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Old 11-03-05, 11:44 AM   #1
nelson
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Default Firing Blanks

Hi, y'all, thanks for all the great mods you guys make, but I now have a problem. When I attack a ship with the deck gun you can see the explosion but there is no damage. I blasted a ship from very close range with about 30 shells but nothing happened. Also it takes about half an hour ( seems like it ) to load each shell, surely this isn't right??
I have Rub1.4b installed as well as some other mods. What do you think is the problem and how do I solve it please?
Keep up the great work!!!
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Old 11-03-05, 12:03 PM   #2
wetwarev7
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You can use SHCommander to adjust the deck gun loading times. As far as damage, it can take a while to sink a ship with just the deck gun, and you don't allways see any noticable damage unless you hit a sweet spot. What kind of ship are you attacking?
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Old 11-03-05, 12:09 PM   #3
Nedlam
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RuB 1.44 adjusts the reload to more realistic times apparently (I have no idea what the actual times where so I'll take their word for it). Like wetwarev7 said if your running SHIII Commander you can adjust these reload times.

As far a not seeing any damage. I'm almost 99% sure RuB 1.44 also decrease the lethality of the rounds. Again, to realistically represent the difficulty of sinking a ship just using the deck gun. I think I read somewhere in on of the Readme's for a mod in the RuB package that it also toughens up certain parts of the ship so you don't see the whole command tower or bits like that go flying off the ship as often.

RuB 1.44 also (again I'm not 100% certain) makes it easier to use your deck gun in less than perfect weather. I guess the stock version put some strict limits on using the deck gun unless the conditions where damn near perfect.

Sorry I give you more definative answers. It's been awhile since I read the Readme for RuB 1.44.

Go to this link to join the great gun debate!

http://www.subsim.com/phpBB/viewtopic.php?t=37230
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Old 11-03-05, 12:22 PM   #4
nelson
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Thanks for that lads, they are cargo ships mostly, thought there'd be some damage done with the shells, but looking close the paint isn't even scratched. I don't even try to take on a PT or DD as I have to wait so long for each shell to load I just get battered. I've been wondering about Commander whether to use it or not but I'll give it a go.
The game is 100% better than the default with all these mods though.
Cheers
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Old 11-03-05, 12:25 PM   #5
wetwarev7
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Quote:
Originally Posted by nelson
Thanks for that lads, they are cargo ships mostly, thought there'd be some damage done with the shells, but looking close the paint isn't even scratched. I don't even try to take on a PT or DD as I have to wait so long for each shell to load I just get battered. I've been wondering about Commander whether to use it or not but I'll give it a go.
The game is 100% better than the default with all these mods though.
Cheers
I don't think the game simulates visual damage very well - it would have to either place a decal on every impact, or "crumble" the model, which is even more graphics intensive. Don't worry, It is damaging the ship though.
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Old 11-03-05, 12:34 PM   #6
nelson
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Hi again, I just installed SHcommander2 but it doesn't say anything about gun loading times in the options. How do I do it please? Thanks again for your help.
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Old 11-03-05, 12:36 PM   #7
Keelbuster
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yea - RuB deck gun is tough. It's not supposed to be a main armament, and if you like the cowboys and indians stuff then you should play the game with it's standard deck gun.

I like the new deck gun - it's only for sinking that tanker that is crippled and left behind. It's also more tense now. When I surface, after the convoy is out of sight, to start working that tanker over, I know that it has radioed the escorts and they're on their way back to sort me out. I had an awesome experience recently where the escort was 4k away, coming fast, firing at me, and with shells landing all over I was pumping the last few HEs into lower hull of a T3. I went under at the last minute at flank, and went down to 170 and escaped. A few minutes later, the T3 rolled and went under. Love the time pressure now. As for damage, just aim for below the water line. That seems to work. Above deck hits do nothing.

