08-20-2019, 03:51 PM | #1 |
Join Date: May 2010
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[High-Tech] Understanding the practical rate of fire for a cannon.
I'm trying to get a better grip on how to interpret GURPS stats for crew-served weapons, particularly how to translate statistics like RoF and Shots into a practical rate of fire. Specifically:
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08-20-2019, 04:55 PM | #2 |
Join Date: Feb 2016
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
No, loaders have to get in the way of the gunner and move the cannon to facilitate loading.
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08-20-2019, 05:08 PM | #3 |
Join Date: May 2010
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
This seems right for muzzle loaders, but would it be true of a breech loader? I particularly wonder if it would apply when you're talking about, say, a WWII-era tank.
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08-20-2019, 05:11 PM | #4 | |
Join Date: Jul 2008
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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* May be less easy in cramped environments or when the ammunition is very heavy. My impression is that the usual practice of modern US tank gunnery doesn't has the gunner stay on their scope during the reloading, but I could be wrong about that. There are definitely cannons where the loader can feed more ammunition while the gunner is shooting - but those are of course automatic cannons where the loader is adding ammunition to an automatic feeder rather than directly loading the breach. In a turret, there should be little problem with doing horizontal traversal while reloading, since the loader will be inside the traversing body. Elevation adjustment could be a problem, since you're normally moving the gun relative to the turret when you do that. OTOH the adjustments there are usually small. Addendum: Automatic loading assists often require the gun go to a particular elevation to work. That would probably interfere with aiming, unless the gunner's sight somehow disengages from the gun and then re-aligns. Which seems like it probably wouldn't be accurate.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 08-20-2019 at 05:14 PM. |
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08-20-2019, 06:30 PM | #5 | |
Join Date: Aug 2007
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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You wouldn't be able to start aiming on the turn after the gun fired because the tank rocks on its' treads from the recoil. For that matter, anyone who could concentrate through the noise of firing ought to have Unfazeable at least.
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Fred Brackin |
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08-20-2019, 06:46 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
For guns listed in High-Tech, I would say you aren't going to do what GURPS calls an aim maneuver, though you could certainly spend the reload time updating your firing solutions so you know the bearing and elevation you want for your next short.
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08-20-2019, 08:05 PM | #7 | |
Join Date: May 2010
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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08-20-2019, 08:17 PM | #8 | |
Join Date: Aug 2007
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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You might see common autoloaders in the future if you get totally unmanned turrets. separated from the hull by a firewall. Aiming would be electronic then of course but the tank still obeys Newton's 3rd law.
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Fred Brackin |
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08-20-2019, 08:54 PM | #9 | ||
Join Date: Jul 2008
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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It's not impossible to have an autoloader that draws from an isolated ammo compartment rather than putting the magazine in the fighting compartment, and reportedly some modern ones do. Cold-war era soviet models did have that issue, though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-20-2019, 10:12 PM | #10 | |
Join Date: May 2010
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Re: [High-Tech] Understanding the practical rate of fire for a cannon.
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(Also, maybe modern tanks do rock a lot from recoil, but if the tank stops rocking when the autoloader is only halfway done doing its thing maybe that gives you a few seconds to aim if the autoloader problem isn't really a problem?) |
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