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Sir. Cunningham

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Everything posted by Sir. Cunningham

  1. I noticed something puzzling whilst looking at the stats for the superstructures of the various nations' BBs the other day; For some reason the Japanese & US BB superstructures provide a higher Long Range Accuracy bonus than that of Germany & Britains. I find this a bit strange as for example the FCS on Japanese ships definitely weren't as complex as those on German BBs, which in turn were atleast on par with that on the US Iowa class. Infact AFAIK the Japanese FCS was based on British designs. Thus if anything it seems it would make more sense that the highest tier German & US BB superstructures applied the highest long range accuracy bonuses, as I understand they were about equal historically. Just a slight annoyance.
  2. IMO all BPs should drop from crafting, some more rarely than others, which in itself is enough to make some ships a rarer sight than others. The whole event thing is silly IMHO.
  3. Also make ALL blueprints drop during crafting (some rarer than others ofc), no more special event BPs - I think 90% of the playerbase agrees there.
  4. Make sure to make the proper hull thickness so the long guns don't stick out too much Excellent work btw guys, loving it!
  5. As long as you get rewarded this new PvP currency wether you win or lose a PvP engagement (more if you win naturally) then I think it's a brilliant idea that will make people come out of their shells and do more PvP - which honestly is 100 times more fun and rewarding than chewing up AI ships anyway, so you really you should welcome it with open arms. If in addition to this crafting is made easier again by removing the fine wood requirement, then people won't be so hesitant to risk their ships either as acquiring a new one then won't be such a boring time sink that people gruel having to go through all over again.
  6. Take a look at the barrel toward the muzzle, there's quite a difference, esp. in girth - not to mention the shape of the muzzle. Also notice the placement of the trunnion and position on the carriage, on the ingame model the trunnion is too far back on the barrel for the proper CoG required for a naval cannon - Infact because of how thick the ingame barrel is toward the muzzle I'd suspect it was front heavy and the barrel would have to be kept from depressing
  7. Here's the two pictures side by side for easy distinction in shape & size (I scaled the below photo so that the real gun is exactly the same height as the ingame one): The excessive thickness of the barrel, lack of taper toward the muzzle and odd muzzle shape are especially apparent.
  8. Talking mostly the thickness of the barrel and shape of the muzzle The guns ingame nearly don't taper toward the muzzle For some reason the trunnion isn't in the middle on the ingame model either :hmmm:
  9. They weren't, but the scale still seems to be off by quite a bit But the most apparent otherwise is the thickness and shape of the barrel, esp. the last 50% toward the muzzle.
  10. I'd suggest a new 3D model for the cannons ingame as the current ones just don't quite look right in either scale or shape. Esp. the thickness of the barrel & shape of the muzzle looks stretched, als as the last picture illustrates the scale seems to be off with the ingame guns being extremely large for their poundage? : Ingame 18 pdrs Real life 18 pdrs and some men for scale:
  11. Noticed the same today, hope it gets fixed soon
  12. If there's one thing this game really needs atm then it's differing sea states between instances, as sailing around in the same moderate sea everytime gets pretty annoying and dull in the end. I'd suggest at least 4 different sea states to be randomly generated for instances, such as: 1. Calm (No waves, just ripples) 2. Moderate (1.5 to 2 m waves) 3. Rough (2 to 4 m waves) 4. High (Storm, 6 to 9 m waves) Would add a lot to the immersion and fun of the game.
  13. Just came back to the game and I'm really loving a lot of the changes, however one thing annoys me abit and that is the change in time of day in an instance, it just doesn't look right with the stars wizzing across the sky etc.. wouldn't it be better that the weather & time of day in an instance be determined by what it was when you entered from the OW? That's a change I'd definitely like to see Other than that keep up the great work Game Labs, the game really has come a long way since I last played and the forthcoming changes sound splendid
  14. Sounds like some really great changes Regarding raking fire, the damage this does should primarily be to the crew and cannons, but it should also be devastating in this regard, i.e. captains should want to avoid exposing esp. their stern. The bow is the strongest part of the ship and thus should not be as vulnerable.
  15. Just my opinion Loved when I could just log on, pick the ship I wanted and sail in small or larges battles alike Good times
  16. Wanted to bring this topic back to life as I feel this is really missing from the game atm and its disappearance has sadly caused a lot of players to eventually stop playing, esp. people who don't have a lot of time to invest in roleplaying several hours a day to earn their way up to the bigger ships that they actually purchased this game to sail. Furthermore I believe that in addition to adding new players and luring back old ones, a reinstatement of an arena mode as we had in the Sea Trials will also serve as a very efficient training ground for new sailors - eventually making open world battles more intense, coordinated and exciting as people get more opportunities to practice team work and battle mechanics. Finally it will also prove an effective means of testing ship vs ship balance as well as any new combat mechanics added along the way. Just my 2 cents after a rather long hiatus and a desire to experience some of the epic large scale battles of the past without having to devote several hours a day for the next many weeks to even approach this. Best regards!
