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BungeeLemming

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Everything posted by BungeeLemming

  1. [...]The middle-of-the-range culverin was 5-1/2" calibre (about a 20pdr), with a range of 460 yards (420m) point-blank, and 2650 yards when elevated by 10�. This implies a muzzle velocity of at least 865 fps, or 590 mph.[...] http://mysite.du.edu/~jcalvert/tech/cannon.htm [...]The Naval Artillery had unheard of range of about 2,000 yards (meters) by this time. Of course most engagements were fought at under 1,000 yards and sometimes within pistol shot (25 to 50 yards)[...] Distances were often described by reference to various of the ships guns, so a pistol shot was 25 to 30 yards, a musket shot about 200 yards and a gunshot about 1000 yards. At such close ranges the power of penetration of roundshot was impressive, at 30 yards an 18 pound shot would penetrate four oak planks 32.5 inches thick (just under 1 meter thick), hurling a shower of splinters up to thirty yards. At 300 yards range a 32 pounder firing grapeshot could penetrate 5 inches of fir planking and 4 of oak.[...] http://www.angelfire.com/realm3/caribbeantales/ships_weapons.html [...]The maximum effective range of a 24-pounder was about 1200 yards. The usual engagement range, however, was much closer. CONSTITUTION engaged HMS Guerriere in 1812 at about 25 to 50 yards.[...] http://www.globalsecurity.org/military/systems/ship/sail-armament.htm these are the ones I found by simply google-ing. I know I exaggerated with 50 yards beeing the effective range. But fact is every shipfight ended at very short distances. Depending on shipsize and fleetsize its only a matter of time at wich the formations/ ship(s) are at close range. And even when they say 1000yards was still effective. That means a 24 pounder could still penetrate planking. There was nothing said about accuracy in the few pages I skimmed
  2. I highly doubt that the game's accuracy is anywhere near to historical accuracy. You can have the best sights, the best flintlock and what not. But you are still shooting a smoothbore gun with cannonballs wich are not a 100% fit in the bore and are not formed in a perfect curve/ball. There is a reason why the fighting was done at point blanc. Thats about 50 meters at most. The ability to reload quickly was much more important than the accuracy of the crew since you wont hit shit at long distances. Ingame we have a good balance. We can hit at distances but we can not hit every shot. the broadside is scattered quite a bit. btw: distances are exeeding 1km. I think the moment you see the enemy's name aboth them is a bit furher than a kilometer.
  3. Well there are some promo arts in this thread: http://forum.game-labs.net/index.php?/topic/1253-naval-action-promo-art/?hl=promo Other than that you may download some of the screenshots if you like to. I hink thats no problem.
  4. I highly doubt the combat effectiveness of such ships. They are very very thin planked. And altho there were 30+guns on so called xebec-frigates you will have no good time with such a ship versus a reaf squarerigged frigate. Wich actually has some armor
  5. note: the merchant is a chapman design wich you find in his book. I can scan those if needed. But I think you own this book as well? (I think you once said that)
  6. Did you realize we already have a POTBS thread? This is not the POTBS forum v2.0. Sry but this thread is going to be closed.You can post your request into the http://forum.game-labs.net/index.php?/topic/287-potbs/page-11. best regards, bungee
  7. Veyron, Keep in mind all you say is your own opinion. Everyone has his own. I think Samuel is right. I close this topic now. Everyone moved away from the initial post.
  8. Not everyone is native english and can express himself as such. So be gentle to such people who are at least trying. Its like you have to write in a language you are not good in. Always keep that in mind. We have a lot of laguages in this world.
  9. At first, welcome to the forums. Second there is a balance to be found between performance and grafical finesse. That means that the opening and closing of gunlinds in a huge battle can kill framerates. And so does crew. Devs are even considering to leave out the gun recoil for performance reasons. I know this sounds awkward but sadly thats the info I have from this point.
  10. So wheres the fun in this, Hyperion? The problem is if the Mast damage is an auto-win button you wil only see players going for demasts (wich in the actual build are rare enough). Noone will let you run away if your demasted. Helped by the fact that you are pretty slow wich an improvised rigging is crippeling a lot. The balance between gameplay and realism has to be found. And I feel that a relatively fast mast repair is okay. We only have two "repair packs" So we have to decide what were going to use them for. Having a mast shot off is a HUGE disadvantage. Will you repair it or are you saving the repair and try to keep the guns singing somehow? This desicion may be cruzial for the outcome of a fight.
  11. so.. all you want is some sexy woman in bikini s runing around your deck to fap along? discusting if you ask me. Sir I cannot see the point in gameplay.
