Oleg said:I dont think it was possible to say which splash correspond to which shot in RL if many guns shoot in one target.
Determining who made which splash in a large engagement was, indeed, a problem in real life. However, it was recognized as such around 1900, as soon as ships first got the ability to shoot far enough for this to become a real issue. Thereafter, many solutions were developed, and by WW1 most of them were used in combination to make splash ownership determination pretty easy. Some of these real-world solutions, and how they work or not in AH, are listed here:
1. Each ship engages its opposite number, so only 1 is shooting at any target.Doesn't work in AH because usually there's only 1 CA per TG. Because each turret is controlled by a different player, this is like 3 real-world ships shooting at the same target. Thus, in AH we have a problem that usually was avoided in real life.
2. Ships knew the time of flight of their shells so knew when to watch for their splashes.In real life, gunnery officers had time-of-flight tables for any given range, always layed their guns for a specific range, looked up the ToF for that range in the table, and then had a timer that started when the guns fired. We have none of this info in AH. I have tried making a table myself, firing offline with a stopwatch, but have found this unworkable online. The main reason is that we don't shoot at a specific range, we tweak our point of aim based on what we thought were our previous splashes. Plus, often you forget to look at the range readout before you shoot, or it's some number you don't have a time value for. So again, AH players are laboring under an unrealistic disadvantage.
3. Ships firing at the same target fired at different, pre-arranged time intervals.This meant only 1 ship's shells landed at any given time, so there was no question of whose was whose. This method also requires a ToF table and an accurate timer, so for the reasons given above, is unworkable in AH. This is even assuming that all the different players in all the different guns somehow can be made to agree to this type of discipline, which is never going to happen. Once again, AH players are screwed compared to real life.
4. Different ships made splashes of different colors.AP shells had a blunt penetrating cap to bite into the armor, covered by a sharply pointed nosecone for good aerodynmics. The nosecose was light, soft metal, and simply squashed on impact, doing nothing to penetrate the armor. The void space between the nosecone and the penetrating cap, however, was filled with dye, with each ship in the squadron having a different color. When the shell hit the water, the nosecone squashed, the dye came out, and colored the rising column of water. This enabled ships to tell their own splashes even if shells from several ships landed at once. This is not present in AH at all, so again we have an unrealistic disadvantage. In AH1, we had tracers on the 8" shells that accomplished the same thing as colored splashes, by showing you when your shells arrived. So if we can't have colored splashes, we should at least get the old tracers back.
NOTE: A huge amount of ingenuity and R&D went into the design of shells, not only for penetration and explosive effect, but also for splash-making. This was because seeing splashes was, before radar, the only real way they had of correcting their aim. Thus, shells were designed to give tall, solid, highly visible splash columns regardless of their angle of entry. But they also knew this was pointless if they couldn't tell whose splash was whose, so they spent an equal amount of time finding ways to distinguish that. I've just touched on a few of the major methods.
In real life, all of the above methods also had a large number of people involved on the various tasks. You have guys in rangefinders (which we don't have at all in AH) providing a continuously updated range estimate. As they adjusted their range settings, and as the rangefinder rotated to stay on target, this provided data on the target's relative course and speed, which other people used to calculate how to lay the guns, both for range and leading the target. Then you had another group of people with the timer watching for the splashes (spotters), and they took ranges and bearings off the splashes themselves, and fed that to the number-crunching guys, too, so they could correct the rangefinder's estimates. It was a process of continual measurement with feedback thrown in.
We have NONE of this in AH. The single player has to do all these tasks himself, without benefit of any of the tools they had in real life. No rangefinder. No timer and no ToF table. No colored splashes. No accurate determination of the distance between the target and the splash. No computer to crunch all the data. What we have in AH is the same thing they had in Nelson's day, even up to about 1880. Each individual gun is fired by eye. It's not surprising, therefore, that AH naval battles happen at 1880s ranges, instead of realistic ranges for the WW2 era. This is all that can be accomplished with the utter lack of fire control we have in the game. When, about 1890-1900, they started making guns that could shoot as far as they did in WW2, they had to develop the fire control methods to be able to use that range.
The bottom line is, in AH we operate under huge disadvantages that they didn't have in real life. We REALLY need some fire control aids in the game.
What I'd really like to see in AH is a gun interface similar to that used in those excellent naval games of the 80s and early 90s: "Task Force 1942" and the "Great Naval Battles" series. Your POV is looking through the rangefinder up on the superstructure, and you keep your sight aligned on the target horizontally, and try to keep the target focused or something similar to get the range. You just keep doing this as you fire, and you don't worry about spotting splashes at all. As you track the target, the game adjusts your aim so your shells get closer and closer until they hit. The longer you track, and the more accurately you keep the target centered, the sooner you hit and the more often you hit. Kinda like how we calibrate bombsights now. It worked great in those old games and I see no reason why it wouldn't work in AH.