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RealuBoat Mod: Gun re-loading time
Just started using RuB mod to see what it's like, and just wondering if I am encountering a bug or whether vastly longer gun re-load times are intended. I timed my reloads at 1 min 50 secs now, which surely is too long for even the greenest crew, (which mine isn't). Can this be right?
Just wondering... Thanks |
The gun reload time is based on examples of combat gunnery where a start and end time for the shoot were noted. The time was divided by the number of shells expended to give the reload rate. The long reload reflects the fact that 90% of the shells were carried below decks and had to be carried up to the gun one at a time.
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Thought that might be it...
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Just my two cents... :-) |
My 5 cents would be to remove the gun completely and gain
possibly 2 more kts underwater speed. A minute+ is like a suicide watch to use the gun under those conditions.... JIM PS. Maybe the gun ammo storge could possible be used for 1 or 2 more torpedos??---------THOSE I CAN USE !!! |
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Yes, U-123 did do some shelling but was in pitch black night shooting at the coast lit up like a Chirstmas tree. You could
see targets clearly and watch your shells explode. If Adm. King (CNO) had listened to the Brits, that would have never happened. The British had 3 years of experience protecting their coastline and the American Navy was about as naive as you could get off the US east coast in early 1942.... JIM PS. The US was very lucky that Hitler never let Doenitz send more than 6 boats to the US east coast !! Probably never than 3 or 4 were there at any one time, the others were in transit. |
I have no problems with the long reload time, or the bad accuracy of the deck gun. The things that upset me about it is you can't 'lock' a type of ammo so your crew can only use it and not choose a different type, and when you finaly do hit that trawler it seems unaffected and sails away :-?
I just use my flak guns for the little boats now, and extra torps if needed to finish off larger targets. |
Re: Thought that might be it...
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Download the UnRealUBoat mod (search for the thread on this forum). It includes a mini-mod to undo RUb's deck gun timing changes.
If you don't want to revert to the game's deck gun default, search this forum for another mod that offers you a variety of deck gun reload time files to choose from. I picked a 30 second reload file for my game. That 30 seconds is with a fully efficient deck gun crew. |
I think that 20-30 seconds is a good balance game-reality with fully trained crew. :yep:
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Re: RealuBoat Mod: Gun re-loading time
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http://sh3modwork.realsimulation.com/ When I used the GUNS_SUB.sim file for 40-second reloads, the actual reload time on my machine was the 1 minute Beery intended. Given the timing you reported, the 30-second file should do the same for you. I've been following the whole deck gun controversy, and for whatever it's worth I wanted to weigh in on a couple of things. First, I used the AI gunnery while playing the "Happy Times" mission, and I noticed that there were differences in the time that elapsed between rounds fired. Okay, I was playing this mission pre-RUb 1.43, so the reload time was unrealistically fast. That said, the time differences were enough to suggest that there MAY be some randomization built in to the AI gun crew. Second, although the AI crew tends to be unrealistically accurate, this can be thrown off by how much of a profile your target presents. I found this out when I ordered the deck gun to fire on a C2. My boat's position was about 1500 meters off the C2's starboard quarter, and her profile was at an angle of only 20 degrees. This didn't give my gun crew much to shoot at, and I called a cease-fire after 8 of 10 rounds failed to hit the target. IMHO perhaps the SH3 dev team deserves a little more credit than they've gotten for putting at least a smidge of realism into the deck gun modeling. Of course it could be better, although I wonder if there may be too many variables for this to be practical. In the meantime, I think Beery has given us the best compromise under the circumstances, and personally I wouldn't play SH3 without the latest RealUboat mod. |
Re: RealuBoat Mod: Gun re-loading time
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1. The air preassure was to high to stay surfaced for a longer time, hammering with the deck gun. 2. The ships was often armed at that time, so surface was not an option |
Re: RealuBoat Mod: Gun re-loading time
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