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Found 6 results

  1. As the Title There are no distinct national specialties in the default camouflage. How about incorporating a painting system into ship design? I call it as "Camouflage Editor" 1. Add "Camouflage Editor" button at Plan 2. The Camouflage Editor look like 3. This is how it operates in the game
  2. So you all know how the Mogami ship hull has slots for regular torpedo tubes right? How about we add that to all other ship hulls. This will make it easier to add torpedo's to the other ship classes without having to spend long periods of time trying to find a decent spot for them especially on German and American hulls. And if torpedo tube explosions are going to be added to the game this will give them extra protection from shells that land on the decks of the ships. I'm sure everyone who has made a Tirpitz or Scharnhorst replica knows how difficult it is to add torpedo's to them with most of the deck space being taken up by the super-structure and guns.
  3. While we are waiting for in-game blueprint sharing, I figured I would make this for y'all so ship designs can be shared. Feel free to add your own ships that you have built. Ill add some of my own below. Try to add building instructions so others can replicate the design. Memeships and other clown car designs are totally allowed.
  4. Now, forgive me if I overlooked various announcements, I don't frequent the forms least not lately but hopefully more now, I was however curious about the upcoming campaign. I already asked about AI Wars but now I was wondering about the possibility of naval treaties and the mechanics behind them. What I want to know and explore are how will they work, and how should they? Will it be simplistic in that "A Convention in Hague has determined that all future ships will be limited to {Random Number} tonnes of displacement and a gun a caliber of no more than {Number} of inches." which yes it works, but this I feel we can develop so much more, by say looking at the treaties of the 1920's. Example: In our timeline, the British had no 16 inch gunned battleship, where the American's had the Colorados and the Japanese had the Nagatos. so they argued that they should have at least a couple and were allowed so. They tuned down the G3 design and made the Nelsons. Also how much player interaction is available? Yes it is most an affair with the politicians but I think the more the player can influence, the better for the enjoyment of the game, like arguing what the nation should have. Another thing is would this mean the ships that don't fit this requirement but are still on the dockyards would be scraped? As above, could one argue that as these ships are only a few months out from completion, that should be finished and it's up to chance for the politicians to make the case? Maybe the chance is based on the nation's current power stance in both ship tonnage, economic power and the span of the empire? Could we even see some more nuance in the terms, like no submarines, or that the total tonnage is limited, perhaps to a percent of the major naval power, like how the Brits had the highest limit, followed by the Americans and Japanese? Maybe you can be allowed a certain number of battleships and heavy cursiers as a minimum? Just some ideas to make treaties more dynamic.
  5. Since we cannot create own scenarios we have to improvise a bit. Hope people find this little design challenge interesting to participate in. Might be interesting to see what kind of designs we come up when it needs to face multiple challenges. Setting of the scenario (very hypothetical): Russo-Japanese war, July 1904 As part of Weltpolitik policy and deep racial prejudices against Asians, Kaiser Wilhelm II, who had encouraged Tsar Nicholas II towards the expansion in East, become worried whether Russian would succeed in their war with Japanese. War itself, according to Wilhelm II, was also an opportunity to drive further a wedge between Britain (ally, although a passive one, of Japan) and Russia, convincing the later to join the alliance with German Empire. As an attempt to give the Nicolas II a practical support in the ongoing war and also convince Russia that Germany is a reliable partner, Kaiser decides to send one his newest armored cruisers, lunched year ago in 1903, under captain Stresser to aid Russian naval force. Japanese are well aware of the approaching German cruiser and plan an ambush, planning on using a destroyer to lure the heavy cruiser in waiting trap consisting of part of Admiral Togo's fleet in Yellow Sea. However, the destroyer fails to find the german cruiser and instead the german cruiser chances upon a Japanese pre-drednought battleship and two armored cruisers, both part of Japanese 1894 purchase from Britain shipyards. Convinced on the superiority of his crew, officers and ship instead of disengaging Captain Stresser orders fire. Unbeknown to both sides the battle interacts the path of 4 Japanese torpedo boats. The task: Post your heavy cruiser design, with ship details section visible, according to the limitations outlined in this post. Limitations: 1902 CA design (heavy cruiser, I am setting design year 1902 since the ship was launched in 1903) Range must be set to very long Max cost : 5,300,000 $ You will be fighting two battles 1: vs 1 BB and 2x CL of 1894 (battle distance 5000 meters) 2: vs 4 TB of 1903 design (battle distance 4000 meters). In other words ship must be somewhat multi functional and able to face different kind of enemies.
  6. Dear ship design enthusiasts, I have a humble question: I have personally sailed on three-masted schooners, the oldest having been built in 1889 as a British sailing yacht "Amphitrite". All these schooners (like the Lynx ingame) have a very narrow and sleek bow. However, the ship models we see ingame from the 17th/18th century all have a kind of round shaped bow that does not seem overly hydrodynamic. Can anyone point me to an explanation why ship builders of the time did not really go for sleek bows but rather the roundish design we see in most ships in the game? Looking at the model of Le Gros Ventre below as an example, I cannot see how this bow design could be particularly good for reaching any sort of top speed.... Additionally, could anyone explain why the part that holds the bow figurehead in most ships was shaped the way it was? It does not seem to support the bow spreet in most cases, but that shape must have some kind of functionality, other than looking good (referring to the golden part in the picture above, but also present in most of the ship designs we see ingame). Thanks for your input and for pointing me in the right direction Knowledge is power Cheers, Hugo
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