SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Reload time for flack/deck guns (https://www.subsim.com/radioroom/showthread.php?t=156834)

Tomas23 10-02-09 03:47 AM

Reload time for flack/deck guns
 
Does anyone know the correct reload times for these guns? I want to set them via SH3 Commander to their historic reload times.

And does having an experienced gunner affect these times? Do they get faster at it?


Thanks

irish1958 10-02-09 08:27 AM

See: http://www.subsim.com/radioroom/showthread.php?t=156804
Also, if you check search, you will have enough reading to last over the weekend.
Search is your friend

Ping Panther 10-02-09 10:04 AM

Tomas2,

I think that a more experienced gunner will give you a better result in accuracy of the shots; just from my experiences. As far as having actual in-game reload rates being tied with more crew experience, I imagine it is locked into the game coding. Maybe not, and maybe someone out there knows for sure. :06:

Ford Prefect 10-02-09 10:27 AM

in sub commander and in one of the game files you can set a reload time which I believe is treated as the fastest it can be, so if you set it to 3 seconds, with your best gunners on the gun crew giving max crew efficiency you'll get 3 second reload times, the times then getting longer as crew efficiency drops. The rate of that drop I do not know though and is probably the hard coded bit. That's how I understand it at least.

Commander Gizmo 10-02-09 12:53 PM

I can confirm for a certainty that crew efficiency does change the reload rate of the guns. This is the main reason I use the gunner qualifications. I make heavy use of this feature.

I hadn't noticed much of a difference in accuracy when I am shooting, and I rarely let the crew try for very long. They always suck in my opinion.

jaxa 10-02-09 01:05 PM

Oh man, there were many discussions about this subject at this forum, some of them were very hot :DL
If you have time, irish1958 gave you good advice, you will have many posts for reading.

Tomas23 10-02-09 02:39 PM

Thanks for all your answers. I'll read the threads, too.

The 'three seconds' seems a little too fast. I guess if I knew how the guns worked, ( I assume they're breach load ) I could better understand the reload times. After the shell is fired, it's ejected and the breach stays open? Another one would be loaded, the breach closed, the gun aimed and fired. Does that sound about right? (I'm writing this before I read the threads). I would guess about six seconds. Unless, of course, you have a goober like me who would drop the shell under pressure and would have to grab another one. Then it would be around fifteen seconds. :doh:

Once again, thanks for the replies.


All times are GMT -5. The time now is 12:11 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.