![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
Uploads: 0
|
![]()
Did you save the game before you expended all of your deck ammo? If not, start a tutorial mission and put at least one fish into a freighter and then manually fire the deck gun at one spot in the water line. It's a lot more effective than just riddling it full of holes in random locations. Above the water line the ship will burn, you may destroy some deck guns, and/or an ammo crate might explode, but that's about it. A tanker full of fuel may be a different story... assuming that the devs modeled empty and full tankers.
Basically, NSM calculates sink rate based on the amount of damage to a compartment below the water line and the number of compartments in a ship that are damaged and healthy. It also depends on the skill of the damage control team for that ship and how well armored the ship is - or at least it's supposed to be that way.
__________________
MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
![]() |
![]() |
![]() |
#2 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
Uploads: 0
|
![]()
Ok mate, will take your advice and see how it goes.
Thanks pal.:p |
![]() |
![]() |
![]() |
#3 |
Lucky Jack
![]() |
![]()
There has been an ongoing discussion when it comes to the cannons. It concerned both SH3 and SH4. Some say you should be able to blast everything out of the water with the cannon like it was you main weapon. Other say it was just secondary and used very little to sink vessels. For the most part this is true. If we left the gun to be able to sink everything, you would be coming back to port with over 100,000 tons all the time. The gun is too stable, even on very rough seas. Basically, it is a huge disadvantage for the AI. But who cares about that. So, to counter act this, the shells are not as effective. This makes the player realize it is a secondary weapon and considers using the primary weapon, torpedoes. Personally, I would love to blast everything out of the water with the cannon. But lets face it, a huge ship would require a lot of rounds. It is the best answer at the moment to get a bit of realism concerning the cannon.
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
![]() |
![]() |
![]() |
#4 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
Uploads: 0
|
![]()
I fully understand the fact that its a secondary weapon but to make it virtually useless is pointless!!!
Deck gun fire to a crippled merchant in real life would be devastating!! Hope they find the right balance in the near future!! You are right about SH4 though. You can man and fire the deck gun in the most rough seas you could find!! Thats obviously wrong!! |
![]() |
![]() |
![]() |
#5 |
Lucky Jack
![]() |
![]()
Oh, I agree with you. The cannon gets castrated. It is too the point with me if it is not a sampan or junk, why bother. In all reality and this is if you are attempting to make it as real as possible, the cannon was not utilized all that much other than on sampan and junks. Occasionally the larger ship would get a taste. I did find myself just surfacing after missing with my torpedoes just a bit to often and using the cannon. I guess it is all in how you want to play. Overall, RFB is pretty good and I will take the weak cannon for all the other good qualities with the mod. Also, there is much work going on with the mod behind the curtain so stick with it. More to come
![]()
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
![]() |
![]() |
![]() |
#6 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
Uploads: 0
|
![]()
Yeah, it's a small flaw in an otherwise spot-on mod!!
I'm also looking forward to future improvements!!! Bring-em-on!!! |
![]() |
![]() |
![]() |
#7 | |
Watch
![]() Join Date: May 2005
Location: Krakow, Poland
Posts: 17
Downloads: 107
Uploads: 0
|
![]() Quote:
Recently there was a discussion about the deck gun effectivness (or rather about a total lack of it), which you may find interesting: http://www.subsim.com/radioroom/showthread.php?t=128159 S! Robin
__________________
![]() |
|
![]() |
![]() |
![]() |
#8 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
We've gone over this issue a thousand times in the past. Deck gun effectiveness in RFB is not going to change, or if it does, it will not be anything drastic.
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
|
![]() |
![]() |
![]() |
|
|