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Old 11-06-05, 02:18 PM   #41
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
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Quote:
Originally Posted by Emcon
3. Getting the reloads to be more realistic

Beery
Quote:
The first twenty rounds could probably be fired in 5 minutes (15 seconds per round).

The first 30 rounds could probably be fired in 14 minutes (an average of 28 seconds per round).

The first 40 rounds could probably be fired in 27 minutes (an average of 41 seconds per round).
Reload times get longer the longer you use it, this could be simulated when you add fatigue to the deckgun (much like crew fatigue)

So the longer you use the gun the slower the reloads!

This is how it could work:
-When the crew is manning/(even better when the gun is reloading) the gun will get more fatigued.
-When the boat is surfaced and the gun is unmanned/(even better when the gun is manned but not reloading) the gun will get less fatigued.
-When the boat is submerged the gun fatigue stays at the same level.

It is an idea but I dont know if this could be done, im not a modder...

Realism
I have a number of realtime mods that are currently doing this by adding extra work to tire men quicker on Deck guns than other compartments. I also added a weather penalty.

There are ways but not all people are prepared to handle micromanagement.

That said, I did set the main cfg to have a 3drender of 512 so should I wish to go long distance without micro managing, I just knock time compression upto 1024 and fatigue will then pause.

At 512 and under the fatigue model kicks in and men tire but it still allows me to warp to areas faster than having to wait a week i.e. lining up a attack or chasing down a convoy.

It is working well at the moment but I am sure it will get better.

Anyway I will post the setting for SH3 commander and people can try it.
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Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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