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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#616 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,901
Downloads: 280
Uploads: 0
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Okay, I'm going to make a test run of all my pretty new features, but I wanted to ask the general population something...
I modified the traverse and elevation so the guns don't rotate at 90 degrees per second, and it doesn't elevate at 90 deg/sec either. traverse is now 8 deg/sec and elevation is at 6 deg/sec I also increased the loading time to 12 seconds. the reason is that the gun fired a shell propelled by a powder charge, I ran a basic simulation with a friend (on a older breechloading cannon at the local memorial) and I acting as a gun crew, timed, our average was around 12 seconds, with the assumption that the charge and shell were ready to go. I'm opting for realism, because these guns do some serious damage at any range.
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#617 |
Ace of the Deep
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![]() ![]() Need a beta-tester? ![]() |
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#618 |
The Old Man
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I am right there with Jan Kyster for the Beta Tester if needed.
I retired from the Software Industry in 2002. |
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#619 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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I was wondering : when you edit a 3d mesh, remove and add triangles, how do you make it so that it is glued to the part ( element in 3ds) to which it should be ? that's the problem I had with the famous faces at the port side on the stern.. keltos |
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#620 | |
Stowaway
Posts: n/a
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Anybody who has ever manually loaded a 155mm (6.1") gun or howitzer would probably find 12-seconds (5 rounds per minute) unsustainable for more than one or two rounds. With seperate loading ammunition, that is projectile, propellant and primer, any number of unavoidable factors could affect the loading process. This on a solid-ground gun platform and not a heaving submarine deck. Loading a big gun is a very fatiguing task even for the physically fit and limited working space coupled with a likely desire to keep the crew on deck to a bare minimum also can act as factors affecting rapid fire. Also loading related actions like swabbing the chamber of charge bag residue after each shot and frequent cleaning of the obturator group on the breach block and clearing the primer vent eat into your theoretical rate of fire. Most gamers are unlikely to accept it but one round per minute (perhaps three in two minutes) is probably realistic with two or three rounds per minute possible only for the briefest period. This is also predicated on an efficient and uninterupted ammunition supply system to both guns, something potentially very manpower intensive. 6" guns were capable of great rates of fire but only when a high degree of automation was provided. This is not the case with submarine deck guns. Also rapid rates of fire cause the barrels to heat very fast and they are slow to cool. Submerging with a hot tube is probably a very bad idea and something to be avoided if at all possible. Estimation for traverse and elevation limits seem entirely reasonable though. Your mod will add greatly to SH4 and many thanks in advance for the efforts of the Narwhal Team. Good Hunting |
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#621 | |
The Old Man
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![]() Doesn't matter if only 2 show in the vanilla 1.4 or 1.5 version but I am almost certain that if TMO, RSRDC or FotRS use this model they will have entire gun crew on deck when guns are manned. ![]() -TheBeast |
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#622 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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keltos |
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#623 | ||
The Old Man
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P.S. WOW, the website striped some of the lines because it uses the Brackets for commands. |
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#624 |
Watch
![]() Join Date: Aug 2006
Location: Quebec, Canada
Posts: 28
Downloads: 5
Uploads: 0
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may sound silly but.... release date far from now?
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![]() Fight silently... Crush enemies... Bring victory. |
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#625 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() By keltos001 at 2010-03-07 no no finishing the textures n stuff mod submitted to the team as of today, needs nex guns deck texture and she should be ready ! and RFB's settings for a sluggish boat too ! keltos |
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#626 |
The Old Man
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![]() ![]() ![]() ![]() ![]() ![]() ![]() She is B E A U T I F U L ! ! ! -TheBeast |
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#627 |
The Old Man
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I found this documentary film on WWII US Silent Service that contains a great deal of color footage. Sorry to say, I think the S-Class and Narwhal footage is all in BW but a very good view.
WWII US Submarine Pictures -TheBeast |
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#628 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#629 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Narwhal 1.4
![]() ![]() Thanks to Sledgehammer427, Hitman, Peabody and myself and all those who lent a hand. keltos Last edited by keltos01; 03-08-10 at 12:44 PM. |
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#630 |
Stowaway
Posts: n/a
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She looks superb. Will her download require a new donation to SubSim or will the one from December 09 be good enough?
In any case, thanks to the entire Narwhal Team. |
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