![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
|
Armed Merchants in TMO - question
Sorry for the length of the post- but please at least skim the post, and share your thoughts.
![]() Converted Merchantman "cruisers" of which Japan had a total of 14 during the entire course of the war are not the topic of this discussion, nor is any form of Q-Ship; auxiliary gun ship, etc. - having said that... The US was much more proactive in arming it's merchant fleet than were the Japanese- "Fortunately, Japanese convoy protection was 'shiftless beyond description'[6] and convoys were poorly organized and defended compared to Allied ones, a product of flawed IJN doctrine and training, errors concealed by American faults as much as Japanese overconfidence." The Japanese were "remiss" to say the least in arming it's merchant ships. That does not mean they ignored them altogether, but the primary weapon, so far as I can determine was a modified version of the Lewis Gun. Oddly enough, an American Weapon. American forces used the Lewis gun (in .30-06 caliber) throughout World War II. The US Navy used the weapon on armed merchant cruisers, small auxiliary ships, landing craft and submarines. The US Coast Guard also used the Lewis on their vessels.[34] Despite being originally a US design, it was never officially adopted by the US army for anything other than aircraft use.[12] The Germans used captured British Lewis Guns during World War II under the designation MG 137(e)[35], whilst the Japanese copied the Lewis design and employed it extensively during World War II;[34] it was designated the Type 92 and chambered for a 7.7mm rimmed cartridge that was interchangeable with the .303 British round.[36][37] The "upgraded" version of the Japanese Type 92 was the Type 1 Heavy Machine Gun, (also 7.7mm, but slightly lighter and more manageable) pictured below - This appears to be the weapon seen most in SH4 on Japanese ships in TMO- I could be wrong, but from the info that I can find, and visually as well... ![]() Note that I am not talking about heavy guns here, like the 20mm or even larger "cannons" that were mounted on high value ships- but simply the generic machine guns that are so prevalent in TMO and present on all Japanese Merchants. These weapons are simply not a "military" threat to a warship, even one as lightly armored as a submarine at ranges above 600 meters. The pressure hull of an American sub was about 7/8" thick steel and it COULD be pierced by a non-opaque (dead on - 0% angle) round of 7.7mm armor piercing ammo at a range of up to 300 yards. Definitely, these babies WOULD pierce the hull (dead on) at ranges of 100 meters or less. BUT, standing off, at a range of 600-1100 meters, as recommended in the U-Boat Commander's Handbook- these weapons should NOT pose a serious threat (a 'military threat') to the sub itself. To human flesh, they would certainly continue to be a real threat, so my gun crew and watch team would be at some risk, but to the integrity of the sub. Not so much. A merchantman armed only with these machine guns falls under the classification of "poorly armed." I wouldn't expect to sink a merchantman at 800+ meters with a machine gun- I just don't expect to be sank under those circumstances by the merchantman either. ![]() Please, tell me your thoughts. It is a matter of taste I suppose, I have told you mine and explained the reasons- care to share your thoughts? Would it in your opinion be "cheating" to modify the strength of these weapons? What other alternatives are there to change something to just tone these puppies down?
__________________
=============
![]() My Game starts with GFO - Keepin' it real as it needs to be! |
![]() |
![]() |
![]() |
#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
the 7.7 mm machine gun was for old subs, new ones got the 13.2 mm type 93 machine gun (I made one for our IJN subs) and I guess it must've been used on many an IJN ship too.
see : http://www.subsim.com/radioroom/showthread.php?t=148124 just my 2 cents keltos |
![]() |
![]() |
![]() |
#3 |
Machinist's Mate
![]() Join Date: Oct 2007
Location: I live in The U.S. South
Posts: 127
Downloads: 44
Uploads: 0
|
![]()
My thoughts?
The higher the detail & realism the better. If I had to wear a set of seal skins to be on the bridge in a storm I'd like it. ![]()
__________________
“Mankind are governed more by their feelings than by reason" - Samuel Adams, American patriot |
![]() |
![]() |
![]() |
#4 | |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
|
![]() Quote:
![]() Damage received by the US Sub Growler (SS 215) confirm this much. The damage estimates that I noted for the 7.7mm weapon is actually more in line with these heavier 13mm weapons. Once again, I would like to reduce the effectiveness of the 7.7mm machine guns. Any assistance in pointing me in the right direction is appreciated. I don't want to make my own sub stronger since that would affect all aspects of the game, I am interested in changing just the 7.7mm weapons... IF these are the weapons that are being used by the merchants. Anybody know how I can find out the exact type of weapons being used by these merchants for certain? I am kind of a newb at the concept of modding anything other than graphics. I have no idea what files are involved or what the format of the files even is.
__________________
=============
![]() My Game starts with GFO - Keepin' it real as it needs to be! |
|
![]() |
![]() |
![]() |
#5 |
Rear Admiral
![]() |
![]()
You can limit the max range of the gun, or you can lower the AP value of the shell the gun is shooting. What you can't do, is ballistic damage degradation of a shell fired at range. The sim engine has no routine or method for handling that.
|
![]() |
![]() |
![]() |
#6 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
Uploads: 0
|
![]()
Just keep your distance and you'll be OK.
In TMO 1.9 and RFB 2, I have never recieved damage or lost crew to small-arms fire (and that includes the 20MM's on Ducimus's merchants) at ranges greater than 1000 yds.. It seems realistic to me. To be on the safe side I always try to engage lightly armed merchants at 1500 yds. or more, which is still quite close range for the deck gun. Now if Ducimus sneaks a few 40's onto his merchants... ![]()
__________________
There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
![]() |
![]() |
![]() |
#7 | |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
|
![]()
I'll try the 1000 meter rule and see how it goes.
Quote:
Never tried it before, any help is appreciated.
__________________
=============
![]() My Game starts with GFO - Keepin' it real as it needs to be! |
|
![]() |
![]() |
![]() |
#8 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
![]()
Can guns fire more than one ammo type? Could it be arranged so that a gun fires three shells, each with a max range less than the previous one, so at longer ranges it doesn't damage as much? Sort of a tripple barrelled single barrel gun.
__________________
-------------------------------- This space left intentionally blank. |
![]() |
![]() |
![]() |
#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Gotcha. It bugged me, too, and I did MANY experiments to see if a 20mm gun (the smallest I had at the time) could do ANY damage to the sub.
It turns out (and ducimus can correct me here) that they were incapable of hurting the deck crew AT ALL until they destroyed/penetrated the compartment the crew was in. Since the small guns cannot do this, they do no damage except to slowly destroy the hull. Then the whole boat sinks after a while. Stinks. So you end up with small arms, ad even AAA guns being useless against subs (which creates zero fear or trade offs for surface attacks), or they harm the subs, and keep the skippers honest (since surface atatcks were somewhat rare in the PTO). Not sure is someone more clever than I am ever figured it out so that small arms were deadly to people, but not subs. |
![]() |
![]() |
![]() |
#10 | ||
Ace of the Deep
![]() |
![]() Quote:
Quote:
__________________
![]() ![]() ![]() |
||
![]() |
![]() |
![]() |
|
|