Author Topic: Any chance for a real gun director...the ship's not being used for anything.  (Read 311 times)

Hans

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We've got ships, but does anybody actually get to use the main guns for fire support?

I hardly beleave that a more realistic gun aiming scheme would hurt the game.  Right now a single guy can try to shell a base alone if he wants to.  Obviously he cannot see what he is shooting at.

I really think that a gun director computer is not out of the question and would be better.  It would actually make shelling a base HARDER, because it would require two people.

Set in variables like bearing, range, speed, and target relative heading (heading toward you = 180, heading away and to the left = 315).

Another feature would be to add in gun directing from a seaplane launched from the stern rails.  Only this aircraft can command AI gunners to shoot the guns.  That would really be the only use for cruiser launched planes if you would want to add them.  Bassically you have access to the fire control computer of the ship during flight with one of these aircraft.

That might be fun (and dangerous).

I just think the gun fire control we have now is too weak and is not useful yet.

Hans.

Offline Broes

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Right now you can click on a base on the clipboard and as you ship gunner you can see the range and angle of it. You can then line up the range and angle of your own guns to it and shell the base.

However, I have tried several times to shell a base like this for sometimes up to 15 minutes without actually hitting anything (that is getting a "XXX destroyed" message).

Anyone ever killed something this way?

Broes

Offline Pepe

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No. Only under 10k, and with positive visual identification.

No blast radius on hvy bombs, wether they are dropped from airplanes, or from cannons.

Cheers,

Pepe.

Offline Fokker

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I am using ship guns to shell fields with some success, even when not having visual on targets.

It would however be more fun with more aids to direct the guns. I have often wanted a possibillity to type in range and bearing and have AI help to keep that constant. Then I could do finer and more accurat adjustments then I can manually.

A spotter proceedure like in DoA for artillery guiding could be usefull. This proceedure is being introduced also in the WBIII game.

I would also welcome the introduction of artillery in AH. Like on DoA and now also in WBIII.

Offline Sabre

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...And move the gun director up to the gun-director tower (as they really were), to increase line-of-sight spotting range.

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Offline Sabre

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Here is a description of a WWII-era main battery gun-director for an American DE, the USS Slater.  This is exactly what I have proposed before, and what Hans’ is proposing in his post, I believe.  Again let me emphasize that the Fire Director is located as high above the waterline as possible, in order to better spot the fall of shot at long range.  As the war progressed, the water column from a miss could actually be picked up on the fire control radar and used to correct aim.  With amphibs coming, naval gunfire support will become a critical element in the game.  It should be addressed soon, if not in version 1.07, then in the patch or release after that.

“Fire Director Control House. In the Navy, "fire control" is the science of directing gunfire with optics and radar. Fire control, centered in the Mark 52 gun director, is located atop the pilothouse. The gun director contained optics and radar for locating and tracking targets. The gun director is mounted on a Mark 52 pedestal, with a lead computing gunsite (either a Mark 14 or Mark 15), and a radar for ranging (a Mark 26). From the gun director, information on target course and speed is fed automatically into the "fire control Computer" located below the director.

This computer combines the information with information on the Slater's course and speed, wind direction and speed, ship's roll and pitch, and the range and trajectory for each gun. The resulting answer is where the guns need to be aimed to hit the target.

All three 3inch/50 Caliber guns are fed this information simultaneously. They are kept on target automatically by the director and its computers through a series of servos and synchros. In the event of director system failure, the guns can be aimed by the individual gun crews. This would be known as "local control."



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Offline Ripsnort

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Quote
Originally posted by Fokker:
I am using ship guns to shell fields with some success, even when not having visual on targets.

It would however be more fun with more aids to direct the guns. I have often wanted a possibillity to type in range and bearing and have AI help to keep that constant. Then I could do finer and more accurat adjustments then I can manually.

A spotter proceedure like in DoA for artillery guiding could be usefull. This proceedure is being introduced also in the WBIII game.

I would also welcome the introduction of artillery in AH. Like on DoA and now also in WBIII.


I betting that HTC will eventually do this, since they are the ones that created it for DoA.

They have a priority list, and it heavily involves bringing more A/C into the sim, as it did back in the early days of WB's.

VISCONTI

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I have used the main gun only one time whit good results.

By clicking on the map you have an approximative range, and usually you hit nothings.

When I have used the main guns whit the help of an observer I destroyed a lot of target on the field.

To be effective whit these guns you need an observer.

Offline Maverick

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All,

I doubt HT will introduce a directors position or implement radar direction. Here's why. About 3 months ago, during a comm session with HT online, I asked for icons for surface ships. The purpose was to bring the ships in line with planes so that gunnery could be close to RL accuracy. Without icons or radar direction ship to shore and ship to ship gunnery is a crap shoot. HT advised he did not want icons as he wanted ship to ship gunnery to remain a "skill" and that icons would make it too easy.

