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Somhairle

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Posts posted by Somhairle

  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 ;)

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  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).

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  3. 2 hours ago, HistoricalAccuracyMan said:

    I would ask which one is more nonsensical: the lead ship falling back to the rear of the division after taking damage allowing the other ships to continue on, or the whole division slowing down and potentially arriving too late to the battle/being taken out of the battle on the account of a single ship and costing you the battle?

    If there is a battle going on, wouldn't you want to get as many ships to the combat area ASAP? The enemy won't wait for all of your ships to show up, and I don't think any captain in history has told everyone under his command, "Sorry fellas, nobody can go faster than my ship because I'm the lead ship. Now, I know there's an important battle raging and our friends are counting on us because we make up the majority of the forces in this area, but they're just gonna have to wait." The ships that can continue on would continue to carry on, and the damaged ships would follow along behind or try to repair and then catch up.

    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'.

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  4. 3 minutes ago, slightlytreasonous said:

    Secondly, the wings on turrets, where applicable (Yamato, Bismarck, etc.). Not completely sure what they're for, honestly.  

    Thirdly, the guns elevating Independently.  Once again, not sure what it's called, but I noticed that all barrels in this game can elevate on their own, which isn't accurate.  Being able to choose between independent/all at once, would be a fun historical nuance to throw in. Could add mechanics behind it. (But, I'll be honest, way cooler as it is.)

     

    the last part, is gun bags.  I'm assuming they werent included for the sake of ease, but it would be nice.

    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.

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  5. 23 hours ago, slightlytreasonous said:

    you can mouse over the weapons reload when you select a ship to see their range once its identified, and you can also see the enemy range bands before identifying them

    I though he was referring to travel range, action radius, whatever you call it, not firing range.

  6. 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.

  7. On 2/11/2022 at 11:24 PM, Andvarus said:

    image.thumb.png.1e1b37c9e75b988e5be63a79666e315c.pngOne question............ WHY???????? I mean why are we not allowed top place a barbett right there?

    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.

  8. 32 minutes ago, Candle_86 said:

    Maybe but some nations like Japan's captial ships where built in Brittish Yards and off of Brittish designs, the Kongo is a great example, she was built in a Brittish Yard to Brittish designs then cloned to build her sister ships via reverse engineering. Japan should like alot like Britian until the 1930's

    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.

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  9. 1 hour ago, Nick Thomadis said:

    The beta has been updated with various bug fixes. 

    Please check the formation issues you reported, especially the crash which led to infinite speed of units, if it has been fixed.

     

    Just submitted a bug report from the in-game icon. Enemy DD looked to have been able to make it to the Delta Quadrant in less than 3yrs. Big ZOooooooooooooooooooooooooooooooooom. As soon as I submitted the bug report, CTD.

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  10. 7 hours ago, akd said:

    Quite the opposite issue, actually.  The damage from large-caliber AP shots that don’t penetrate main deck armor and main belt armor is extremely minor in game.   A main deck partial penetration would have already passed through several decks and would do significant damage.  The armor protected the ships vitals; it did not protect the ship from all damage.

    Battleships were not tanks and didn’t carry their primary armor on their exterior skin in most areas*.  The whole idea that battleships can take a large caliber AP hit and receive zero damage is mostly bogus.

    *Early belt armor was mostly exterior, but almost never extended all the way to the upper deck from bow to stern.  Note however that later inclined belts were interior or partially interior to the hull and any hit would do exterior hull integrity damage.  Turrets and above deck barbettes were the elements of the ship that had uniform armor “skin,” but even here a large AP shell hitting and failing to penetrate would likely shower unarmored areas of deck and superstructure with large, penetrating splinters.

    Historically, factually, realistically, and accurately, you are correct. The in-game adaptation, on the other hand, is basically a box. The deck armor is the top of the ship, the belt armor is the side from the deck to the keel.

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  11. 20 hours ago, Danelin Aruna said:

    the gun it self shouldn't need a rebuild, but i could see how the shell weight change could be a problem, although wouldn't they just load fewer shells.

    Depends on WHY the shell is heavier. Is it just more dense (different base metal/case structure/filler) or is the main body longer? Is the shoulder angle the same? Is the cap wider/cover more of the nose? All THOSE things would effect the dimensions of the shell hoists and their through-deck passageways. That could/would probably require a rebuild of the turret trunk, handling rooms, hoists, handling equipment, rammers, breeches, etc..

  12. On 4/20/2021 at 8:26 AM, Ink said:

    nevermind, we have found the problem, the fix will be live within the next update.

    It can only happen if the ship has the minimum displacement. You can fix it by adding a tower with funnel mounts.

    Yes, sorry. Was at minimum displacement. As to your suggestion, I couldn't find a tower with cage masts and a built in funnel spot. Thank you for your quick response.

  13. Anyone else noticed that draft is ridiculous? The RN BCIII (Hood) hull has a draft of 15m/49.2'. FOURTY-NINE FEET?!?!?? And it doesn't change as you adjust other things. Make it heavier and the length and beam increase, but the draft stays the same. Make it lighter, length and beam drop. Draft? Nah, it's the same. FYI, Hood's draft (at normal load) was 8.7m/28.5'.

    I know, "What does this have to do with OP about armor weight?" Well, as the Devs have said, the armor model, as currently operating, armors the ENTIRE SIDE from deck to keel at EQUAL thickness. Historically, where I can find the values, most ships armored belt was 2.5-5m/8-16' tall, with a usual deck height around 4.25m/14'. So, instead of the main belt being 4m/13' tall, it's 23.5m/77' tall (since there's 2 decks above water), but weighs LESS in a lot of cases. Even if it weighed the same, armor would be ridiculously light.

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