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Originally Posted by oRGy
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3 Apr 1942 - At 0340, the unescorted and unarmed David H. Atwater was attacked by U-552 about ten miles east of Chincoteague Inlet, Virginia. Topp had followed her underwater, surfaced and began to shell the vessel without warning and never allowing the crew to abandon ship. 93 shots were fired from 600 yards distance, hitting her with about 50 shots and set her on fire. USCGC Legare observed the gunfire and headed for the ship, upon arrival at the scene 45 minutes after the attack, they saw the vessel sinking, leaving two feet of mast above water.
http://www.seawaves.com/newsletters/...pril/03Apr.txt
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There is no duration for this. '45 minutes after the attack' clearly means 45 minutes after the END of the attack.
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No, it doesn't. I would take it to mean after the attack was radioed by the ship: at 0340.
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It doesn't say that, and we can't just assume that. It could mean anything. But when someone leaves a sentence hanging like that it usually means 'after it was over'. You can interpret it any way you like, and you can model any mod you make based on your own interpretation. In terms of RUb, I assure you, this particular example DOES mean 'after the attack was over'. It means that because that's the way I interpret it, and I assemble the RUb mod.
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We are not merely simulating rate of fire with RUb's gunnery model. It has to counterbalance the uber-accuracy issue too. Otherwise we don't get a realistic simulation. If you have a perfectly accurate rate of fire but you're using a gun that is that much more accurate than a real deck gun was, you don't have a good deck gun simulation.
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Quite true, but you've done nothing to mod the deck gun accuracy!
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The deck gun accuracy can't be adjusted. We can only compensate for the unrealism by adjusting other things like shell effectiveness and reload rate. I'm more than willing to do this, as compensating for non-modelled features is at the heart of good simulation modelling. If we just ignore such things we end up with a very poor model indeed.
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Also, you still haven't answered my point about your data being skewed due to reasons mentioned, i.e. we don't know how often or for how long the uboat ceased firing to observe the ship!
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It doesn't matter, since in the game we don't need to stop to observe the ship. We know instantly when it's sinking. RUb includes all realistic pauses for observation, gun jams, etc. in the 'reload rate' model because Ubisoft didn't include those facets. That is part of the reason why I chose to model it based on the start and end times for engagements - to do a sort of blanket simulation of the things about the deck gun that are hard to model. It has to be done that way because the deck gun is so overmodelled in terms of effectiveness that it's virtually impossible to nerf it enough. In my view it needs more nerfing, and given enough reason, I'll gladly do it. I've always thought that 60 seconds might be too fast, and 80 seconds is looking even more desirable right now (especially since I saw the Erich Topp attack which showed how horribly inaccurate the deck gun was). We're still getting very much increased tonnage using the deck gun compared to real U-boats. I could also reduce ammo capacity or shell effectiveness, but both of those would be more abstract than the reload time.
The point is to make the deck gun only as effective as it was in reality, and in my opinion it's fine to do this by any means necessary. If realistic restrictions can't help compensate for the areas of the sim that can't be adjusted, then we will turn to less realistic ones, because the deck gun is a minor part of the U-boat war, and if we don't get it under control we are not simulating the overall experience of U-boats in WW2.