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Absolute0CA

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Posts posted by Absolute0CA

  1. 1 hour ago, disc said:

    To my knowledge most warships are able to crash stop, which is when the engines are set to full astern when the ship is moving forward at high speed. You are certainly correct that this can be hard on machinery, but they are built to take it in emergencies. I believe the major issue (?) is cavitation of the propellers.

    There's actually 3 different forms of crash stop depending on propulsion and rudder layout.

    1. Full reverse as fast as possible, this is for both turbines, and pistons, for both you have to stop the rotation then reverse, which depends on size of reverse turbine/ water resistance. It is notable some turbine powered ships did not have reverse (HMS Dreadnought is a prime example)

    2. Turbo Electric full reverse, this is by far the fastest unless combined with number 3 as unlike reverse turbines/reversing pistons you do not wait for the turbines to stop if anything you want them to spin faster to give you all the power possible to your electric motors. You get immediate and instant full reverse power to your electric motors, if you have 150,000 horsepower ahead you got the same in reverse, the biggest limiter here is that you don't twist off your prop shafts. It is also of note that propellers are not as efficient in reverse so even though you have access to full power it does not mean you can use it.

    3. Closing the barn doors, this option is only available on 2 rudder ships with the rudders under local damage control stations. This is an extreme method of stopping that will stop a ship faster than any other method mentioned unless combined with 2. When the USS Wisconsin tested this she almost ripped her rudders off, and had chronic rudder issues the rest of her service life. Basically they turn both rudders to full amidship, USS Wisconsin when she tested this went from flank to a full stop in 2/3rds of her length as measured by a crewman who threw a chunk of wood overboard at the bow and by the time the ship stopped it was abreast the number 3 main turret. If you want a ship stopped, there is no way to stop one faster, but you will hello kitty something up in doing so that will require replacing the rudders, the steering gears and the mounts in order to fix properly.

    • Like 1
  2. 48 minutes ago, Cptbarney said:

    Omg, omg, omg. i can't wait and theres MORE changes and additions to come? Thats insane.

    Didn't even notice some of the issues above too be honest (am bad alpha tester lol) but nice they are being fixed.

    And YES finally we get to name our own ships!

    Also to further expand on yer point you can even have little silloutes slowly pop-up as they cross over the horizon line and get bigger, so like pre-rendering or something, that should give an even better idea of what to expect and also where the enemy is. Also should help with rendering as well since your pc doesn't need to render the full ship from nothing but from a pre-rendered image or model.

    Im expecting in alpha 4 to see custom battles, maybe that Admirals Academy for historical battles i keep banging on about and also i would like to see ships have signal flags which provide some bonuses (only small) to help with formations and also a few other things.

    Another thing i would like to see eventually probs in alpha 4 or alpha 5 (which im gonna predict is when the campaign will drop in full) is captains and maybe voiceovers as well, so that way you can hear crew members and the captain speaking (such as fire, taking fire, aim! we are hit! enemy dreadnought on the horizon!) that sort of thing but not spammy doe.

    My final suggestion would be to have different Shell types, ranging from Semi-Armour pierecing, High Velocity Armour Piercing, APBC, APCBC, APHE, Palliser Projectiles, Sankaidan, Splash colour shells, HE-I, HE-T, Special common, Shellite as well plus TNA for different charges.

    Oh and you could also have different fuzes like nose fuzes, delay fuzes, base fuzes, Proximity fuzes, Time fuzes.

    Plus illumination rounds and smokes rounds like ILLUM and ILLUM-MT and for powders maybe prismatic and Nitroguanidine.

    Cheers.

    Yeesh breath between your buckets of ideas... :P Seconded... :D 

    • Like 1
  3. 5 hours ago, Balu0 said:

    If shipyards are modeled I expect we will be restricted by max weight until we upgrade our shipyards. But ye, money is the ultimate restriction.

    Not only that should also be length and beam, its entirely possible to have something that you can build tonnage wise thats either too fat or too long to actually fit in the damn dry dock.

    • Like 2
  4. 47 minutes ago, NuclearNadal said:

    Quadruple turrets

    They are coming, and to correct you the French Quads weren’t a four gun turret with each gun having its own cradle and it wasn’t a Quad turret where they all shared a cradle, they were “Two Twins” as in they were 2 pairs of 2 guns with each left/right pair having its own cradle.

    • Like 1
  5. 7 hours ago, ThatZenoGuy said:

    A little over 5300 pounds. But still absurdly impossible in reality.

    Superheavy shells were only around 25% heavier than traditional shells.

    Assuming an 'average' shell for 18 inch guns (Type 91 was about normal weight) with 3200, a 'super heavy' 18 inch shell would weigh 4000 pounds, wayyyyyyyy less than 5000.

    And that's only the mark 3 18" gun the mark 5 has a shell weight of nearly 2927kg or...6452 lbs... with SHS we shouldn't be shooting loaded light work trucks at each other.

  6. 17 hours ago, SoyIsNotMilk said:

    Will barbettes for every size of gun be added eventually?  

    Been asked for a lot.

    17 hours ago, SoyIsNotMilk said:

    Also, would it be possible to put snap to points along most of the length of the hull?  At the moment the snap to points can be quite limiting especially regarding the placement of towers and barbettes, which makes it difficult to balance the weight of ships.

    Been asked to just remove that system entirely and let us free place them repeatedly.

  7. 20 minutes ago, Joryl said:

    Jesus lol I was using Krupp 3 or 4 that is impressive penetration I am surprised it didn't sink one of my ships 😮   I never knew you could see that much info on them.  point blank should probably shoot through a battleship lol.

    A scary thing is that’s not enough penetration it should be closer to 60-70” at 1000m for they set up of gun if it was real.

    • Like 1
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