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#46 |
Mate
![]() Join Date: May 2005
Location: Spain
Posts: 59
Downloads: 12
Uploads: 0
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Concerning the friendly harbour traffic issue...
If it's of interest for anyone, the following German vessels were in the base of Saint Nazaire when British commandos made a raid on it on 28 March 1942: - 5th Torpedo-Boat Flotilla, with four Möwe-class TBs - 16th Minesweeper Flotilla, with two large and three auxiliary m/sw - 42th Minesweeper Flotilla, with five auxiliary m/sw - four harbour defense boats (Hafenschutzboote) - auxiliary minelayer PASSAT (a captured Norwegian tanker) - tanker SCHLEDSTADT - flak ship SPERRBRECHER 137 - one tanker under repair (in dry dock) - six tugs And, of course, the nine U-boats inside the U-boat pens. Cheers! |
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#47 |
Dipped Squirrel Operative
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Err,
just forgot to include what i really wanted to say ![]() Let me say i like RUB very much, because immersion and realism is a number 1 factor for me. And that is exactly what i like about the harbour traffic mod. Certainly the German navy did not have a navy fleet comparable to England, but then there were few battleships (two, that is), those "pocket battleships", a few cruisers, more than 40 destroyers (losing around ten in Norway, ok), numerous minesweepers and hundreds of U-boat-accompanying "mine-breakers" (mostly former civilian fishing boats, tenders, small freighters etc. stuffed with empty casks), fitted with AA guns up to their teeth, escorting U-boats in and out of ports. As well there were fleets of civilian fishing boats, and there was always more than one U-boat in the french harbours, let alone Bergen, W'haven etc.. - you simply would see friendly warriors and civilian traffic in the harbours if you weren't blind. On almost all photos of the time there are several U-boats to be seen, lying in packs, lying one by one in those pens, 2-4 in a lock waiting to catch the tide, 3-4 along a quay in the winter in the baltic sea, and lots of accompanying shipping. You have to imagine the german merchant fleet as well as the navy ships were caged in the harbours, and you would see more of them here than elsewhere. Some twenty harbours controlled by Germany - and how much ships in it? So when we call for realism, we should look for how it was, and not how someone thinks it was - no harsh critic, you just cannot know all books, photos etc.. The argument "i want to run and gun without friendly or whatever ships in my way" is certainly understandable, but it fails for me because of this immersion and reality factor mentioned above. If a U-boat commander cursed because of all those ******* fishing boats he had to evade, on the other hand using them to hide, or waiting for the escort at the meeting point under a cloudy sky where a plane could attack at every second ... nope, it's harbour traffic for me. OMG, and the deck gun, yes .... The deck gun is one example i personally hate. I understand the urge for realism, and the way you can sink ships with it in the original game is just overrated. It seems not to be possible to mod the deck gun in a way it is less exact, or less deadly, so the "reduced deck gun frequency mod" in RUB 1.42 may then reflect reality as a whole, but the sluggish reloading does not look or feel real. So maybe we can increase the time to get the deck gun ready ? Witnesses tell the 8.8 would be ready to fire in a minute after surfacing. Shot frequency too high ? All statistics reflect a frequency of 15 to 18 shots per minute with a trained crew (already found three websites and Busch's book on the U-boat war - 15 to 18 shots, depends on the author). A rapid fire gun with that frequency to be reduced to (less) than a shot per minute ... take a look at british submarines and their shot frequency - and their guns were not too sophisticated in comparison to the german 8.8. I'm currently looking for evidence in books and the web - i will post all i find about it here. I do not know why witnesses and statistics talk of 15 shots if they could not be reached in reality ? All overrated ? I sometimes get the impression we modern people probably do not credit the sailors with what they were obviously able to accomplish in those times. Greetings, Catfish |
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#48 |
Navy Seal
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Not that again...
![]() That's the short-term rate of fire. This could, of course, be achieved, but only with a fresh crew and with ready-use ammunition aboard. In other words, for the first minute or so. Considering the ready-use ammunition cannot possibly be enough to destroy a ship, any gun attack should be considered a long-term attack. And that's where the rate of fire will, by any measure, drop to actually even less than 1 RPM. There's indications it would actually be closer to 1 round every 80 seconds, if you stretched the attack over 2+ hours time. |
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#49 |
Dipped Squirrel Operative
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Hello CCIP,
i do use your deck gun mod ![]() I do not talk about an undamaged C2 and gunning it down in 24 hours. I speak of an already damaged freighter left behind, convoy, night, 1941. Blow ballast, man the deck gun and pump 10-12 shots in it, go to flank and head out of the convoy by 90 degrees, only submerging if a warship spots you. Short decisive attack and follow the convoy to overtake, run. Not possible with RUB 1.42 deck gun, it'd take ten minutes to fire ten shells ![]() Greetings, Catfish |
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#50 |
Gunner
![]() Join Date: May 2005
Location: Patroling Puget Sound
Posts: 95
Downloads: 7
Uploads: 0
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To each their gaming own.
__________________
"We're not gonna die. We can't die, Bendis. You know why? Because we are so...very...pretty. We are just too pretty for God to let us die." -Mal - Firefly |
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#51 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
Downloads: 0
Uploads: 0
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woop woop!
little child on the backseat of ur car: "are we there yet?!?!" |
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#52 |
Navy Seal
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We're at alpha 2 - it's on my system and purring along nicely. There's a few obvious glitches here and there though (like certain cities being neutral or enemy at wrong times), and we're still waiting on a few historical scripted operations to be completed. Otherwise, it's getting closer. I guess just the fact that I can actually play normal patrols with it is a great sign already
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#53 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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I'll say this much; it's not finished yet and it is only the first stage of what we have planned but it is pretty good fun....and pretty hard. ![]() |
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#54 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
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Its good to get an update...thanks. I think this is going to be well worth waiting for!
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#55 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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This will have improved convoys in it right?
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#56 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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This will have improved convoys in it right?
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#57 |
Navy Seal
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Yes yes. Improved Convoys is indeed part of the whole affair
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#58 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Christchurch, New Zealand
Posts: 127
Downloads: 65
Uploads: 0
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And people like me will still be able to leave some things out like I used to?? :P :P
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#59 |
Navy Seal
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What do you mean by that? It's a campaign mod so... it's a campaign mod. You either have it or you don't
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#60 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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this is not going to be so easily 'Moddable' as RUB. There is a lot of interconectivity in this - edit something and you stand a good chance of screwing something up. EG: Changing or removing some of the files to do with aircover may result in the planes going weird - that sort of thing. Like CCIP said, it is a campaign mod that is aimed at realism.... And before anyone asks: NO, IT WILL NOT BE COMPATIBLE WITH THE SEAWOLVES ADD-ON PACK THING... :P :rotfl: |
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