  17. The British std. during the Napoleonic wars: Difference between the longest and the shortest 24-42 pdr gun = 0.4 to 1 ft. All defined as long guns and all featuring similar muzzle velocities. The std. length of a 18 to 42 pdr long gun made in accordance with the Bloomfield design was 9 ft 6 in, which was standardized within the Royal Navy. The French standardized the size of their naval iron long guns even further, usually having just one type of each caliber/poundage gun, and arrived at roughly the same std. lengths = 9.5 to 10 ft By comparison the famous Congreve guns were noticably shorter, such as the 24 & 32 pdr Congreve at 7 ft 6 in, but this gun never entered std. service with the navy and Congreve's design was only used for a few coastal batteries.
  18. There certainly isn't, and that was never my intention to either prove & disprove either What I'm trying to get across here is that a full broadside was fired in about as ragged a manner as the random broadside mode we have ingame atm, partly because of human reaction time and the firing mechanisms in use, but first and foremost as each gun captain would hold his fire until the target lined up with his gun to ensure the highest chances of a hit - and every gun didn't feature the same relative elevation despite using the same size elevation Quion, due mainly to differences in location on the ship, so mostly all guns wouldn't line up with the target at the same time. Even with modern guns and their instant firing mechanisms firing off a mass of them simultanouesly is downright impossible without a centralized fire control system, and if we put them on a 18th century warship where every gun has to be aimed independently and timed with the roll of a ship to ensure a hit, then it can't be done anyway - at least not if you want to hit your target ^^
  19. Sorry but I know my history here. The very firing systems in use back then (first linestock, later gun locks), plus the natural delay in reactions between officers and crew, made firing off all guns simultaneously without any delay completely impossible = Just the same as it was impossible for a regiment of line infantry to fire off all their muskets at exactly the same time during volley fire, there was always a noticable delay between the first and last gun to be fired for the same reasons stated above, and on a ship firing much bigger guns it would be even worse. Furthermore on most 18th century warships each gun captain was instructed to only fire his gun once it lined up with the enemy ship AFTER permission to fire was given, which meant timing the ignition of the priming powder with the roll of the ship. All of this led to broadside fire being about as ragged in nature as we see ingame. Broadside fire became less effective as the battle raged on due to fouling of the gun barrel, tiring of the crew (not to mention casualties) and finally due to smoke filling the air making visual identification more difficult.
  20. I will very soon, I just returned home from a trip to Copenhagen where my dad underwent surgery - had to drive him over there, stay for the night and then drive him back today. Before that I was busy on a building project which had occupied me for about 2 weeks. So been a busy 2-3 weeks for me.
  21. Cited as a reference is the old book "A Treatise on Naval Gunnery", but it only touches on the subject of Short vs Long Guns, specifically citing the difference between a 24 pdr of 9 ft 6 inches in length VS one of 6 ft 6 inches in length, i.e. a short gun (even shorter than a Congreve gun) vs a standard navy Long gun. So there's no discrepency with what I've said in there really, eventhough one must remember this was a book written in the early 1800's. As for the other book "Frigates of Napoleonic Wars", I do not own it but I'm sure it's the same, i.e. a matter of short and long guns being compared to highlight their respective merits. Either way I really think we should listen to what the American professor John F. Guilmartin Jr. says on this matter as I'm sure he's read & researched all there is to be read & research on this matter It's really his words I have been trying spread all this time
  22. Aaah but you've misunderstood me, this was never about Long vs Short guns, it was about long (ingame medium) vs extra long Long guns, as I assume you will be bringing actual short guns to the game as well as pr. an earlier statement What I've been trying to get across is that the length of the longest and the shortest guns refered to as "Long guns" was usually less than half a foot - i.e. a minimal difference that had zero impact on the muzzle velocity. I am well aware that there existed extra short versions of certain gun designs, but these were not refered to as long guns but rather as short guns. The Spanish were in particular fond of these instead of carronades. So in final my suggestion is and has always been that you should get rid of one of the three regular gun classes (short, medium, long) and restrict the gun choice to Long, Short & Carronades as there was no such thing as medium guns
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