Rate of fire, why its too low in game, and the 4 rpm cap
Apr 9, 2021 14:54:37 GMT -6
umbaretz and flemingc like this
Post by christian on Apr 9, 2021 14:54:37 GMT -6
Reason for posting this thread
I don't particularly care if the devs want to make the base game (unmodded game) more realistic or if they want to follow what they think the best balance decisions are.
What i would however appreciate is if stuff like the rate of fire cap could be removed, so modders can make guns fire faster than 4 rpm. as currently there is a hardcoded cap to rate of fire so that it never exceed 4.
And also the tools so modders can make the game as realistic as possible.
And yes while being able to modify rate of fire at all is really nice, not being able to go past 4 rounds per minute is very annoying.
This thread is also to show that RTW combat is far slower paced than real naval combat, due to the highly decreased rates of fire found on all gun calibers.
Tech level used in turret mountings: 20. Year and month of test: 1941 in march
These are the results
In game tests
All ships crew level 0 and firing in smoke advantage unless stated otherwise.
Guns used on all ships are quality 1 and thus the best possible gun obtainable of the size
All tests were made against a 1 knot super heavily armored 90k ton barge at arond 17k yards the firing ships were moving 1 knots next to it.
4 inch gun tests were made at 6k yards.
Battleship rate of fire
Both ships mounting 12 barrels of 16 inches
First battleship
Total time of fire 94 minutes, ammunition use 493 rounds, turret Y jammed for 26 minutes. Sustained rof of 0.437 achieved
Second battleship
Total time of fire 94 minutes, ammunition use 564 rounds, no jams. Sustained rof of 0.5 achieved
Cruiser rate of fire
Both ships mounting 12 barrels of 8 inches
First cruiser
Total time of fire 90 minutes, ammunition use 729 rounds, turret jammed for 31 minutes. Sustained rof of 0.675 achieved
Second cruiser (CREW LEVEL 1 INSTEAD OF 0)
Total time of fire 90 minutes, ammunition use 865 rounds, no turret jams. Sustained rof of 0.8 achieved
Destroyer rate of fire
Time of fire 28 minutes for all 4 ships each ships each has 8 barrels of 4 inch guns in 4 twin turrets. no jams recorded
dd: 1 303 rounds sustained rof 1.35
dd: 2 447 rounds sustained rof 1.99 Crew level 1
dd: 3 264 rounds sustained rof 1.17
dd: 4 192 rounds 0.85
Few disclaimers about real battles which reduces rate of fire below what was actually achieved by each gun.
Ships dont always have all their guns firing constantly just like in RTW, thus the time when a gun is not able to fire should not be counted.
This is hard to do because finding exact cease and begin firing times for guns during a battle and ammo expenditure is hard.
In addition to that finding turret jams or other malfunctions is not always easy during a battle, thus turrets not suffering from failures might experience dramatically higher rates of fire.
List of battle instances showing the rate of fire achieved
---------------------------------------------------------------------------------------------------------------
5"/38 mark 12 Source: "The Last Stand of the Tin Can Sailors"
Samuel B. Roberts had lost all electrical power to both its turrets earlier in the battle. This meant its Gas ejection system was knocked out leading to very increased overheating due to hot gasses not being ejected. (used to eject the hot gasses in the barrel)
This also means that the 5 HP electric motor in the ramming mechanism was not powered, and thus the ammunition had to be manually rammed.
The fear of overheating could also have lead to lower rate of fire to try to keep the barrel cool and keep it from exploding.
The aft mount had fired almost all of its 325 rounds in 35 minutes and kept firing until a breach explosion caused by the overheated gun igniting a powder charge
This is a sustained rpm of 9.28 assuming all rounds fired around 9 assuming 10-25 still remaining (
--------------------------------------------------------------------------------------------------------------
Gun 8"/50 Mark VIII, Source: chuckhillscgblog.net/2016/12/16/the-mk38-gun-mount-and-ballistics-and-weapons-effectiveness-lessons-from-pursuit-of-the-graf-spee-part-1/
Exeter rate of fire at the battle of river plate, Aft turret firing 177 rounds in 70 minutes on local fire control, average rate of fire during battle 1,26 rpm
Aft turret (which is being measured as the 2 front turrets were quickly knocked out) was not able to fire for at least a minute if not more, due to her angle to graf spee, and the need to turn the gun 180 degrees twice.
--------------------------------------------------------------------------------------------------------------
16"/45 Mark 6 Source: www.navweaps.com/index_lundgren/Kirishima_Damage_Analysis.pdf
This battle had Washington at broadside during the entire battle duration and precise cease and begin firing timers. Combat took place at around 8000 yards.
