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Old 07-04-07, 04:05 PM   #23
Palidian
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Join Date: May 2007
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So instead of fixing what is *actually* wrong, put an annoying artificial limit on the ROF, how is this a simulation?

I however do not feel the shell dammage is too powerful in the stock game. To easy to hit? Yes.

Quote:
Originally Posted by tater
No, but the ROF issue has been entirely in RFB threads. Not to mention it's in the title post of this thread.

I agree that a dispassionate look at ROF is extremely useful. There are 2 things to look at.

One, what the actual ROF was like at sea in a submarine (not at a test range).

Two, for SH4, what should a ROF be to be realistic.

The two are not the same. If a 5"/25 could actually do 15 rpm on a sub's deck in combat, for example (our stock SH4 4 second reload), what should we set it to to be realistic in game, given the limitations of the engine to model gunnery?

It gets pretty complicated, really. If we are dealing with stock SH4 in everything but gunnery, I think you need to grossly lower the ROF. Why? Because:

1. guns are too lethal to ships
2. they are too easy to hit with
3. there are no material casualties (mechanical problems) modeled
4. sea state is only modeled as a can shoot/can't shoot, get below issue.
5. Stock SH4 crews become submarine supermen in no time (adding bonuses to reload, etc).

I think that the reload time can approach RL reload times (regardless of how short that number was in RL) with the following mods made to the stock game:

1. kv29's gun destabilization mod which requires that you fire the gun when the deck is level to hit the aimed range.

2. shell lethality is checked vs:

3. ship DMs (particularly DDs).

4. The shoot/no shoot stuff regarding awash decks is looked at to eliminate gamey shooting from decks mostly under water.

5. the ROF for guns on enemy combatants and armed merchants are checked (they don't shoot enough, IMO)

6. The DM of the submarine vs enemy shells is checked (getting hit by a deck gun such that damage is done should be BAD).

7. AI sensro values need tweaking such that the ships will spot and return fire sooner.

There might be a few more, but those 7 all interact to make surface actions more effective than they were in RL. 1 through 4 will reduce effective ROF, and reduce hits and damage to realistic levels. 5 through 7 make getting into gunfights more dangerous than stock SH4 (which is a joke in that respect).

IMO, if a gun actually reloaded in 4 seconds in combat, I'd likely be happy with it set to 5-6 seconds as long as the other changes were made. The additional couple seconds would be a way to take into account all the factors we can't mess with.

tater
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