KB
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Old 11-03-05, 12:41 PM   #8
nelson
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Hi Thanks for that, KeelBuster. I totally agree, the default gun was a bit unrealistic and I too enjoy the cat and mouse stuff with the destroyers. Great fun
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Old 11-03-05, 01:03 PM   #9
nelson
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Just downloaded update for commander, 2.2 and the deck gun reload time option is there. Thanks guys!!!
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Old 11-03-05, 02:01 PM   #10
Dowly
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The deck gun is the only thing I dont like in RuB! How come 60sec reload time is realistic?

As most of us have read the Uboat.net website, it says this:

Quote:
...with a good crew they could fire 15-18 rounds a minute.
I know the intention is to make the gun less lethal and to courage ppl to use torpedoes as their primary weapon (which ofcourse is realistic).
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Old 11-03-05, 02:32 PM   #11
Sailor Steve
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But a good gun crew couldn't keep that rate of fire up for long; it's hard work. More importantly, SHIII lets you have that rate of fire in any kind of weather. Also, the boat is pitching and rocking, and the gun has to be fired at the proper aim point. Again, as Beery has pointed out many times, the average overall firing time for recorded engagements works out to about one round per minute.

I can squeeze 8 rounds out of a .45 in less than two seconds-doesn't mean I can hit anything that way.
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Old 11-03-05, 03:28 PM   #12
Keelbuster
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The stock 88 sure was fun. I remember one still, moonless night when I engaged at Hunt at maximum range with AP 88s. I kept pounding it and it never knew where the shells were coming from. Good times...now I just torpedo that bastards.

But I do kinda miss the punch of the old gun. Yesterday I was on my way home from a patrol around BF17 or so, and I was all out of torpedoes. I ran into a passenger liner steaming out to sea at 21kts. I tried to scare it into slowing down with starshells but no luck. I only had 20 HE rounds left, and when I hit it with one it slowed down to 11 kts or so. I close with it and put each of the remaining shells into the rear below the water line hoping to cripple or miraculously sink the brute. No luck - with the rub gun, I would need all 160 for that. Anyway, it made me think back to the good ol' days where I could sink a C2 with 5 or 10 well-placed HE rounds.

kb
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Old 11-03-05, 03:42 PM   #13
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I'm not sure if I'm going to go with RuB or not, but if I don't I'd like to find the settings for the deck gun myself. Anyone know where they are? I want to up the reload time a bit, so I don't feel like I'm firing a Vulcan gatling gun or something, and I'd also like to bring the power down to around half of what it is, maybe a 1/3 or less. But, the RuB setting sound like a bit much for me, 80 secs hell in that amount of time I can set up a perfect torp shot. I know it was only for finishing off wounded enemies or maybe nailing trawlers and fishing boats, but it sounds like at the RuB settings that it's barely adequate for that even. Since I haven't tried RuB, roughly how many HE rounds would it take to finish off a wounded C2? If it's less than 30-40 I might think about it, that would mean I could use it to finish off around 4 large targets with it per patrol, meaning I save 4 fish per patrol. That sounds reasonable actually, but I still am not waiting 80 seconds.
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Old 11-03-05, 05:43 PM   #14
Keelbuster
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depends on the wound. Let's say you get a decent ke
- sorry - just got catalina'd - flooding, yellow compartments all around, but survived...no more surface running today (oct 41)

- a decent keel shot that lowers the boat and stops it. Sure - 20 shots and the thing's going under. Make sure they're below the waterline - spread them about the boat - try to shoot for the other side than the torpedo hit. Also, I like to lead with a few APs. I'm not sure if that makes a difference, but I think it does - punch little holes, and by the time you pump your share of HE into it, the thing's listing and going over. I spread shots about the boat, then concentrate on one end (bow or stern) and all as far below the waterline as I can go.

Works well - perfect amount of ammo for finishing off 4 or 5 boats.

kb
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Old 11-03-05, 07:09 PM   #15
Trav_R
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Sounds decent then, which files do I need to edit to change the deck gun strength and reload time? I know I can change reload time through SH3 Commander, but I don't know about strength.
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