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-   -   No Deck Gun damage with RFB 1.4 (https://www.subsim.com/radioroom/showthread.php?t=128630)

exponent8246 01-09-08 12:10 PM

No Deck Gun damage with RFB 1.4
 
Hi all.

I'm currently running Real Fleet Boat 1.4 for ROW RC1 along with other ROW mods.
Since installing the RFB mod (and started a new career), I have noticed that when I engage an enemy with the deck gun, there seems to be no effect on the target ship.
There is also no visible damage to the ship when a shell hits home (whereas before installing RFB there was visible damage).
I have pounded a crippled and listing Large merchant with deck gun shells untill all have been expended - all to no avail!!

Is this a mod problem or what???

Any ideas out there??

Thanks.

P.S - I am saddened to hear of the passing of Dave/LEOVAMPIRE.

I'm a noob amd obviously didnt know him but am aware of using his mods which has made my gaming experience much more enjoyable!!

Just my 2 pence worth.

M. Sarsfield 01-09-08 02:15 PM

RFB might incorporate some of the Natural Sinking Mechanics (NSM) mods, which basically removes the ability of sinking a large ship with just deck gun fire. Even if it was burning and listing from torpedo hits, the final damage to make her sink has to happen below the water line. Did you have your gunners aim for the water line and did they concentrate fire in one or two locations?

exponent8246 01-09-08 02:25 PM

Hi,

Yeah I tried aiming in quite a few different locations with noe effect!!
Tried waterline, hull, conning tower.
Just didnt seem to do anything which is a bit poor!!!

Any suggestions??

M. Sarsfield 01-09-08 02:40 PM

Did you save the game before you expended all of your deck ammo? If not, start a tutorial mission and put at least one fish into a freighter and then manually fire the deck gun at one spot in the water line. It's a lot more effective than just riddling it full of holes in random locations. Above the water line the ship will burn, you may destroy some deck guns, and/or an ammo crate might explode, but that's about it. A tanker full of fuel may be a different story... assuming that the devs modeled empty and full tankers.

Basically, NSM calculates sink rate based on the amount of damage to a compartment below the water line and the number of compartments in a ship that are damaged and healthy. It also depends on the skill of the damage control team for that ship and how well armored the ship is - or at least it's supposed to be that way.

exponent8246 01-09-08 03:26 PM

Ok mate, will take your advice and see how it goes.

Thanks pal.:p

AVGWarhawk 01-09-08 03:52 PM

There has been an ongoing discussion when it comes to the cannons. It concerned both SH3 and SH4. Some say you should be able to blast everything out of the water with the cannon like it was you main weapon. Other say it was just secondary and used very little to sink vessels. For the most part this is true. If we left the gun to be able to sink everything, you would be coming back to port with over 100,000 tons all the time. The gun is too stable, even on very rough seas. Basically, it is a huge disadvantage for the AI. But who cares about that. So, to counter act this, the shells are not as effective. This makes the player realize it is a secondary weapon and considers using the primary weapon, torpedoes. Personally, I would love to blast everything out of the water with the cannon. But lets face it, a huge ship would require a lot of rounds. It is the best answer at the moment to get a bit of realism concerning the cannon.

exponent8246 01-09-08 04:13 PM

I fully understand the fact that its a secondary weapon but to make it virtually useless is pointless!!!

Deck gun fire to a crippled merchant in real life would be devastating!!

Hope they find the right balance in the near future!!

You are right about SH4 though. You can man and fire the deck gun in the most rough seas you could find!! Thats obviously wrong!!

AVGWarhawk 01-09-08 04:24 PM

Oh, I agree with you. The cannon gets castrated. It is too the point with me if it is not a sampan or junk, why bother. In all reality and this is if you are attempting to make it as real as possible, the cannon was not utilized all that much other than on sampan and junks. Occasionally the larger ship would get a taste. I did find myself just surfacing after missing with my torpedoes just a bit to often and using the cannon. I guess it is all in how you want to play. Overall, RFB is pretty good and I will take the weak cannon for all the other good qualities with the mod. Also, there is much work going on with the mod behind the curtain so stick with it. More to come:up:

exponent8246 01-09-08 04:38 PM

Yeah, it's a small flaw in an otherwise spot-on mod!!
I'm also looking forward to future improvements!!!

Bring-em-on!!!

robin100 01-09-08 05:22 PM

Quote:

Originally Posted by exponent8246
Yeah, it's a small flaw in an otherwise spot-on mod!!
I'm also looking forward to future improvements!!!

Bring-em-on!!!

Hi,

Recently there was a discussion about the deck gun effectivness (or rather about a total lack of it), which you may find interesting:
http://www.subsim.com/radioroom/showthread.php?t=128159

S!
Robin

LukeFF 01-10-08 01:48 AM

Quote:

Originally Posted by exponent8246
Yeah, it's a small flaw in an otherwise spot-on mod!!
I'm also looking forward to future improvements!!!

Bring-em-on!!!

You. need. proof. for. this. to. change.

We've gone over this issue a thousand times in the past. Deck gun effectiveness in RFB is not going to change, or if it does, it will not be anything drastic.

Travis Reed 01-10-08 03:48 AM

No, it won't...It'll just inspire me to tweak the shells a tad to slightly improve the damage...that way I might actually be able to sink a junk or sampan...instead of wasting all the deck gun and AA gun ammo on it and then ramming it to death...:damn:


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