sober's mod uses RFB as a base along with a number of other things. A
"medium warship" - aka anything over a light cruiser - is going to be armored to a point where the popgun on your sub is not going to do anything to it.

Remember - RFB was created with the idea of REALISM - and thus warships do have that annoying armor stuff - not to mention that the gun on your sub does very little damage. Even an unarmored and unarmed merchant is going to a very large number of hits to show damage.

There are a couple of exceptions to this rule, like if you can hit a DD in the ash cans on the fantail.... will make the ordinance go boom and do major damage. But overall - any shots with HE are going to be wasted on a warship, and AP rounds are, by design, going to do limited damage because they by nature must use mass/energy to penetrate before they explode.

Don't expect your deck gun to be as effective as it was in stock. As we sometimes say - Its not a bug, its a feature!

Bill Nichols 12-16-07 01:07 PM

Don't know if this is related or not, but I'm using NSM 3.3 Classic and RFB 1.4 for ROW, and in the submarine school's Artillery training mission, I can fire all of my HE and AP shells into the merchant and it doesn't even take on a list :damn:

:arrgh!:

CaptainHaplo 12-16-07 02:43 PM

Bill - NSM does harden the hulls even more - you have to put the holes at the waterline so that you get flooding -if you hit high - it doesnt help. The other thing is concentrate your fire in specific areas - if you spray the hull all over the place - you get very small leaks in the compartments that are then "fixed" by the crew. Use the guns in only maybe 3 areas and pump 20-30 shells in each area at or below the waterline. You should see some effect.

swdw 12-16-07 05:41 PM

Quote:

Originally Posted by Bill Nichols
Don't know if this is related or not, but I'm using NSM 3.3 Classic and RFB 1.4 for ROW, and in the submarine school's Artillery training mission, I can fire all of my HE and AP shells into the merchant and it doesn't even take on a list :damn:

:arrgh!:

The shell strength in the RFB guns was modified for the zone changes/damage Beery made to the ships. In his section of the RFB readme, he explains he adjusted the guns so you could no longer sink a large fgreighter with just the guns (or a medium warship- in fact you shouldn't even remotely consider slugging it out with a DD or DE). This is historically accurate. He also adjusted the damage of the sampans and fishing boats down to correspond to the modified gun strength.

What might be a good idea is to have someone develop an NSM gun mod that is installed after all the other mods. Kinda like the NSM the torpedo mod.


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