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Somhairle

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About Somhairle

  • Birthday 11/05/1979

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  1. Listed armor penetration values are calculated against the lowest level armor. Listed armor thickness is actual thickness. To find out the effective thickness, you have to multiply the listed value by the modifier. So, in the example you provided, yes, 10.5" of Krupp III will defeat the 12" shell you described, but if the enemy is using a heavier shell, different shell type, different propellant, a longer calbre gun, etc.. it may or may not, because those things all effect the penetration value. Hope that's as clear as mud
  2. As others have said, most likely the 'funnel' and associated armor/structure/etc. was sufficient to arm the shell fuse, causing a full detonation. Now as to the amount of damage it caused, a realistic possibility is that (although I have no idea if this is how the damage model is currently working) would be for the detonation to have sent splinters, fire, and other miscellaneous items down the funnel, into the intakes, and then into the boilers leading to internal damage in that area. I could also have done damage to nearby structures (foremast, tower, bridge) or things below it on deck (ammo lockers, open secondaries, boats, crew).
  3. My thoughts on this, which could, admittedly, be completely off line, are, what's NORMAL for a DD? I mean, obviously 33 or under is 'green', 66 and up is 'red', but the system is set up for ALL ships. Maybe, in a DD, in reality, what the system says is "high" is "normal" for a, in reality?
  4. And your point would be? This isn't "Ultimate Build What They Built in Real Life".
  5. Mark # is the version. Each mark is an update of the one prior to it, with 'generally' better stats than the predecessor. Faster reload, longer range, better accuracy and damage usually.
  6. You are correct from a historical and generally a doctrinal perspective. Now, if the AI could manage it successfully, like pulling out of line AWAY from the enemy via a SLIGHT turn and then slow down, it would work. Instead, it makes the ship take a hard turn directly towards them most of the time, and the rest of the line jumbles up playing 'dodge the cripple'.
  7. The enemy can't shoot your superstructure if you don't have a superstructure.
  8. The 'wings' on turrets are the range finders. Some guns did elevate individually, some did not. Depends on the type of slide/cradle the turret uses. Older turrets usually used a single cradle, all guns move together. Over time, individual cradles (and independent elevation) became a thing. For US BB caliber guns, it was between New Mexico and Tennessee classes IIRC.
  9. I though he was referring to travel range, action radius, whatever you call it, not firing range.
  10. Enemy range? Not that I've found or seen where anyone else has found, outside a few that seem to know how to parse the game files, which I cannot. Current speed? Sure. When in battle there will be 'cards' for the enemy ships (or groups if more than 1 of each class is present) in the top left of the screen next to the shot data. If you expand them by clicking the arrow, and then hover your cursor over the ships, it will show their current speed in a pop up.
  11. It's where the lighters and other small craft go when we start being able to do amphibious assaults.
  12. I'm not sure if this is the only issue, but 16" guns won't fit on a Medium Barbette, IIRC. They require the Standard or larger.
  13. Because that hull type does not support barbettes. It appears to be Dreadnought I or maybe II, and there were no barbettes historically on those ships, hence, no support for barbettes.
  14. Historical Japan should be, but this isn't 'Rebuild the historical navies of the world'. Nothing should be set in stone that hadn't already happened by 1890. EVERYTHING after that should be up to the player (as much as an individual nation can effect). decisions made in game.
  15. The armor slider value is the thickness of the plate being used. The penetration values listed are vs lowest quality though, and the modifier for higher quality basically increases the effective thickness of whatever your slider choice is. So, 12" of highest quality (w/ best enhancements etc.. 120% modifier) is 26.4" equivalent.
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