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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1051 |
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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After all this deck gun talk, I'm proposing rethinking the deck gun ROF and basing it more directly on Wahoo's ROF. Until now I've held back on speeding it up too much since my aim has been to go for a medium-high ROF that represented a good but not elite crew. The idea being that we're simulating good captains but not genius captains (in deference to the real genius commanders such as O'Kane, Fluckey et al).
Anyway, here's what I'm considering: Make RFB's deck gun reload at 23 seconds per round. This is the precise average ROF of Wahoo's gun for all the ammo expended on the day of the report I've been using as the primary basis for RFB 1.29's deck gun. My reasoning is as follows: Wahoo was manned by an elite crew at the top of their game. Two of the best commanders of the war were in the command room and on the bridge on the day this action took place. As such it seems to me that this boat was likely to have one of the highest rates of fire of any boat in the Navy. Given the above, SH4's crew quality feature will reduce ROF to more average results (30 seconds per round or slower) if the player ignores deck gun crew quality. After a couple of patrols increases the crew's abilities players who manage their crew well will be able to achieve the 23 seconds per round of an elite crew like that of the Wahoo. SH4 does not allow two ROFs for ready-use ammo and ammo store ammo. So we are forced to go with ready use or ammo store ROF, or a combination. I'm still fairly convinced that a combination gives the most realistic result, since if we go with ready-use ammo that gets us to 17 seconds per round but in reality this couldn't be sustained for more than 90 rounds. If we go with post-ready-use ammo that gives us a ROF of 30 seconds per round. Both of these are extremes that only represent a minority of the deck gun's ammunition whereas the average represents nearly all of it. I'm thinking that all three guns will reload at the same base rate (23 seconds). This is because the 3" shell was lighter and could be transported to the gun faster but the early boats it was mounted on were not optimized for the deck gun as well as later boats. Conversely although the 5" gun was mounted in a way that optimized its ROF the round was much heavier and getting it to the gun would take longer. Until we have some data on which to base a realistic ROF for these guns I feel that using the same ROF for all three is probably a good compromise. The final reason - it's only another two seconds faster than what I was thinking of before, plus it binds the ROF directly to an actual 4" gun action that has lots of specific details and is fairly bulletproof. The 4" gun is the middle gun of the three types in the game, so it represents an average from that standpoint. Also this is an example of a Gato boat - the sub that had the longest service period of any sub in WW2 - so this isn't some boat that's 'nearly' one of the game's subs - it's right in the middle of what we're likely to be commanding in the game. What do the mod's users think of this idea? By the way, don't anyone get the idea that knocking another two seconds off the reload time will make the slightest difference to the deck gun's detractors - they won't be satisfied until the deck gun is firing with a ROF that matches the stock game. Hell will freeze over before I go that far (unless a combat report comes to light that supports it).
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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. Last edited by Beery; 06-27-07 at 06:04 PM. |
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#1052 |
Ace of the Deep
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Location: Adelaide, Australia
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Sounds good to me Beery
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#1053 | |||
Grey Wolf
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#1054 | ||||
Sailor man
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U.S. Navy Historical Center page; post 1946 Submarine Patrol Reports. Scope and Content Note: Most of these are reports of simulated war patrols undertaken for training purposes by U.S. submarines. |
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#1055 | |
Grey Wolf
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![]() If you shield your eyes form the atrocious web design, you may be able to see some the patrol reports for the Tang, Nautilus, and Harder here. These appear to be historic....:hmm: http://www.geocities.com/Pentagon/1592/reports.html |
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#1056 |
Navy Seal
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Location: New Mexico, USA
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That Wahoo log shows 90 HITS in 26 minutes. The 23 seconds per round is then based on 100% gunnery at 3800 yards. Even for me with the gyro stabilized guns, that's pretty good shooting at that range.
At the 1000 ton freighter (larger than the sampan target they engaged at 3800 yards in the other example posed) they hit 50/80, 62.5% of the rounds on what should have been an easier target. That means that the other log with 90 hits was from 144 shots at the same hit % of 62.5., 10.83 seconds per round. So we have some pretty variable numbers, even for the same boat. Sadly the deck gun in game isn't as adjustable as we might like. Might be interesting to try and reproduce some engagements and see what kind of results we get. tater |
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#1057 | |
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Also, according to the summary, both targets were being raked from stem to stern with 1000 rounds of 20mm fire. I reckon if this was done in RFB the ships would sink with a similar number of shells.
