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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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I was fiddling with the gun tweak when I thought "ok, we canīt turn off the DG estabilization system because we donīt know where the hell is hidden, but what about if we could tie its hands? what would happen if I set the elevation speed to a minimum? would the estabilization system keep up with the sub roll?"...
Nope, it canīt :p I set mine from 5 to 0.5 and guess what, the DG barely tries to estabilize at that speed, it goes up and down with the deck. You can still move the crosshair at the same speed as before BUT once the gun reachs the right angle, it will move along with the deck if the sub roll is strong enough, so if you fire at the wrong moment you will miss, you have to keep an eye at the gun barrell for the right moment. Of course, at 0.5 speed it takes some time for the gun to move up and down, it doesnīt bother me at all. I would really appreciate some feedbacks! |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Make a mod of it to make it easy to test!
tater |
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#3 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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Wow - this sounds cool - will have to try this out. Been really disappointed at the total gun stabilization in SH4. I hope that you could still zoom out, elevate and then zoom back in if you needed to increase the range a lot and didn't want it to take forever. Also, I wonder if this slows down the elevation when you press "shift+up" or only if you are using just the up key? Hope I can remember to test that later
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#4 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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http://rapidshare.com/files/39564497...0_gun.zip.html
The mod is for the 4"50 gun only. Be aware that the reloading time is set to 30 sec. Consider this as a beta! |
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#5 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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will have to test that out
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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If it works well, it will be interesting to test it in combat conditions with a faster ROF. Then we can time the encounter, and actually see what effect this has not just on accuracy, but average ROF.
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#7 | |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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I know this will open up a can of worms, but the rate of fire of this gun according to the US Navy is 8-10 rounds a minute. If you get your model to work properly then it will lower the rate of fire on its own. But the 30 second limit makes the gun fire about 40-50 seconds.
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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So you're saying the time between rounds goes up by 10-20 seconds due to the unstable gun platform? The 8-9 rpm figure is around 8 second per round. So with the spec value (determined at a factory range someplace) is 8, and you add 10-20 seconds you get... 18-28 seconds as an average ROF---just like RL logs.
Interesting (I suggested doing a "spec" reload in this mod of 8 seconds a round). If that's true you just got values between the best recorded over time we have seen yet in a log (17 seconds average) to what the RFB mod already is (closer to 30 seconds). I tried a pigboat. Seems to work pretty well, it it seems OK, I'd dump the external gun view altogether, or at least eliminate the cross hairs. <S> This is looking very good! ![]() |
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