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Showing results for tags 'gun edit'.
before I start with my suggestion credit to the individual who commented on the roadmap requesting the ability to change caliber by a tenth of an inch for the ship designer because I feel like that could be and should be implemented and it caused me to think of this suggestion. Something akin to a mix of the torpedo system and armor thickness could work where you choose your model of gun amount of barrels single, double, triple or quad and then in a menu akin to the armor system where you would have a min and max value for your prospective mounts with said values affecting weight, size, reload time, cost, accuracy similar to the torpedo models allowing for some gun mountings on hardpoints that were previously not allowed or that looked uncanny. Now I realize this would turn into a spreadsheet looking nightmare and the issue of having the same gun mount but of differing caliber would be a pain however I feel like it could be circumvented by having the menu pop of when you click that mount or hover over a mini menu would pop up for that mount and the any mount mirroring it in the case of guns offset from the centerline. If anyone has addon suggestions please do mention them or anything related to this
So, to go short, there are, besides many others, 2 problems with the current gun system: 1 Barrel and turret proportions are frequently inconsistent and unrealistic 2 It only allows for most common callibers. Uncommon callibers like 12,6 inch are not available. But as I chatted with @Aphelionmarauder on his UAD server LEND he suggested an idea. What about a slider (or armor options like thing) that allows for custom gun calliber? The system would work like this (also the foundations for a gun designer) Instead of using preset models, the game would automatically generate same design but diferently sized (yet visually proportional in lenght, inner width, and others) cannon barrels (just properly and proportinally scaling, widening and stretching a preset model will do, as long as the result is proportionally the same [if cannon has 150mm, then it should look 1,5x wider than a 100 mm, and 2xthinner than a 300mm]). The measuring scale would be consistent for ALL factions. No more brittish quad 508 mm cannon being smaller than german tripple 508. When the cannons got too big for a specific design, eg you cant just scale up a 20 cm barrel to get a 50 cm, use other presets for scaling. Turrets would work a little diferent, but also on thresholds. Guns bettwen a certain threshold (half inch bigger and half inch smaller than current callibers) would just slightly scale the barrel as said above and the turret would remain the exact same size and design. However, overshooting or undershooting that scale would slightly scale up or down that same turret. Guns with 123 mm and 122mm dont need a full new turret for them. Now, spec wise, im no naval expert (there are people here that know naval combat better than i know 1+1 = 2), but for tonnage and range requirements you could maybe use averages of pre-established models to have create the specs of these ships. Egg If 12inch has 1000 mm pen at 3 km, and 13 inch 1500, then 12,5 inch should have a pen of 1250 mm. Same could apply to tonnage, range, and other parameters. The devs dont need to craft every single cannon size and calliber known to man. All they need to do is the presets and overall tables and give the right tools to the computer to create the finicky details in visual and technical aspects. Also, here is a interesting table of parameters (unknown how accurate it is) that compares diferent guns and armors. Check it out. http://www.navweaps.com/index_nathan/Penetration_index.php This post was written in a phone, so I might have not been very clear about this. If you have doubts or constructive criticism feel free to tell me in the comments.