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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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#1058 |
Navy Seal
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Location: New Mexico, USA
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Ah.
Course that does give us a rough 60-66% hit ratio. We could use that to weight ROF based on a normal hit ratio in SH4. That would tend to work to support reduced ROF, actually, since in SH4 I'm sure the hit %s are higher. tater |
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#1059 | |||
Medic
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Sorry, just catching up on some reading......
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per -> http://www.csp.navy.mil/ww2boats/tullibee.htm Quote:
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#1060 |
Ace of the Deep
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Location: Adelaide, Australia
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Man this deck gun issue is getting boring
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#1061 | |
Gunner
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Interesting you just admitted your gun mod is incorrect....
However I went back and read this thread, and most agree that your gun mod is out of line, except you. I dug up the navy manual on the gun, it states a rate of fire of 8-10 rounds per minute. Its there gun, they operate it, they wrote the manual. Using one or two actual accounts, where other variables are not mentioned and basing a complete mod on that, is silly. The Hood sank with one 15” round and one 8” round, guess all battle ships sink that way. I played Napoleonic miniatures with someone like that, made for a very flawed game. There are many factors that effect ROF, however the gun is loaded in 8-10 seconds. Quote:
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#1062 |
Navy Seal
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Location: New Mexico, USA
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Yes, the gun may well be loaded in 8 seconds. As you say, the actual Rate Of FIRE (not rate of RELOAD) is controlled by many factors.
The game gives us control of ONE of the factors so far (the gyro stabilization is a WIP if it works at all), so if we wish to control the totality of ROF, we have no choice but to use the crude tool of altering the rate of RELOADING since it's the only tool in the toolbox. Duds and clearing them? Not modeled. Gun crew efficiency as a function of sea state? Not there, either (short of forcing them all below at some wave factor). Waiting for the right moment in the roll and pitch of the boat to fire? Not in there, gun is gyro stabilized. So what's your point? Beery has already stated that he's trying to get battle surface actions to match historical norms using the only tool he has, controlling the ROF. Up the gun to 8-9 rpm, and most surface actions will be over in 2-3 minutes, regardless of ANY other factor. Sub at flank speed in rough seas, twisting and turning. I took out multiple DDs on a lark doing just that. Sure, I got shot up, but I sank 4 DDs, and went back to Manila for more ammo. Utter BS. The goal is to match historical norms. It should be pretty straightforward for you to look in your library and find a description of a submarine gun action where they put 100 rounds downrange in 11 or 12 minutes. (at ~3000-3500 yards that means the gun is fired ~3.5 seconds after the fall of the shot is observed, BTW, based on time of flight of the round). I'm not a staunch defender of 23 seconds, either. My gut says a number more like 15 seconds (4 rpm) is probably better assuming crew quality reduces it some below "elite." BTW< I'd love to make the SHIPS use ROFs much closer to spec for the guns since they are far far more stable platforms, and in the case of warships at the very least, have plenty of ready ammo. If the ships shot back at anything like a realistic ROF, you'd turn tail and run at the first shot from one (which is what subs usually did). tater |
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#1063 | |
Ace of the Deep
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#1064 |
Navy Seal
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Location: New Mexico, USA
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The mod IS wrong wrt guns.
The GAME is wrong wrt to guns. The choice is simply HOW to be wrong. Palidian, et al, would have the ROF match the spec sheet value. The ROF might be right. The end results in the SH4 engine would be wrong. The deck gun would be the dominant weapon of the submarine, or at least an equal to torpedos. It wasn't in RL, so that's clearly wrong. Right specifics, wrong end result. RFB has a super slow Rate Of Reloading. Instantaneously (time between 2 shots), the ROF is wrong. It's wrong. Over an entire gunnery engagement with a likely target, it's more or less right. So the wrong specifics, but the right end result. It's not really any more complicated than that. I think there is room for intelligent discussion on the exact ROF to achieve a historical result, and Beery is open to such a discussion for his mod. He doesn't want spec sheet ROFs, he has those, he wants logs of RESULTS because what he's trying to get at is a simulation of the right OUTCOMES for particular decisions on the part of the skipper. tater |
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#1065 |
Stowaway
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@tater
Applause...standing ovation ![]() |
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