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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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![]() http://www.subsim.com/radioroom/showthread.php?t=112293&highlight=billy The line for the Quake 3 Experience forms to the left. What part of REAL Fleet Boat mod did you not get?
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All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial Last edited by sqk7744; 06-20-07 at 02:12 PM. |
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#2 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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#3 |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
Uploads: 0
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The ONLY glitch in using the Nautilus is the weight of those 6" shells, and the gun's breech operation. The 6" gun has a slow operating screw style breech locking mechanism, and shells that weighed nearly triple what the 4' shells did. The guns are located 25 miles from me and we operated the breech once and its a bugger..plus the height of the breech is alot higher than the 3,4 or 5" gun.
ABSOLUTELY POSITIVELY NOT FLAMING HERE! (I know how sensitive some are) Just food for thought. Taking all this into consideration still wouldnt rate giving a 4" gun a ROF of 10 shells a min. Frank ![]() |
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#4 |
Ace of the deep .
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I like RFB and it does what it is suppose to . Fixes some 1.2 bugs while making the game feel more realistic
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#5 |
Navy Seal
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Gun ROF barf
Well, I just had a "what threw me into involintary projectile vomiting almost immideately (sic)" experience of my own! I had been running RFB for awhile and chose to temporarily unload it as part of my process of learning to shoot torpedoes on full manual. That way I can monitor my aiming process and analyse mistakes easier than a real captain could do.
In other words I can cheat and learn faster that any real person could do in WW II. I surfaced to use the deck gun and about barfed. What is this stupid thing, a machine gun??????? The game developers missed the target by a huge margin of ignorance! Beery, perfect or not, RFB is my choice for nearest to reality. Stick to your guns! (as if you needed any encouragement there!) Don't change until you have solid documentation to the standards you have established. You "maximum rate of fire" people pointedly are ignoring the fact that average rate is the only rate available in SH4. Beery explained that at the beginning. So, everybody else, the line for Ratchet and Clank forms to the right. I play to experience the challenges and frustrations experienced by the heroes who served in WW II. I'm not seeking entertainment, but I'm finding it in SH3, SH4 and in this thread!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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RR good post.
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#7 |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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LOL :rotfl: :rotfl: :rotfl:
If you guys want to believe that a gun designed to be an AA weapon too has a slower rate of fire than a 58 caliber civil war musket, then be my guest.
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#8 |
Navy Seal
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I believe the evidence sir, and the only admissable, non-hearsay evidence on the table says an average of 29 seconds per shot under combat conditions. Order in the court! Bailiff, fine that man 20 clams. lol Great quote from Fluckey's book by the way. I have a signed copy and it's worth as much as my wife. Well... maybe not.
I gotta kill the magenta on the signature. Anybody else getting to hate it as much as I am?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#9 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#10 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Edmonton
Posts: 133
Downloads: 145
Uploads: 0
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I watched a Canadian army news broadcast regarding the M777 (155mm light howitzer) last weekend. There was a quiz in it about the firing rate which is actually considerably faster than the technical specifications of the gun. Given the wide variation over myriad equipment and capabilities of the crews, the specs can't be relied upon to determine the "real" firing rate.
My experience using the deck gun is, as someone has pointed out earlier, akin to firing the main gun on an Abrams. We know this technology was not used on WW2 fleet subs. Given the software and the limits to which our friends can modify it, certain compromises are going to have to be made. I've read Beery's numerous posts on the topic and his logic and reasoning on why he has modelled the deck gun they way he has and it is very sound. He's done some research and has stats to back his conclusions. Essentially, he is taking the end results versus individual shots. Is it perfect? No, but given the limitations of the current version of the game, it's probably as close as we're going to get. Now if they dropped the gyrostabilizer....:hmm:
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U-Boot Spezial Cocktail......neidisch? ![]() |
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#11 | |
Eternal Patrol
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Absolute load-and-fire rates and real-world combat fire rates are two different things entirely. You're "I know better than you" put-downs and links to sites we all know are less than useful. If you really want to contribute something worthwhile, I'm still waiting for your calculations on how far battleships move when they fire. If not, then try adhering to the old adage: "Lead, follow, or stay out of the way".
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“Never do anything you can't take back.” —Rocky Russo Last edited by Sailor Steve; 06-30-07 at 10:43 AM. |
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#12 | ||
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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AMEN CHIEF! ![]()
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All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial |
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#13 | |||
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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#14 | ||
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
Uploads: 0
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This is where training or experience comes in, the French old guard could fire their flint lock muskets at 6 rounds a minute, under fire. The great and powerful Beery, in his mod states the *best* anyone can do is one round every 30 seconds, for a gun that loads in 6 seconds.
Keep in mind he advertised a “real fleet boat”, and the best outcome, trained crew, moored up in dry dock would be 8 rounds a minute, this is not possible in Beery's mod, the best is two rounds. This makes his mod not quite as *real* as he lets on to believe. This is not an accurate simulation, and not actually *real* Some would call it fraud. Oh and by the way I have a Remingtion 1858 and a Colt Walker, you load kinda fast. Quote:
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