During her first 2:39 second firing time she fired 39 projectiles, after which she ceased fire for 1:30 seconds, fire was resumed for 2:45 seconds firing where she fired 36 projectiles.
Rate of fire obtained was 1.81 rpm per gun during the first 2:39 and during the 2:45 she achieved 1.63 rpm. For an average rpm of 1.72
-------------------------------------------------------------------------------------------------------------
16"/45 Mark 5 Source: www.ibiblio.org/hyperwar/USN/ships/logs/BB/bb48-Surigao.html
Source used is the gunnery report it gives us timings of every single salvo fired.
15th salvo was a one turret salvo where left gun malfunctioned thus necessitating a 16th salvo (16th salvo was only necessary due to the misfire hence why 15 and 16th salvo only fired 1 round)15 and 16th salvo are not counted as they were 1 gun salvoes on a ship with 8 guns
rpm with 13th and 14th salvo : 1.24 rpm (91 rounds in 9 min 15 sec)
rpm without 13th and 14th salvo : 1.32 rpm (86 rounds in 8 min 14 sec)
Conclusion
Generally the rate of fire of in game guns is too low compared to real life.
The rate of fire for battleships is generally about 1/3rd of what it should be
Cruisers are the most realistic at this point only firing about 1/3rd to 1/2 as slow as they should
Destroyers have the worst discrepancy as they fire at about 1/7th of what they should
How the low rate of fire influences gameplay compared to real life
Bad or wrong maneuvers are less punishing as the enemy ships can fire less shells in the same time the ship is out of position, thus punishing the mistake less.
Destroyers have an easier time surviving at closer ranges, thus torpedoes are much more effective than they should be (despite their currently TERRIBLE performance)
Battles are far far longer due to less shells being shot per minute.
Carriers are more important as the slower pace of fleet battles means that carriers can often strike 3-4 times before a fleet battle is over
Cruiser and battleship battles take longer than they should, and can quickly become low range slugfests if no destroyers are present.
Coastal forts are worse than they should be because they get a limited amount of time to fire at ships, on top of the fact they already have less guns than most battleships. This means every round fired counts even more than on other ships, so when they fire 1/7th or 1/3rd the speed they should their impact in game is really low. Most ships can straight up run past them without being hit more than once, due to their low rate of fire.
Changes required to fix this the rate of fire
Remove the rof cap so modders can make guns fire faster than 4 rpm.
I don't particularly care if the devs want to make the base game (unmodded game) more realistic or if they want to follow what they think the best balance decisions are.
What i would however appreciate is if stuff like the rate of fire cap could be removed, so modders can make guns fire faster than 4 rpm. as currently there is a hardcoded cap to rate of fire so that it never exceed 4.
And also the tools so modders can make the game as realistic as possible.
And yes while being able to modify rate of fire at all is really nice, not being able to go past 4 rounds per minute is very annoying.
This thread is also to show that RTW combat is far slower paced than real naval combat, due to the highly decreased rates of fire found on all gun calibers.
Tech level used in turret mountings: 20. Year and month of test: 1941 in march
These are the results
In game tests
All ships crew level 0 and firing in smoke advantage unless stated otherwise.
Guns used on all ships are quality 1 and thus the best possible gun obtainable of the size
All tests were made against a 1 knot super heavily armored 90k ton barge at arond 17k yards the firing ships were moving 1 knots next to it.
4 inch gun tests were made at 6k yards.
Battleship rate of fire
Both ships mounting 12 barrels of 16 inches
First battleship
Total time of fire 94 minutes, ammunition use 493 rounds, turret Y jammed for 26 minutes. Sustained rof of 0.437 achieved
Second battleship
Total time of fire 94 minutes, ammunition use 564 rounds, no jams. Sustained rof of 0.5 achieved
Cruiser rate of fire
Both ships mounting 12 barrels of 8 inches
First cruiser
Total time of fire 90 minutes, ammunition use 729 rounds, turret jammed for 31 minutes. Sustained rof of 0.675 achieved
Second cruiser (CREW LEVEL 1 INSTEAD OF 0)
Total time of fire 90 minutes, ammunition use 865 rounds, no turret jams. Sustained rof of 0.8 achieved
Destroyer rate of fire
Time of fire 28 minutes for all 4 ships each ships each has 8 barrels of 4 inch guns in 4 twin turrets. no jams recorded
dd: 1 303 rounds sustained rof 1.35
dd: 2 447 rounds sustained rof 1.99 Crew level 1
dd: 3 264 rounds sustained rof 1.17
dd: 4 192 rounds 0.85
Few disclaimers about real battles which reduces rate of fire below what was actually achieved by each gun.
