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Found 2 results

  1. As the title suggests, is it possible to add more historically accurate weapons that are currently not present in the game? For example, currently main armaments goes step up in integral number of inches, so naturally something of not-so-conventional desighes got missed out, even if you ignore some round-ups. Some notable examples are, British 4.5" guns for destroyer main armament and battleship secondaries (http://navweaps.com/Weapons/WNBR_45-45_mk1.php), Japanese 14cm (5.5") guns for light cruiser main armament and battleship secondaries (http://navweaps.com/Weapons/WNJAP_55-50_3ns.php), French 34cm (13.4") guns as battleship main armaments (http://navweaps.com/Weapons/WNFR_134-45_m1912.php), and Japanese 61cm (24") torpedoes (since currently in game the torpedo diameter only gets up to 22") (http://navweaps.com/Weapons/WTJAP_WWII.php#61_cm_(24")_Type_93_(1933)_Model_1%2C_Mod_1%2C_Mod_2_and_Mod_3). Also, since we already has a Yamato-class battleship hull(which can be considered as the ultimate battleship), is it possible to extend the timeline to late 1940s/ early 1950s to cover up some of the last conventional gun cruisers? Examples include British Tiger class light cruiser (https://en.wikipedia.org/wiki/Tiger-class_cruiser), and the Soviet Project 68K and 68bis cruisers(https://en.wikipedia.org/wiki/Chapayev-class_cruiser, https://en.wikipedia.org/wiki/Sverdlov-class_cruiser). Finally, just as how you choose what type of gunpowder/ explosive you want to use in your guns, is it viable to add a similar solution, but applied to torpedoes? Currently the torpedo in this game kinda feels underperforming and lacks customization (insert torpedo damage rant here), so I was expecting some changes, and this would be a nice addition. I would also suggest different fuse types for torpedoes, but I'll hold on to that one now. Thanks for reading!
  2. Gentlemen, Our ships are overgunned compared to the historical loadouts the captains of the time used. Currently, the game uses the “if it fits, it sits” mentality in regards to armaments. However, the captains of time certainly did not. Take captain Hull for example. First thing he did was to get rid of long 18-pounder battery on USS Constitution as soon as there was a lighter carronade replacement available. Why did he and other captains of the time generally used lighter armaments that were technically possible on their ships? Answers I found could be summarized as follows: Less crew – On a smaller sized ship (think frigate), it actually got logistically quite difficult to carry complement that would be able to man all the guns, if all the guns were long guns Performance – The ships speed, heel and manoeuvrability was heavily influenced by the armament as the carronades were third or a quarter of the weight of the long cannon of the same ball weight. Damage to the ship itself – As evidenced by the French ships (which tended to use the “if it fits it sits” mentality at some points) that were captured by the Brits and underwent their general repairs, they were in considerably worse shape than their not overgunned counterparts. If you compare the forces that are applied on the ship when firing 12 pounder and 18 pounder, the increase is exponential. You fire heavier shell, which is going faster from a heavier gun. How to address this in the game and thus impose realistic armaments while keeping in the ability to choose the loadout? Here are my proposals: 1. Crew capacity is based on the hull, but the requirement is based on the guns. I.e. USS Constitution can carry 450 men, while each 24 pounder requires 12 men, 18 pounder requires 10 men, while 32 pound carronade requires 5 men. Therefore 30 * 24 lbs + 24 * 18lbs = 600 men, therefore the ships is crewed only as 75% and suffers those penalties. However 30*24lbs + 24*32lbscar= 480 men, therefore she is crewed as 93.75% and suffers less penalties. 2. Make the speed, heel and turn more dependent on the gun and where are they placed. This means get rid of speed mods and present large difference based on the built wood type. The subtle gun type effect gets overshadowed quite heavily by the +5% speed overall, so either get rid of that, or get rid of that and make gun, ballast distribution, trimming and fiddling with ship part of the game :-). 3. Firing heavier guns than was historically correct for the vessel will damage the ship overtime as a random leak (not an armour decrease), with each shot fired, compounded by the built wood type. I.e.: Oak Belle Poule with 12 lbs (as she was built) has a chance of 0.1% for a random leak. Fir Belle Poule 12lbs has a 1% random leak chance. Oak Belle Poule with 18lbs has a 3% random leak chance. Fir Belle Poule with 18lbs has a 30% random leak chance. (The numbers should of course be adjusted, however the idea that overgunned ship built from low quality wood should be almost guaranteed to have random leaks during engagement should be preserved.)
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