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Thread: What is "slow fire"?

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    What is "slow fire"?

    For static ships, and maybe for other things in FMB, there is a space for "slow fire" where you can enter a number.

    Does anyone know exactly what that does? Does it multiply or divide the normal rate of fire somehow? Or does it add a greater or lesser space of seconds between shots? What the allowed or expected values?

    The only thing I could find online anywhere is "Slow fire is like Rate of fire, if 1 its historical rate of fire for all guns that ship has, if you set it to 2 then historical rate of fire is x2 and so on".

    That must be the idea, but I'm not sure about the details. Putting a larger number into the space seems to slow down the rate of fire, perhaps? But it is unclear, by how much or if different values entered make much of a difference.

    Experimenting a little, the form takes integer values 0-100. If you enter 0 into the form field it changes it to 0.5.

    I put a line of Leander Class Cruisers in place with values ranging from 0.5 to 100. It was clear that the lower numbers fired a lot faster and values of 90 or 100 fired much more seldom. I counted 23 shots fired by the "1" cruiser to 1 by the "100" cruiser, just for example.

    The 0.5 cruiser was a bit different - no fire at all until the aircraft were directly overhead and then, if anything, he was firing a little faster than the "1" cruiser.

    Also when the aircraft get within a certain distance it seems to trigger a different self-defense system that is very rapid-firing. For these guns, there was no noticeably difference between 0.5, 1, 10, 50, or 100. All the same (lethal).

    Anyway it looks like "1" is normal fire, "100" is very slow, and the other numbers are in between.

    Any further light anyone can shed is appreciated!
    Last edited by TWC_Flug; Jul-21-2021 at 02:13.
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    Re: What is "slow fire"?

    Try reading this is for IL-2 1946 but I suppose the system is similar. You should find some usefull hints, hopefully.

    https://www.mission4today.com/index....printertopic=1

    -----------------------------------------------------------------------------------------------------------------------------------------------------------

    The so-called 'ROF' (Rate of Fire) setting is actually a multiplier of the 'Reload Time'. 1.0 (as in the example) is what the developers have designed as the historical reload time for each of the ship's weapons. Usually though, this gives an in-game volume of fire that is too high for gameplay purposes, and too high for performance considerations (frame rate). Most expert mission builders recommend a ROF setting of between 2 to 5, which is generally considered to halve the volume of fire in-game. It does all depend on the scenario though, and again, you'll need to test play to get the results you desire
    https://www.sas1946.com/main/index.php?topic=23364.0

    These are the best two references about this I was able to find, I hope they could help.
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    Re: What is "slow fire"?

    This value is multiplied by the reload time. So if it takes 20 seconds to reload a weapon and a 'Slow Fire' value of 3 is specified then the weapon will fire every 60 seconds.

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    Re: What is "slow fire"?

    Rubbing two sticks together
    ... it's very slow ...
    ... if you want fire
    http://theairtacticalassaultgroup.com/forum/image.php?type=sigpic&userid=2673&dateline=1390351127

    Principle skinner
    .

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    Re: What is "slow fire"?

    Thanks all. I don't know why I couldn't find any of those resources by googling, but I couldn't.

    A link from the Mission4Today thread to another post by glider 1961 had a good explanation:

    First the term 'Rate Of Fire' is really incorrect and it should be "Reload Rate" as that is really what it means. . . .

    So if a ship is firing for a 5 minute period:

    ROF 1.0: 10 rounds @ 60/min = 10 sec per clip + 5 sec reload = 40 rounds fired per minute or 200 rounds in 5 min

    ROF 2.0: 10 rounds @ 60/min = 10 sec per clip + 10 sec reload = 30 rounds fired per minute or 150 rounds in 5 min

    So in this example a change the ROF from 1.0 to 2.0 would result in a overall Rate of Fire that is 75% (reduced by 25%).

    ROF 5.0: 10 rounds @ 60/min = 10 sec per clip + 25 sec reload = 17 rounds fired per minute or 85 rounds in 5 min or 42.5% of the original ROF.
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