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Old 10-03-07, 07:15 PM   #13
Sailor Steve
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Quote:
Originally Posted by captiandon
Ya but should it take the entire stash of shells just to sink one ship. Firing close in should be devistating attack at any rate. Were talking about both rof and damage. Rate on the deck gun was 10 shells per min and that was the 5 inch. I was reading that shells were kept in water proof boxes near the gun, with extra shells stored below. In the Video they had several crew working the gun not just the two gunners. In Real battle situations they would want to get the shells there as fast as possable. "Some" safty is trown aside when sinking a ship is priority. Besides on the video the rate seemed to be a bit higher when they were firing an that was just in gunnery pratice not in war situation. A shell every 10 seconds would be more like the rate I would expect which would be a rate of 6 per min. I dont think that would be unachiveable.
We've had this discussion many times over the past two years, since Beery's 'Real U-Boat' mod was released for SH3.

The problem is that "as fast as possible" varies with a lot of different conditions. How fast the crew can pass up shells isn't the real decider; it's how accurately the gunner can aim from a highly unstable platform. Beery consulted a lot of combat reports, and the numbers he came up with were the average maximum rates of fire for all reports. The game doesn't reduce the rate of fire for heavier weather, and while the AI gun team miss a lot, the game allows the player to be perfectly accurate with every shot; something definitely not possible in real life.

Quote:
As far as Damage one would expect that when firing at a ship and hitting several locations over a ship would be really devistating to a thin skinned Merchant. These shells were designed for aromored ships so they would be very effective against the merchants.
What one would expect and what actually took place are far different things. Have you studied combat reports to see exactly how many shells it took to sink a 2000-ton merchant? A 7000-tonner? 14,000?

As to "armored ships", that is not true. The best shell made for the 5" U.S. naval guns was the HC, or high-capacity round. It was designed to pierce concrete bunkers in shore bombardment, and would certainly go through a 1/2" hull (which is standard on most destroyers as well as merchants merchants) with no problem. BUT, the bursting charge was about 7-8 pounds of explosive, and it would take quite a few to make a real ship go down ("real" being as opposed to something like a sampan). And they wouldn't begin to penetrate the 4" armored belt carried by most light cruisers.

So the game has the rate of fire right - for perfect target-practice conditions. Beery did a lot of research to get his ROF, and while many people (including myself) disagree, and everyone is welcome to play the way they see fit, he did it that way for a perfectly good reason.
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