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#16 |
Admiral
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Citing a British post-war sub as evidence of what could be expected on a WW2 German U-boat is just not convincing at all. If we're going to find out about German U-boats we need to find evidence that relates to German U-boats. I've done that. So why is it so difficult for my detractors to do the same?
I mean I've read of field guns, destroyer guns, and now post-war British subs. What next? Shall we hear about Japanese sub deck guns? None of these have any bearing on WW2 German U-boat deck guns because no other guns had the same specific issues that a WW2 German deck gun had. That's why we need to get our info ONLY from WW2 German U-boat data. Anything else is completely irrelevant. The speed at which a gun crew can fire 10 rounds is completely useless info. It means nothing unless it's a speed that's good for the entire ammo supply, and unless it relates directly to battle conditions. Most speed tests relating to reloads are tests done in better-than-perfect conditions. I simply don't see why this is so difficult for people to understand. Plus, the British sub crewman says that there was no de-waterproofing. That only proves my point that sub types were very different. A German U-boat crew certainly did have to de-waterproof the gun, and if they forgot (which occasionally happened in the heat of the moment) it could result in crew casualties. This shows that if we want a realistic simulation we can't just ignore such things. The SH3 Mod Team is never NEVER going to change the deck gun reload time unless compelling evidence is brought to light that shows that DECK GUNS (not field guns) on GERMAN (not English) U-boats routinely reloaded their ENTIRE AMMO SUPPLY OR A SIGNIFICANT PROPORTION OF IT (not just 10 - 20 rounds) in less time than what RUb models. If people don't like that, then they can go elsewhere to find ways to make the game suit their preference. No one ever forces anyone to use the RUb mod. What some people don't seem to understand is that in order for RUb to retain its clarity of focus it has to have a single vision. So the RUb mod is, in the final analysis, meant to appeal to one person only - me. A lot of people have input into it, and a lot of people give me advice, and I gladly take a lot of it - I sometimes even use mods that I don't really agree with or enjoy if I'm convinced that they are more realistic than the alternative. But the advice has to make sense to me. If I start compromising my own vision for the mod I believe it will become less popular, because no one wants a mod (or anything else) designed by a committee. A big reason for RUb's success is that it is solidly focused on one uncompromising interpretation of realism. Many people like that - they want to be challenged by a game that is as real as it can get without going back in time and joining the Ubootwaffe. Players who don't appreciate that focus and that vision can go elsewhere. Players who don't agree with RUb's interpretation of what's realistic, and who can't present an argument that sways me can do the same.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#17 | ||||
Crusty
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You can read about the S-class here by the way: http://uboat.net/allies/warships/class.html?ID=52 Quote:
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#18 |
GWX Project Director
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Do you have any actual "hands-on" artillery experience or training Beery?
I do. Just as nothing can convince you otherwise... (regarding sustained fire with artillery) my seven years of FIELD ARTILLERY CREWMAN experience demands that I change the settings in my simulator to something more reasonable... approaching the reality that I KNOW. Ergo my 30 second reload. Don't change RUb... there is facility for us to change it. To everyone else: Realism and reality are judged in the eyes of the beholder. Research can be interpreted in many ways and can often be looked at as heresay. Change your settings/reload times and don't look back. |
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#19 | |
Admiral
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If not, your experience means nothing. I can do math. I've figured out actual times of gunnery from actual WW2 U-boat attacks. That's how I got the 1 minute reload figures. You don't need gunnery experience if you have actual times of gunnery engagements. I mean how hard can it be to understand that if you time a gunnery engagement you can get the reload rate?
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#20 | |
Admiral
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Come back with timed engagement figures where more than 40 rounds were fired, as I used to get my figure. That's all we need. We don't need to 'guesstimate' how long a U-boat deck gun 'might' take to reload based on similar subs. Any such guesstimate will be prone to gross error. A timed engagement from an actual Type VII or IX engagement won't be susceptible to such error. I simply cannot use any other figures, best guesses, or any numbers based on other sub types - however similar they are to a WW2 German sub, because they are too prone to error.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#21 |
Admiral
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With the times I've measured, here are the figures I'd expect from a Type VII U-boat with a standard 20 round ready-use ammo container:
The first twenty rounds could probably be fired in 5 minutes (15 seconds per round). The first 30 rounds could probably be fired in 14 minutes (an average of 28 seconds per round). The first 40 rounds could probably be fired in 27 minutes (an average of 41 seconds per round). The first 50 rounds could probably be fired in 40 minutes (an average of 48 seconds per round). The first 60 rounds could probably be fired in 53 minutes (an average of 53 seconds per round). The first 70 rounds could probably be fired in 66 minutes (an average of 57 seconds per round). The first 80 rounds could probably be fired in 79 minutes (an average of 59 seconds per round). The first 90 rounds could probably be fired in 92 minutes (an average of 61 seconds per round). The first 100 rounds could probably be fired in 105 minutes (an average of 63 seconds per round). The first 120 rounds could probably be fired in 131 minutes (an average of 66 seconds per round). The first 140 rounds could probably be fired in 157 minutes (an average of 67 seconds per round). The first 160 rounds could probably be fired in 183 minutes (an average of 69 seconds per round). The first 180 rounds could probably be fired in 209 minutes (an average of 70 seconds per round). The first 200 rounds could probably be fired in 235 minutes (an average of 71 seconds per round). These figures are calculated based on the long deck gun attack examples that have been listed earlier in this thread, along with the 15 second per round estimate for reloading when carrying a shell from the ready-use ammo