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Old 01-03-11, 12:32 PM   #1
keltos01
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Default [REQ] Japanese DD gun range check

attacking an Asashio with the Surcouf (range 16000 m max 27 km) I couldn't help but notice that the DD only attacked me when they were 4000 y away, when their RL gun range was 21100 y !

http://www.combinedfleet.com/127_50.htm

Matsu : 3 x 5"/40 DP, Max. Range16,075 yards

Akizuki : 8 x 3.9"/65 DP, Max. Range21,300 yards

Yugumo : 6 x 5"/50 DP, Max. Range20,100 yards

Shimakaze : 6 x 5"/50 DP, Max. Range20,100 yards

Kagero : 6 x 5"/50 DP, Max. Range20,100 yards

Asashio : : 6 x 5"/50 DP, Max. Range20,100 yards

Shiratsuyu : 6 x 5"/50 DP, Max. Range20,100 yards

Hatsuharu : : 5 x 5"/50 DP, Max. Range20,100 yards

Akatsuki : : 6 x 5"/50 DP, Max. Range20,100 yards

Fubuki : 6 x 5"/50 DP, Max. Range20,100 yards

Mutsuki: 4 x 4.7"/45 DP,Max. Range17,500 yards

do the various mods/super mods take it into account ?

keltos
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Last edited by keltos01; 01-03-11 at 12:53 PM.
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Old 01-04-11, 03:44 AM   #2
TorpX
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Default gun range

The 4,000yd range sounds reasonable. The max. ranges you list have little practical meaning. A sub, or any small boat would be difficult to hit. This would be especially true in rough seas. If they had no stablization or elaborate fire control mechanisms, 4,000yd might be optimistic.
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Old 01-04-11, 04:13 AM   #3
Karle94
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Japanese ships lacked proper fire control and radar. Getting in close would be logical if you don`t want to waste ammunition. Also you wanna get in close and fire, cause if you fire from far away the sub would dive and escape.
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Old 01-04-11, 09:37 AM   #4
Jan Kyster
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Quote:
Originally Posted by keltos01 View Post
attacking an Asashio with the Surcouf (range 16000 m max 27 km) I couldn't help but notice that the DD only attacked me when they were 4000 y away, when their RL gun range was 21100 y !
I just praise myself lucky not being a crew on your boat...


But isn't the gun range a setting in sim.cfg?


/edit: btw. Karle - that sig is so against forum rules. Way too big...
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Old 01-04-11, 11:35 AM   #5
Webster
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one thing to remember as well is the real range isnt always going to give you real numbers in the game so you cant just put in the real numbers and expect to see that in the game. often you must use very different numbers to get the correct realistic numbers in the game.the first thing you learn when modding this game is the numbers you use often arent the numbers you get in game


also max range isnt the best yard stick because its little more then blind luck at such ranges and most ships would try to close the range before firing to alert the sub to dive plus you need visual to adjust your aim so max range isnt going to allow this so you are firing blindly with no idea where your shells are going
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Old 01-04-11, 11:44 AM   #6
Webster
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plus if you want to replace the chrono in a mod then just delete the clock.dds file from that mod rather then the mod replaces it then you re-replace it with the original file you just replaced

it reduces mod conflict chances and the less you replace the more stable your game is
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Old 01-04-11, 11:57 AM   #7
Armistead
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I know in TMO the DD's start firing at 6000 yards if they can get a visual on you.
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Old 01-04-11, 03:12 PM   #8
Jan Kyster
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Quote:
Originally Posted by Armistead View Post
I know in TMO the DD's start firing at 6000 yards if they can get a visual on you.
And that is the AI firing range setting in TMO's sim.cfg

Reading Keltos' first post I remembered a german captain, was it Lüth?, stalking a convoy, when suddenly shells began dropping around him. With noone in sight anywhere - turned out to be an english destroyer using radar guided guns from +15.000 meters.

Now that would be cool in SHIV... I guess... kinda...
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