Ships dont always have all their guns firing constantly just like in RTW, thus the time when a gun is not able to fire should not be counted.
This is hard to do because finding exact cease and begin firing times for guns during a battle and ammo expenditure is hard.
In addition to that finding turret jams or other malfunctions is not always easy during a battle, thus turrets not suffering from failures might experience dramatically higher rates of fire.
List of battle instances showing the rate of fire achieved
---------------------------------------------------------------------------------------------------------------
5"/38 mark 12 Source: "The Last Stand of the Tin Can Sailors"
Samuel B. Roberts had lost all electrical power to both its turrets earlier in the battle. This meant its Gas ejection system was knocked out leading to very increased overheating due to hot gasses not being ejected. (used to eject the hot gasses in the barrel)
This also means that the 5 HP electric motor in the ramming mechanism was not powered, and thus the ammunition had to be manually rammed.
The fear of overheating could also have lead to lower rate of fire to try to keep the barrel cool and keep it from exploding.
The aft mount had fired almost all of its 325 rounds in 35 minutes and kept firing until a breach explosion caused by the overheated gun igniting a powder charge
This is a sustained rpm of 9.28 assuming all rounds fired around 9 assuming 10-25 still remaining (
--------------------------------------------------------------------------------------------------------------
Gun 8"/50 Mark VIII, Source: chuckhillscgblog.net/2016/12/16/the-mk38-gun-mount-and-ballistics-and-weapons-effectiveness-lessons-from-pursuit-of-the-graf-spee-part-1/
Exeter rate of fire at the battle of river plate, Aft turret firing 177 rounds in 70 minutes on local fire control, average rate of fire during battle 1,26 rpm
Aft turret (which is being measured as the 2 front turrets were quickly knocked out) was not able to fire for at least a minute if not more, due to her angle to graf spee, and the need to turn the gun 180 degrees twice.
--------------------------------------------------------------------------------------------------------------
16"/45 Mark 6 Source: www.navweaps.com/index_lundgren/Kirishima_Damage_Analysis.pdf
This battle had Washington at broadside during the entire battle duration and precise cease and begin firing timers. Combat took place at around 8000 yards.
During her first 2:39 second firing time she fired 39 projectiles, after which she ceased fire for 1:30 seconds, fire was resumed for 2:45 seconds firing where she fired 36 projectiles.
Rate of fire obtained was 1.81 rpm per gun during the first 2:39 and during the 2:45 she achieved 1.63 rpm. For an average rpm of 1.72
-------------------------------------------------------------------------------------------------------------
16"/45 Mark 5 Source: www.ibiblio.org/hyperwar/USN/ships/logs/BB/bb48-Surigao.html
Source used is the gunnery report it gives us timings of every single salvo fired.
15th salvo was a one turret salvo where left gun malfunctioned thus necessitating a 16th salvo (16th salvo was only necessary due to the misfire hence why 15 and 16th salvo only fired 1 round)15 and 16th salvo are not counted as they were 1 gun salvoes on a ship with 8 guns
rpm with 13th and 14th salvo : 1.24 rpm (91 rounds in 9 min 15 sec)
rpm without 13th and 14th salvo : 1.32 rpm (86 rounds in 8 min 14 sec)
Conclusion
Generally the rate of fire of in game guns is too low compared to real life.
The rate of fire for battleships is generally about 1/3rd of what it should be
Cruisers are the most realistic at this point only firing about 1/3rd to 1/2 as slow as they should
Destroyers have the worst discrepancy as they fire at about 1/7th of what they should
How the low rate of fire influences gameplay compared to real life
Bad or wrong maneuvers are less punishing as the enemy ships can fire less shells in the same time the ship is out of position, thus punishing the mistake less.
Destroyers have an easier time surviving at closer ranges, thus torpedoes are much more effective than they should be (despite their currently TERRIBLE performance)
Battles are far far longer due to less shells being shot per minute.
Carriers are more important as the slower pace of fleet battles means that carriers can often strike 3-4 times before a fleet battle is over
Cruiser and battleship battles take longer than they should, and can quickly become low range slugfests if no destroyers are present.
Coastal forts are worse than they should be because they get a limited amount of time to fire at ships, on top of the fact they already have less guns than most battleships. This means every round fired counts even more than on other ships, so when they fire 1/7th or 1/3rd the speed they should their impact in game is really low. Most ships can straight up run past them without being hit more than once, due to their low rate of fire.
Changes required to fix this the rate of fire
Remove the rof cap so modders can make guns fire faster than 4 rpm.