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Showing results for tags 'thickness'.
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thickness are different between port and battle. same indefatigable armor in port menu. it show 84 thickness. but in battle it only have 78 thickness. it miss the 6 thickness on all side. Navy Planking seems not working in battle? can someone explain why or I miss something. thanks @Ink @admin
Does Hull thickness have a % cap or is it just +28? Both the ships below are definitely thickness capped, i.e. I wasted some combat metals adding navy structure with no additional effect. The Santi has a base thickness of 74 and caps at 102 which is +37.83% The Christian has a base thickness of 72 and caps at 100 which is +38.88% Why would the Santi cap at a lower %? I assume the displayed amount rounds to the nearest whole number, so there could be some rounding error. Edit: I looked at this post and it says 30%, maybe someone could explain how this is calculated?
In order to keep the realistic part I think first rates with thickness above 90 should change their model to something like this (with sails ofc): It will help new players understand that its pointless shooting at the hull because every shot will bounce unless they are melee range, even if you use the biggest cannons in the game. The new upcoming Tutorial should also include the 2 ways of killing a 1st rate with thickness mods: 1. Rageboard him with boarding mods and tell your teammates to grape 2. Demast the ship and use mortars to sink it Lastest PB show how those tactics work (video by @Christendom): TLDW: In this PB 12 1st rates were used, 6 of them got killed during the fight. Every single kill happened through either boarding or mortar kills, even tho all of them immediately went into close range brawl with each other. You will rarely see 1st rates shooting at hull, its more efficient to demast them because shooting hull is pointless. Also change the names and pictures of the following mods: Cartagena Caulking Refit to Cartagena massive steel Navy Structure Refit to Even more steel
Side of 36 of 877 tons as described in Vade Mecum, slightly simplifed (QD interval added extended to the mid-ships section for the representation here). V0 of guns set to be consistent with those of the Aide Memoire by adjusting powder constant in the model previously used. Drag is based on NACA/NASA data, retardation by ARL flat fire approximation, penetration standard Poncelot parameters.