  12. this does not belong into this thread. there is actually a "hardware" thread on the general forums. http://forum.game-labs.net/index.php?/topic/1707-graphics-card-requirements/
  13. No infos until you either port or see a merchant coming from the homelands. Give him some money and get the lastest newspaper of interest. I like the idea of beeing uninformed on long jorneys. It sounds gread but I am sceptic of the actual use for the game.
  14. Well I wonder what ship this one is based on. The foremost mortar has a VERY limited firing arc to the sides. The flash must be well clear of any rigging to make sure that the ship wont catch fire. I hope you condsider this. Else I am really looking forward to the gameelements this ship can/will bring to Naval Action.
  15. I think he means that we may have to match certain requirements to sail certain ships. Means if you want to sail a 1st rate you better have the skill to do so. If you ask me this is a good idea to somehow teach the players a ship bevore they sail it and have no clue about it. (what a sentence)
  16. we discussed this alot in the testforum. And I do think we need this kind of firing pattern. From front to aft. Also: thats the only way to shoot with very old ships. relatively meant. So when I sail an old 64 gunner and that ship is like 40 years old there is no way the construction can withstand a whole broadside. Instead you try to shoot only one gun at once. But in a relatively short sequence
  17. You know.. the point in using bomb ketches is to stay OUT of the fort's range.. I did not yet find figures or tables of real world shooting but the very book I read right now they talk of 4000 yards of range.. So that would be enough to stay out of the danger zone. (its a fictional novell so I wont take them for granted. But since the author is having historical sidenotes I think its a good figure to start)
  18. A gunboat can be destroyed by about any kind of caliber. Their sole porpose is to carry a huge cannon and provide assistance fire. So they are build to withstand the recoil of the gun. nothing more. They are not seaworhty and have no armor. in potbs they were 100% useless. They were a gimmic. Maybe even a false feature? I can only see such tiny boats as a cheap upgrade to any kind of coastal defence
  19. I guess balancing is pretty easy: First shooting on the move is so hard that joe average never successfully hit the target. Ofc if your the UBER skilled gunnery master you could do it. But lets think realistic Also there is a certain minimum range wich prevents players from derping at short ranges. Second they are very weak armored and armed. Some ketches used a few guns per side but they wont do a lot of damage to anyone with those. (6lb guns propably) I am most worried about the actual aiming system. I mean: the sideaim is easy for sure. But how can we get a good range adjustment. It has to feel good on me and at the same time it has to give me a feeling of skill. I dont want to hit a button and voila the fort is gone. (at least this is IMHO)
  20. http://forum.game-labs.net/index.php?/topic/1641-current-development-plans/
  21. Since we will get bomb ketches in the next coming builds I think we need some sort of real life anchoring. Bomb Ketches NEVER fired on the move. The crew drops the anchor, puts a spring on the cable and turns the ship by loosening or hauling some inches/foot inboard. Thats how you did the directional aim. Next there is range. ofc. you can change the mortar's elevation but thats not what happened back in the days. The ship's captain or master gunner has his tables showing the range at a certain elevation and POWDER CHARGE. That means you keep the mortar at a certain angle (45° most likely) and adjust the ammount of powder you fill into the chamber. Then the fuse: You have to cut her according to the flight time. Again, there are tables showing you the flight times for certain gun-configurations. And last but not least the firing command: You have two seperate men with two glimming fuses. First light up the bomb and secondly the mortar itself. why do I post this? Because we get this kind of ships in the future. And we do not have any kind of anchoring maneuvers to provide accurate historical shooting with a bomb ketch. My suggestions here are: 1) give us the possibility to perform real life anchor maneuvers. Once thats done the spring needs some preparation time. Also we get completely different turning characteristics. First its faster (stationary) and second we turn around another center. 2) do not introduce the mortar shooting like we have the cannons now. make fix numbers with the powder charge. Maybe introduce a bar wich represents the amount of powder we fill into the mortar. Keep it fixed until we change it manually (mousewheel/keyboard e.g). After each shot we have to observe the ball and according to the impact we then change the powdercharge. Once we hit home we can have some kind of autofire. I am searching the web for shooting tables atm. But I could not find any. Ill ad them in an edit. Or someone can provide this information. I read in Ramage's novels a max range of about 4000 yards (3,6km). But I dont see it as a valid source for technical information.
  22. I know this webpage: http://home.arcor.de/thomas_siebe/schiffname.html There are all sorts of ships' names. From small to huge. Spain, france, brits mostly
  23. Well I skimmed the internet and found very rare information. But then there still is Chapman (in my shelf) So I googled his snow-rigging. et voila: http://upload.wikimedia.org/wikipedia/commons/5/54/Snow-rig.jpg
  24. They changed their game engine. They now run on the Unitly engine, just like Naval action does. So we cannot say anything about this. What worked on the cry engine may break the unity engine. (an extreme but I hope you get the point) Still its good news you are open to a change on such aspects.
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