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Hethwill

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Posts posted by Hethwill

  1. Not only after but actually during the era. Officers and enlisted men had to go through a "barracks ship" to get accustomed to the place, drills, space, routines, etc before setting on a cruise, no matter how short.

    Also many post Napoleon I wars RN men did serve their first commissions aboard the Victory at anchor, and other similar hulks. Simulating gunnery ( no powder, just the drills ), etc.

    Very cool photo.

    • Like 1
  2. Lighter shot loses speed faster even with equivalent suggested charge of 1/3 weight.

    Further.

    Drop due do gravity is exponential. Batteries did sight "flat" at roughly 1º40', not zero, to make up for the initial drop. Roughly 3-4 feet in the first 200m ( actually 195, 100 toises), rises to 20-23 by 400m (390m 200 toises). ( Boudriot )

    Majority of gunnery tests conducted on land or stable ramps. Zero continuous roll.

    Point blank for a 8 livres would be 500m.

    This is just trajectory and reach, nothing to do speed/energy carried ( which ship composite construction does help to dissipate, is not a slab of steel ).

     

  3. 31 minutes ago, Schnapss said:

    Game balance must not simulate realism at all. It is a wrong direction and a dead end.

    Maybe i explained myself wrong.

    When attempting to make a specific mechanic credible in game in regard to RL ( leaving other mechanics untouched leads to odd results ) as opposed to make all mechanics work together as credible as possible ( if changing one aspect, it replicates equally to all others ).

    NA is not a simulator, i get that.

    • Like 2
  4. 1 hour ago, Knuddel said:

    and Remember when u see all those Pictures of demasted ships in that ages: Those fights where going on for Days

    That statement is not even close to reality. Damage to rig is present in absolutely every single naval engagement. From the ones that lasted 15 minutes with rigging getting blasted and masts falling overboard, to the ones that lasted 4 hours and more and seeing majority of ships with masts lost. One common factor across is that somehow for some reason the mizzen seems to always be the one that falls first. Just for the sake of anedocte, HMS Quebec battle against the Surveillante. Both ships ended with no masts whatsoever after an engagement that lasted some 3 hours ( is never non stop, there's lulls in battle, ships move away to repair etc, RL is not a game )

    Now, let's get back to the game and talk about game. :) Timespace scale is 4x faster that RL in battle. Means we can accurately simulate 1 hour of battle in 15 minutes, and battle of 4 hours in 1. Is the damage that dramatic when seen at that scale ?

    Not a good thing to be dismasted in the first broadside ( note: if it happened IRL it should be able to happen in game ) but also not good to have invulnerabilities.

    I'd argue that modules and books stacking promote a specialization in dismasting, but all i read is suggestions focusing on touching HP and thickness and whatnot rather than - remove excess %% from books/modules to make marginal gains.

    I'd also argue that the gun batteries are stabilized with little to no dispersion connected to natural roll of ships, as we can keep the aim point steady.

    Game balance must simulate realism as a whole, not nitpick what fits. IMO

    800px-Surveillante_contre_hms_quebec.gif

     

     

     

     

    • Like 1
  5. All fine, especially with the effective ranges, contemporary gunnery tables are all fact in themselves and there's not "the one" that is absolute fact above all others, in which the others may present slightly different values, so the reasonable average for the game seems good.

    The ship as gunnery platform is intimately tied with positioning relative to - wind and opponent - as long as we can sail a 74 gun ship fast and beating ( 74 as reference, but applies to all ), the indirect effect to the gunnery is improved. Ship can sail and shoot from and to, almost to the eye of the wind and can wear back fast enough to make up for another reload cycle without pause. Happens too fast. Would enjoy a thoroughly review of all rigging type capabilities to be more approximate to real angles and speed. If a rig cannot beat beyond 60º... so be it. 

    On a sidenote, related to the subject, added another study book to library. 

     

     

     

    • Like 3
  6. 8 hours ago, Lieste said:

    Musquets in the tops of a frigate will be much closer to the deck of a 1st rate, than the tops of a 1st rate to the deck of a frigate though... Just as a counterpoint...

    However, the musquets in the tops of the frigate will be more vulnerable to fire from the tops of the first rate, and the same for exposed people on the upper deck, the quarter deck, f'castle and roundhouse from the decks of the other ship.

    But it is useful to consider that there are exchanges where the Frigate gets an advantage too.

    Yes sir, but in game "deck height" makes difference, guess compromises is the word. There's a Module in game called Improved Mast Tops, specifically for use of musketry.

    I mean, musketry at sea at this time wasn't so different from bowmen during the transition of the late 16th century. Popinjay shooting remained and remains a specific drill born out of the need for use of shooting at sea. Specialised naval infantry could fight in land with regular performance, but land infantry would never get as good as purpose drilled naval men.

    One could argue that maybe Marines should be better in game, at firepower muskets, but i'd say it is actually the "non marine" crew that is too good. Marines are okay.

    One could argue "sniping" an admiral is a feat. I'd say is more a chance of luck and God know how many shot missed, but all that counts is the one that hits.

     

  7. You must read the text. Your orders are clear.

    I hope you read all the text, but in sum...

    Damage enemy ships.

    Reach port.

  8. 1 hour ago, Duc De Brabant said:

    n my last thread with INK, he said "Captain, in your example 60% is not an absolute total accuracy of muskets, this is a % value that applies to basic musket accuracy. So if you add 60% to a somewhat low sea musket accuracy of lets say 10% you will get (10%*1.6) 16% overall accuracy"

     

    Sounds about okay :D 

    Say 100 marines muskets, firing one volley... by RL statistics i'd say 16% hits is pretty darn good... even for Danish or United States navies marines standards in 1812... 😮 ( considered the best at that point in time ).

    Given you have accuracy bonus from shooting book i'd guess one can accept the increased perfect shots.

    Napoleonic wars ratio of shots per kill is 1:250 / 1:300 depending on which engagement you look at.

    Shooting at sea is very different from shooting in land, even the drills are different.

     

    For a GAMIFICATION of reality i'd say is pretty darn good.

     

     

  9. 15 hours ago, Duc De Brabant said:

    with 230+ muskets, i get only 30/35 crew

    You need specialized naval infantry, marines, whatever, to have the best drill with muskets.

    Add Marines books, try with Marines 5, then Marines 10, then Marines 15, with the same amount of Muskets and reply with the amount of kills.

    Much appreciated.

  10. During BATTLE - Guns repair proposal

    • Guns are repaired during Hull repairs
    • Given the %% of Hull that can be repaired, technically in some situations it will bring back a ship from the dead to fairly "full" condition after two cycles with full guns.
    • ------
    • My proposal is to NOT include Guns in the repair cycles. Any gun lost during the combat stays lost.
    • Serves as balance for the repair mechanic.
    • Very long battles will see vessels reduced to token batteries. This is proper.
    • Very short battles reliant on repair books and modules will still be fierce and contested.
    • Gun loss is somewhat tied to the woods used as i experience it. As I see it is one more factor to take into account when selecting which woods to use.
    • Like 1
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