ORIGINAL: vahauser
You state that ships fired while they still had shells in the air. In some cases I agree (antiaircraft, for instance), but in other cases I disagree. For example, the Yamato had an orange-red die in their shells to mark the shell splashes. There is no point in having colored die in the shells unless the shells are being spotted and corrected for before the next salvo is fired.
Disagree all you want. You'll still be wrong. They kept track of multiple shells in the air. They had to. Otherwise, only one gun on one ship could be fired per 2-3 minutes. Admittedly, things could get really complicated if you've got several ships with multiple guns of different sizes firing. But that's war. The spotting and correcting was still done, but the waiting was omitted. So, maybe shell number 5 was corrected for the results of shell number 1, etc.
Think of a garden hose. Can you keep the garden hose on your dog as he runs around? Or do you have to fire off a drop at a time, then wait for each drop to hit before launching another?
But even if you want to argue this fact, there is an absolute limit to gun performance and that limit is ammo supply. The Yamato carried somewhere around 80-120 shells per gun (and not all of those rounds would be armor piercing). Let’s say that the Yamato carries 100 rounds per gun and 75 of those are armor piercing. Now, in a game turn that lasts anywhere from several hours to several days, the Yamato can easily fire all of its armor piercing ammo in a single turn. So, once again, the theoretical rate of fire of the Yamato’s guns is basically insignificant since ammo supply is limited. Therefore, any formula that puts a lot of emphasis on rate of fire is going to produce results that are out of calibration with TOAW’s game scale (i.e., inaccurate and unrealistic). Instead, given TOAW’s game scale, ammo supply is WAY more important than rate of fire (in terms of being useful for TOAW). And I don’t know how WitP handled RoF vs. ammo supply in its calculations. But the ratings you posted earlier in this thread seemed “off” in this regard.
TOAW handles supply issues. This is no different than for any other piece of artillery. Ship-to-ship engagements don't last too long. Long term ground support would see the ships being resupplied at sea, but TOAW models their lower fire rates as ammo gets scarce (their combat strength drops with supply level).
Anyway, I believe that in terms of TOAW’s game scale, the most important factors that matter for gun performance ratings (and not counting antiaircraft since that should be calculated differently, only talking surface to surface gunfire here) are:
Crew training and experience (already taken care of by TOAW’s proficiency ratings)
Fire control and rangefinding (i.e., accuracy)
Also handled by proficiency ratings.
Ammo supply
Handled by TOAW's supply system.
Shell weight (weight of AP round)
Shell penetration (horizontal and vertical)
Effective range (and not maximum range)
I used those, or similar. Shell weight and shell penetration tend to be proportional.
Additional modifiers that could be applied:
A “scaled down” modifier for rate of fire
And rate of fire. No scaling down.
A modifier for firing arcs
How? All we can end up with (at this time) is a single AP value.