View Single Post
Old 09-17-17, 08:51 PM   #27
Halcyon
Helmsman
 
Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 104
Uploads: 3
Default

Quote:
Originally Posted by -Pv- View Post
First we need to know what the real reload times are OR, if the increased time is intended by the developers since I do not recall that item in the changelist and this particular update had many problems which also need addressing.

It may be the real world times are not known in which case these are being set to what the dev thinks is playable.

In subs with only 4 tubes, only being able to launch 4 weapons every 15 minutes while the enemy is slinging dozens at you could be a problem.

If the longer time IS intended, then yes, a fast/slow option seems reasonable.
-Pv-
Already a long discussion on this topic, with a definitive answer from the devs.

http://www.subsim.com/radioroom/showthread.php?t=232141

Quote:
Originally Posted by Julhelm
Research from first hand sources indicated about 1:30 to 2 minutes to be a reasonable figure for loading a torpedo into the tube on a 637 sub. The 45 seconds comes from the game originally being compressed into a half-scale environment where the flow of time becomes about 2x realtime.

We know that the Novembers could reload the entire nest of 8 tubes in about 15 minutes, which works out to slightly under 2 minutes per tube. Type XXI could reload its 6 tubes in 10 minutes, which is comparable performance using power-loading equipment. This performance is also in line with every other sim, from Fast Attack through DW.
The original value in the files was 30, and this new beta put it at 300....probably an extra 0 that wasn't intended.
Halcyon is offline   Reply With Quote