The "feature" of the map ranging on the bases is, at best, a poor excuse for ship to shore. Unless you allow for real time spotting and or correction it is merely lobbing shells in the general direction of the base. This is particularly ridiculous in view of the laser accuracy of buffs at all altitudes. Since there is no "blast radius" of bombs or shells (outside of ack) it takes a direct hit to damage a field target. Having mere very coarse range and direction makes ship to shore gunnery a waste of time unless you have the equivalent of a "cluster munition" shell or an area "fire for effect" salvo.

Do not get me wrong, I think AH is the best game out there for online combat. I also realize that the emphasis remains an A2A and not a combined arms approach. I do think improvements can be made in the ship surface warfare arena.

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Offline Fokker

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I believe emphasis will need to be broadened to include more than A2A. As I have stated before, the most important reason for moving from WB to AH was that it included more. I dont think I am alone about this.

It is also a economic issue I would think. With more than A2A the game will attrackt more players. It will attrackt those who prefer tank combat, Navy ops and so on. The more online at anyone time, the more money. If this sim shall continue to develop and remain the best sim for us who like A2A, i believe this will be a neccessity. And it sure gives us more targets and variety.

WW2OL will beome a great competitor to AH in a short while. Its important that AH dont stop evolving and keep the lead it has at the moment.

Hans

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I don't want ships to be 100%, just "gud 'nuff" is all.

  • No Icons.
  • No Radar rangefinders (AKA Icons).
  • Ditch the "click map, get fire coordinates" completely.
  • Ditch the manual gun traverse (it tires my wrist out holding the joystick trying to line up two numbers).
  • Add in AI peons to do that job for me.
  • Add in a place to edit in the Bearing and range (and for moving targets realative heading, and speed).

The real work is guessing the targets range and speed, and less so his bearing and relative heading.  The rest of the work is changing the numbers untill you get it right.

...But by then a smart enemy has turned and you have to start over.

As for ships being Uber powerful at shelling an enemy base to pieces....your forgeting two things.

1.  Ships NEED spotters as a FACT in this setup.  The spotters would need to adjust all the variables.

2.  The spotter has to loiter around the airbase during the WHOLE shelling process.  Can you say sitting duck?

Statistically, I would rate the man-hours and speed of the attack itself as WORSE than if these two yahoos had just gone and flown two B-17s or Lancasters to do the job.

Differnt (and fun), not better.  It still relys heavily on airplanes, so you can't say its NOT aviation based.

If the spotter is a seaplane from the Cruiser's stern, I would let him have the controls over the guns from the plane itself (grey popup menu you edit in the numbers) to make up for the fact that he is flying a weak plane thats probably going to get him shot down.

The other way would be to use any carrier plane (probably a Corsair-C) and a second player in the gun director station on the ship and just talk to each other.

Hans.

[This message has been edited by Hans (edited 04-17-2001).]

Offline Sabre

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WARNING: RUMOR APPROACHING! Well, not exactly rumor, but rather what we call intelligence indications.  Pyro was in the MA last night being bombarded with the usual fusilade of questions and requests.  I slipped one of my own in, asking if we would see some type of improved naval gunfire interface at some point in the future (to assist the LVT's during amphibious assaults).  He indicated that it was on the list and being looked at, though he provided no details.  So keep the ideas coming, as there is apparently still time to influence this feature.

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Offline Bullethead

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I personally have had very good luck shelling things on bases from very long range.  And I'm an AH dweeb of less than 2 weeks' standing.  So either I'm lucky or you all who can't hit stuff aren't doing it right.  But I do agree that for unobserved fire, the damage/time ratio is nowhere near as good as for buffing or jaboing the base, even though I usually blow up a few things.

There are also some guys who are QUITE good at hitting nme ships just by observing their splashes and rocking the ladder until they achieve hits.  I've seen several TGs wiped out in just a few minutes of accurate 8" fire from the horizon.

I myself have learned how to HURT people with the 5" guns.  I spent a lot of time offline shooting at circling drones until I could routinely nuke them with airbursts (and sometimes direct hits <G> ).  Then last night I tried it out online.  Very good results.  I got so I was dropping TBMs beyond on range    Also, I was obliterating PT boats once they got in con range, because it was a simple matter to make my firing range match the icon range  .

So I disagree with those who say the ships are useless.  A good player or 2 in the CA can sink a whole TG in a matter of minutes.  A good pair of 5" gunners (especially on the CV where they have the biggest fields of fire) can defend all night against uncoordinated air and PT attacks.  Both of these have a big impact on the game.  Thus, while bombarding bases might not be effective without an observer, gunners can really have a big impact on the survival of TGs.

On the subject of gun directors, you've already got one in that click-on-the-map thing.  Note how once you click on the map, the indicated range and bearing to the target change as your ship moves.  This is EXACTLY analogous to the real-life system called "follow the pointers".  In that system, inside the turret were dials showing the range and bearing to the target as obtained by the gun director, and the turret crews' job was to move the guns until gauges showing where the guns were pointing matched those showing where the director was pointing.  IOW, they followed the pointers on the director's gauges with their own pointers.  This is exactly what you do in AH.  

