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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I just want to bump this because there's a lot of talk about the deck gun and I think it would be good for players to see the actual process we went through on deciding this, rather than have some people take comments out of their context to suit their agenda.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#2 | |
Weps
![]() Join Date: May 2005
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Good to see that someone else has thought of this. The mechanism is already inplace in the game engine. How would it be adapted for the deck gun.......? Modders, have you guys thought of or tried the above idea already? |
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#3 |
Crusty
![]() Join Date: Apr 2005
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Don't think the above would be possible, the deck gun and torpedo's are totally different systems ingame, though I suppose I could be wrong.
By the way Beery - deckguns are removed post 1943, right? This action reduced underwater drag, right? Is this modelled ingame - i.e. do the uboats travel any faster underwater without them? If not, could be a neat thing to do via SH3 Commander. |
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#4 |
Navy Dude
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With the knowledge we have today we know that DG are practically useless in combat and just create extra drag
Could Kaleuns back then decide to remove the DG prior to 43' or was that 'against the rules' or something? (don't know better word)
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#5 |
Crusty
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Deckguns were used in nearly 10% of attacks and so weren't "useless".
I wonder how much drag they did create though? Anyone with figures? |
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#6 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#7 |
GWX Project Director
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http://www.subsim.com/phpBB/viewtopic.php?t=42152[url]
Read on. Excellent research by community member Charos regarding deck gun reload times which contradict Beery's stance on the same. This includes very recent posts with what appears to be new information to the discussion. |
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#8 |
Medic
![]() Join Date: Aug 2005
Location: Wisconsin USA
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All I know is that I'm NOT changing my gun settings again!
30 second reload and 14 degree max error This makes it so I have to close very close in near perfect conditions to even have a chance of hitting... I do find it interesting that all 55 shells in the description missed! ![]() Maybe I need to change my max degree error to 45 or something!!! I JUST DON'T KNOW ANYMORE!!!! ![]() -Jeff |
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#9 |
GWX Project Director
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stljeffbb1
All this old artilleryman is saying is there is room for more than one school of thought in the realm of "historical possibility/probability." Keep your settings and feel good about them. My settings are comparable. Regarding aim... the above link says it all and matches with my own crew's accuracy lol. They can't hit the broad side of a barn from the inside. :rotfl: |
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#10 | |
Swabbie
![]() Join Date: Jan 2005
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#11 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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30 second reload may be playable, but according to the information I've seen it's not realistic. Realism and playability do agree, but realism and arcade play rarely do. Let's face facts: unless someone can show that a U-boat could fire 200 rounds in 100 minutes, 30 second reloads are tantamount to an arcade mode. It's as simple as that.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#12 | |
Medic
![]() Join Date: Aug 2005
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Yeah, maybe I should just suck it up and change it back to 60 secs, and just deal......
However, 30 seconds is MINIMUM time in between shots...this assumes a PERFECT crew.....the way I play, I manually rotate out crew in between every mission (up to half of total crew...historical? I have no idea, but, just like "virtual" torpedos, you do what you gotta do!), so it will be difficult for me to have a perfect crew, if not impossible. Therefore, the time inbetween reloads has typically been about 43 seconds (trust me, I've timed it!)....I am also very intrigued, as mentioned, about ALL of the shells in that account missing their target Quote:
I've said it in other threads, the game just doesn't model this very well....I see others have come up with the idea of simulating a storage locker on the top of the boat....interesting.... After reading many many posts, I am now beginning to think that the 60 second time is "realistic".... also, probably shold also consider a higher max angle error, if it is true that the deck gun can't hit the side of a barn. Is Jurgen Oesten still around? Maybe someone should ask him! I wonder what he thought about the uber gun in the vanilla game? :hmm: -Jeff |
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#13 | ||
Crusty
![]() Join Date: Apr 2005
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Hi!
My previous post was deleted so I think I'll just post someone else: ridgewayranger in this thread explains how the gunnery worked on a WWII era S Class submarine he was stationed on. I quote: Quote:
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PS: Moderators, please ensure Beery does not delete this post, as has happened to several others. |
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#14 |
Silent Hunter
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Good post, but don't you think the gunners are a bit too accurate and also the gun a bit too powerful?
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#15 | |||
Silent Hunter
![]() Join Date: Jul 2002
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