Quote:
Originally Posted by maillemaker
I have noticed that the deck gun seems highly inaccurate in SH3. I've got GWX and the lifeboat mod enabled.
At zero magnification, it seems pretty spot on. You still have to adjust elevation for range , to drop the shells on target, but the shells still hit in line with the reticule.
But at full magnification, the shells frequently and consistently drop far to the left or right of the center tick mark. Sometimes as many as 5 tick marks away from center. Once you figure out where the shells are landing, you can adjust your fire left or right, but why aren't the shells landing where the center of the reticule is?
Steve
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No offense is intended to anyone here, but what you are describing is not a bug.
In stock SH3, player deck gun fire was LASER GUIDED / INERTIALLY STABILIZED / NUCLEAR POWERED and rarely missed even at extreme/rediculous ranges. Relating to artillery, certainly none of these things existed on U-boats in WWII.
Using information discovered and provided by Cdre Gibbs, I 'loosened' the elevation and traverse tolerances for player deck guns to intentionally remove the unreasonable 'laser guided gunfire.'
The same was done to player AA guns.
Furthermore, the same treatment was given to virtually ALL surface vessel artillery... but to a lesser degree as large surface vessels are a much more stable firing platform in respect to naval gunnery.
ALL weapon damage-causing attributes were also re-balanced in-line with player and AI unit damage model changes introduced by GWX.
Player deck gun target damage potential in GWX was also dramatically reduced.
(Stock SH3 depth charges were also 'laser guided' and we corrected that issue using a different proceedure.)
Not only will your shells fall too far left or right... but they will fall short or long too. (Within an acceptable radius.) Though visually, shells falling short or long will be more difficult to gauge through the scopes. In developmental testing I would observe from the enemy target's POV just as often as from the firing player's POV.
At closer ranges... it won't matter... and that was the intent. You must get closer to your target to hit it more frequently with the deck gun.
Your U-boat would naturally roll much more than a typical surface vessel at any rate. Given you are on a relatively small vessel... pitch and roll should tax even the best submarine deck gun crews.
Think of your deck gun as being a shotgun... a shotgun that fires pellets that scatter as you would expect... but only one at a time instead. Just because your scopes are on target... doesn't mean your shells will all hit the target.
Always remember... in RL the deck gun is/was a SECONDARY WEAPON. Though many here see it otherwise.
For those that have a more relaxed gameplay style... no problem. You can change whatever you like... and there are buckets of mods out there for every imaginable elemental change. Just remember that the focus of the GWX mod was to push EVERYTHING we could lay our hands on... as close to realism as we were able to given our knowledge base at the time we built it.
All that being said, I was an artilleryman in RL for seven years... I like hearing the
BOOM too. (The deck-gun soundfile in GWX was taken from an actual 105mm howitzer firing a big "bullet.")

