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Old 10-01-10, 01:22 PM   #31
Sammi79
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An amateur historian at the old Warships1 boards did a lot of studying and calculated that overall the average hit rate for the entire war was about 7%, and that he narrowed it down to 12% under 10,000 yards and 2% at 20,000 yards. If I remember correctly he also said that those numbers mostly were from surface battles, which meant sophisticated fire control director equipment.
Was that WW1 or WW2? or both maybe. You are correct of course but consider that most warships had bigger guns than the 3.46 inch U-Boat deckgun, thus much better range. Also the target was a big one, a T3 tanker and was stationary, as was my sub. You could also say I simulated having a very accurate range finder as I measured the distance to within 25 meters in the mission editor!

To really test it I would have to fire a lot more shots at different ranges, which I have done but never recorded the results. Suffice it to say that at ranges of 6km or greater with moving targets it is pure luck to score a hit. I am considering buying FRAPS to record a video that would give a much greater impression of the effects of the destabilised sights/views and the intricacy of the firing window, as the gun is never truly stationary, it is always adjusting very slowly.

I wish I could stop it completely but it seems to be hard coded in the SHcontrollers.act file so I settle for a speed of elevation of 0.25
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Old 10-01-10, 01:30 PM   #32
Sailor Steve
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Was that WW1 or WW2? or both maybe.
WW2 only.

Yes, larger guns had longer range, but were no more accurate. Even with the best fire control systems hitting a moving target at long range involved a lot of luck. It looks to me like you're doing a great job.
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Old 10-01-10, 04:16 PM   #33
Sammi79
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WW2 only.

Yes, larger guns had longer range, but were no more accurate. Even with the best fire control systems hitting a moving target at long range involved a lot of luck. It looks to me like you're doing a great job.
You are very kind, Mr Sailor Steve. My efforts are based completely on the backs of others, firstly Ubisoft Romania who created the original piece of software, and left it open to modifying, and equally Skwasjer who released the S3D editor, which allows the organised and intuitive editing of the game files, and all the REAL modders who are a part of subsim, who have to my mind turned SH4 from a fantastic and yet bugged and limited game into the most in depth, realistic, best looking(my laptop won't run SH5) and enjoyable submarine simulation the world has ever seen.

Anywayz, next post should be a FRAPS video so you can see what I'm playing with. I find it funny - even in the stock game I would only ever use the deck gun to finish off unarmed crippled merchants or small fishing boats. Any ship that is armed in any way is more than a match for one 3-5inch deckgun. It seems like such a small part of the game to be fussy about, but I guess it is important to me. Real navigation is the next thing I'd like to look at.
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Old 10-02-10, 05:11 AM   #34
Admiral8Q
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I find it funny - even in the stock game I would only ever use the deck gun to finish off unarmed crippled merchants or small fishing boats. Any ship that is armed in any way is more than a match for one 3-5inch deckgun. It seems like such a small part of the game to be fussy about, but I guess it is important to me. Real navigation is the next thing I'd like to look at.
Unless you have a Narwhal class with two 6" guns!

I find I go for a Gato as soon as they're available though. After all, you're playing a submarine not a cruiser...

Keep up the good work, where can I d/l this mod? I know I know, deck guns on subs were obsolete already at the begining of the war... but who doesn't enjoy the big bangs and explosions?
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Old 10-02-10, 05:48 AM   #35
Sammi79
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Unless you have a Narwhal class with two 6" guns!

I find I go for a Gato as soon as they're available though. After all, you're playing a submarine not a cruiser...

Keep up the good work, where can I d/l this mod? I know I know, deck guns on subs were obsolete already at the begining of the war... but who doesn't enjoy the big bangs and explosions?
Thankyou for your interest, Admiral8Q. I will hopefully at some point in the near future be able to upload the files as a 'Mod' package, however,

The troubles for me releasing it as a mod are :-

1. the changes involve the files cameras.dat, and then the .dat & .sim files for each gun. The gun files are not a problem but cameras.dat is heavily altered by all of the major 'Mods' (aswell as many of the smaller mods). This means either creating separate versions for each major mod - with expressed permission from the Mods author, or, giving the edited files to the authors that want to include it in their Mods updates/patches.

2. The time I am able to allocate to exploring the myriad possibilities of editing the game files and testing is limited, although I have a fairly convenient job that does give me plenty of random days off, I could easily spend forever tweaking the files, and I get the feeling that It will be very difficult for me to be satisfied that I have done all I can do in regard to the limitations of the unmodifiable files.

watch this space though... I will update further as the work progresses.
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Old 10-04-10, 10:06 AM   #36
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Welcome to Ducimus' Hell!

Condemned to forever tweak, never totally satisfied with your work and tortured by its imperfections, detectable by none but you. No! It's the stuff you're particularly proud of that the posters will complain about. Turn up that blowtorch! He's not done yet! Muahahahahahahahahaha!
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