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Naval gun questions


FailKnight

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Thanks to the Equipment Mod, I had acces to this readout of the naval gun stats and I have a couple of questions about some of them:

"ID": "4 pdr Woolwich Gun",
    "crew": 2.0,
    "groundBatterySize": 3.0,
    "horizontalTurnMax": 25.0,
    "navalBatterySize": 1.0,
    "reloadTime": 80.0,
    "threat": 235.0,
    "type": "Cannon",
    "verticalTurnMax": 10.0,
    "verticalTurnMin": -5.0,
    "weight": 2.0,
    "goldPrice": 60,
    "Ballistics":
  {
      "verticalSpread": 0.7,
      "radius": 0.04,
      "mass": 3.5,
      "horizontalSpread": 2.6,
      "gravity": 1.0,
      "distance": 950.0,
      "baseY": 0.0,
      "armorPiercing": {lots of stuff}
    }
 

crew: Fairly obvious that this is the required crew to man the gun, but I wonder, is this an all or nothing number or more a gradient? e.g. a gun has crew 10, if I only have 9 crew available for it, does it cease functioning immediately or has it simply got reduced performance?

groundBatterySize & navalBatterySize: the only ones I'm really clueless about. Since the naval one is always 1.0 and the ground one varies between 1.0 and 3.0, with smaller guns having the higher value I suspect it perhaps has to do with model size?

threat: I am assuming this is for the AI to help in choosing its targets based on equipment, but I want to be sure.

goldPrice: Quite obviously the price of the gun, but I wonder how it is adapted to each campaign, since I recall vastly different prices between British and US campaigns even with the same economic skills.

mass: Looks to be the damage number that is reported on the details screen, but how does this mass interact with (over)penetration to determine actual damage to planking and/or hull?

armorPiercing: This seem to be datapoints for certain % of the guns range, with tangents describing the incoming or outgoing function line, but these tangents currently seem to imply linear progression between all points, though I do see a tangentmode modifier, so I assume it is possible to go for exponential and other forms as well?

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10 minutes ago, FailKnight said:

Thanks to the Equipment Mod, I had acces to this readout of the naval gun stats and I have a couple of questions about some of them:

"ID": "4 pdr Woolwich Gun",
    "crew": 2.0,
    "groundBatterySize": 3.0,
    "horizontalTurnMax": 25.0,
    "navalBatterySize": 1.0,
    "reloadTime": 80.0,
    "threat": 235.0,
    "type": "Cannon",
    "verticalTurnMax": 10.0,
    "verticalTurnMin": -5.0,
    "weight": 2.0,
    "goldPrice": 60,
    "Ballistics":
  {
      "verticalSpread": 0.7,
      "radius": 0.04,
      "mass": 3.5,
      "horizontalSpread": 2.6,
      "gravity": 1.0,
      "distance": 950.0,
      "baseY": 0.0,
      "armorPiercing": {lots of stuff}
    }
 

crew: Fairly obvious that this is the required crew to man the gun, but I wonder, is this an all or nothing number or more a gradient? e.g. a gun has crew 10, if I only have 9 crew available for it, does it cease functioning immediately or has it simply got reduced performance?

groundBatterySize & navalBatterySize: the only ones I'm really clueless about. Since the naval one is always 1.0 and the ground one varies between 1.0 and 3.0, with smaller guns having the higher value I suspect it perhaps has to do with model size?

threat: I am assuming this is for the AI to help in choosing its targets based on equipment, but I want to be sure.

goldPrice: Quite obviously the price of the gun, but I wonder how it is adapted to each campaign, since I recall vastly different prices between British and US campaigns even with the same economic skills.

mass: Looks to be the damage number that is reported on the details screen, but how does this mass interact with (over)penetration to determine actual damage to planking and/or hull?

armorPiercing: This seem to be datapoints for certain % of the guns range, with tangents describing the incoming or outgoing function line, but these tangents currently seem to imply linear progression between all points, though I do see a tangentmode modifier, so I assume it is possible to go for exponential and other forms as well?

Where do you find this information?  How do you access it?

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With the caveat that I haven't dug into any of this very seriously yet, and don't intend to until the development pace has slowed down.

1 hour ago, CajunNavy said:

crew: Fairly obvious that this is the required crew to man the gun, but I wonder, is this an all or nothing number or more a gradient? e.g. a gun has crew 10, if I only have 9 crew available for it, does it cease functioning immediately or has it simply got reduced performance?

Losses in crew probably reduce performance on a sliding scale. More work than I want to put in currently to provide more details though.

1 hour ago, FailKnight said:

groundBatterySize & navalBatterySize: the only ones I'm really clueless about. Since the naval one is always 1.0 and the ground one varies between 1.0 and 3.0, with smaller guns having the higher value I suspect it perhaps has to do with model size?

Currently unused

1 hour ago, FailKnight said:

threat: I am assuming this is for the AI to help in choosing its targets based on equipment, but I want to be sure.

AI decison making related

1 hour ago, FailKnight said:

goldPrice: Quite obviously the price of the gun, but I wonder how it is adapted to each campaign, since I recall vastly different prices between British and US campaigns even with the same economic skills.

Several components have this price fed into a randomizer and there are others that have campaign specific evaluations. Someone would probably need to go in and print out the curves to see what exactly is happening.

1 hour ago, FailKnight said:

mass: Looks to be the damage number that is reported on the details screen, but how does this mass interact with (over)penetration to determine actual damage to planking and/or hull?

Someone would need to spend far more time researching to explain.

1 hour ago, CajunNavy said:

armorPiercing: This seem to be datapoints for certain % of the guns range, with tangents describing the incoming or outgoing function line, but these tangents currently seem to imply linear progression between all points, though I do see a tangentmode modifier, so I assume it is possible to go for exponential and other forms as well?

This is what the penetration charts in the tooltips display

 

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