container which was located 12 feet away from the breech - I just can't imagine it being done faster while in combat. The first 24 rounds could have been loaded at this rate (20 ready-use rounds plus 4 rounds brought up while firing the 20 rounds of ready-use ammo. After that, the gun was reloaded based purely on the speed that shells could be brought up from below decks (which must have been around 80 seconds). After the first 40 or 50 rounds the speed goes down to around 60 seconds per reload. This is why RUb models 60 seconds per round as an average reload rate. The game does not allow different reload rates based on which ammo you're using or how little ammo the player uses to sink a ship, so the only fair way is to model the average. This average can be most easily calculated based on the start of the action, the end of the action, and how many shells were expended. This is how I arrived at the 60 second average, which I made more liberal than the 80 second rate that was measured. The rate of fire can also be calculated based on the speed of reloading from the ready-use ammo container and the speed of reloading from the magazine. This is how I've arrived at the above calculations. Calculating based on any other criteria is prone to gross error.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#22 | ||
Admiral
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How can we call into question data that is clear and unambiguous, by using data that may be very flawed indeed? That is ridiculous. It would not be the scientific method in practice - this is an example of data mining. You have a conclusion that you'd like to reach, and you're willing to use any data - however poor or irrelevant - to support it. There is clear evidence from actual U-boat combat reports that supports my figures. My opponents in this discussion are using anything but real U-boat combat reports. They prefer to dismiss such reports out of hand. In fact they don't even dismiss them - they ignore them completely, because those combat reports don't support their conclusions.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#23 |
Silent Hunter
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Interesting figures. :hmm: How many crew on the gun at a time according to the evidence and records of the u-boats? Was it possible to get a chain going to feed ammo? Has anyone ever read of such a case?
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#24 | |
Admiral
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#25 |
Crusty
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Oh, I encourage everyone to read the entire thread as well as others like
http://www.subsim.com/phpBB/viewtopic.php?t=39341 Here, what seems to have happened is that the deck gun unrealism was realised as an issue, changes were proposed, and based on one example you jumped the gun (pardon the pun) so the new figures were as unrealistic as the old - and since then, you've spent enormous effort avoiding any counter-arguments in order not to change your 'vision'. You asked for a counter-example, I just gave you one in the above post. Read the post again. You also fail to deal with my point that your data is probably skewed for the reasons I mentioned. Perhaps you could answer that instead of complaining about "politicisation"? Also, to be constructive, what needs to looked into more is: 1) Getting rid of the red crosshair for deck gun aiming 2) Getting rid of the stabilisation 3) Reducing crew ai accuracy As far as I can gather no serious effort has been made in these areas. |
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#26 | |
Crusty
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As a postscript, here are more counter examples culled from the earlier linked thread:
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#27 | |||
Admiral
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We are not merely simulating rate of fire with RUb's gunnery model. It has to counterbalance the uber-accuracy issue too. Otherwise we don't get a realistic simulation. If you have a perfectly accurate rate of fire but you're using a gun that is that much more accurate than a real deck gun was, you don't have a good deck gun simulation. Plus, if the accuracy can't be adjusted you have to look for other ways to counterbalance the accuracy issue - this could be done by reducing the ammo supply and decreasing the rate of fire. All you've shown me here is that perhaps the ammo supply needs reducing by about 50% to simulate the poor accuracy you've illustrated.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#28 | |
Admiral
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[quote="oRGy"]Oh, I encourage everyone to read the entire thread as well as others like
http://www.subsim.com/phpBB/viewtopic.php?t=39341 I agree. If players read through that thread they will find the whole argument for the RUb deck gun. I will re-iterate one post: Quote:
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#29 | ||||
Crusty
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Also, you still haven't answered my point about your data being skewed due to reasons mentioned, i.e. we don't know how often or for how long the uboat ceased firing to observe the ship! By the way, here's more counter evidence: Quote:
Your approach to the gun is only useful for simulating an attack where all the gun's ammo is used. But as ridgewayranger has stated, the usual attack was to pop up and fire off 10-20 rounds, and the majority of examples are using 20-50 rounds to sink a ship, and this is what the average engagement is. Thus, a reload rate of 4-5 rounds a minute simulates the vast majority of real life and player encounters. The 60 minute reload time, which is of debatable realism and only based on one example, is appropriate (if indeed your one example is correct which I don't believe) only for a tiny minority of situations. Try fixing the crosshair, ai accuracy and stabilisation, rather than arguing over this issue in a dogmatic fashion. One can of course argue till the cows come home, but the deck gun was quick to fire, and there is mountains of evidence to prove it, all over this thread and others. PS: Threatening to delete people's posts for 'ad hominem attacks' especially when you've been quite rude to others in the past is slightly hypocritical in my opinion and only serves to intimidate people. |
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#30 | ||||||
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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The point is to make the deck gun only as effective as it was in reality, and in my opinion it's fine to do this by any means necessary. If realistic restrictions can't help compensate for the areas of the sim that can't be adjusted, then we will turn to less realistic ones, because the deck gun is a minor part of the U-boat war, and if we don't get it under control we are not simulating the overall experience of U-boats in WW2.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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