Granted, by WW2 ships also had systems that moved the turrets as required to match the pointers, so the crew only had to hump ammo.  But these systems were notoriously unreliable and frequently failed just from the shock of firing the ship's own guns.  Then the crew had to go back to aiming the turret themselves by following the pointers, just like in AH.

On the subject of fire control radar...  my Dad was a WW2 radarman on a DD so dealt with these things.  What I learned from him was rather surprising.  Fire control radar for most of WW2 wasn't anything like what we think of as radar today.  Almost none of them had plan-position indicator (PPI) displays, the stereotypical, round, top-down view with the line sweeping around in a circle to give a 2D picture.   Instead, they had a side view display giving a 1D picture.  One the left edge was a vertical line representing your ship.  Extending to the right across the bottom of the screen was a flat line.  Somewhere to the right rising above this line was a big /\ representing the target.  When you fired, you'd see a little ^ run to the right along the bottom of the screen--this was your shell.  When this hit the water, if you were lucky you'd see another brief, big /\ for the splash, but often you didn't.

This type of radar functioned solely as a rangefinder.  It could tell you how far away the target was very accurately, but that was it.  The guy working the radar had to be both good and fast to tell how far the splash blip, if any, was from the target blip.  And the radar did nothing at all to give you a correction for bearing because it was a 1-dimensional device.  To get bearing corrections, you had to have other guys observing the splashes with eyeballs.  In fact, you needed that even with purely optical directors because of the narrow field of view of the director (think PzIV gunsight).  Basically, optical directors were also just glorified rangefinders.  

The whole director fire control system (optical or radar-assisted) required several guys in the director working its rangefinder and (if fitted) radar, several guys elsewhere topsides with binos watching for splashes, several guys below decks in the room with the analog computers who input data from both sources and checked the output, plus all the communications systems and pointer dials in the turrets.

Anyway, like I said, almost all fire control radar in WW2 worked like this for the duration.  Towards the end of the war, the US at least did get some 2D PPI fire control sets.  These could show both the range and bearing corrections needed.  But AFAIK, they were only installed some battleships.  I don't think any cruisers got them, and I know the 5" DP guns never had them.

Finally, WW2 (and many modern) ship radars were of no use at all over land.  The beams stopped at the coastline, so while you could tell exactly how far away the beach was, you couldn't see anything on land.  So even if you assume the ships in AH have PPI fire control radars, it would be entirely unrealistic to implement a system where you could see airfield buildings on radar in order to shell them from a ship.  OTOH, this would be quite useful for surface actions against nme fleets.

As it stands now, AH's shore bombardments are like director firing without automatic gun pointing.  Very realistic.  AH's ship-to-ship and flak gunning is just like turrets on totally local control, without any type of director.  This also is realistic, because like I said, all those fancy systems often cut out just from the ship's own firing.  And if you wanted to implement some type of mannable director system, doing it would require several different crew positions with a lot of internal communications.  

So all in all, I think things are just right as is.  If you can't hit things like you want to, I suggest you put in some practice time.

-Bullethead <CAF>

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Offline Sabre

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I don't dispute what you're saying, Bullethead, and I'm not advocating taking human skill out of naval gunnery in AH.  What I want is a device in the gun-director tower (high on the superstructure to give greater line-of-site), with optical range-finder marks and a powerfull zoom (something like what the tank site does.  You would use the map-click capability to find the approximate range and bearing to the land target, or the optical range-finder to determine the approximate range to a naval target.  The gun you're controlling should "follow the pointers" automatically (yes it broke down often in real life...so did the N1K2's engine, but we don't model random mechanical failures in AH), with the option to "lay the guns" manually.  The gun-director interface should than allow you to make adjustments to range and azmuthe, such as in the DOA artillary directing.  Perhaps using a dot command to alter the "pointers."  Any maneuvering of the ship would result in the auto-gun pointing being inaccurate; in other words, you couldn't hit squat if the ship was turning.

As for radar, I agree it was of limited value early in the war, and of no value in shelling land targets.  Part of that was a basic distrust of radar (in the ship-to-ship role), being a new technology; against land targets it was simply a matter of technological limitations.

Finally, exploding naval shells should have a blast radius as do bombs.  I sat in the tower of a field under heavy naval bombardment in the MA.  The field was covered by tiny craters from the shelling, but even very near misses to ack, fuel tanks, etc did no damage that I could see.  Also, and this is VERY important in my book, each shell that explodes on land should leave a dust cloud that dissapates.  It could use the same coding that smoke rounds use, with a color change to light tan and perhaps a shorter duration.  Splashes in the water should probably last a second longer, too, I think...especially the larger calibre guns (battleships please  ).

Oh yeah, and guns with multiple barrels should have some dispertion to the rounds and make multiple craters/splashes.

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[This message has been edited by Sabre (edited 04-19-2001).]
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Offline Bullethead

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Sabre said:
 
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What I want is a device in the gun-director tower (high on the superstructure to give greater line-of-site), with optical range-finder marks and a powerfull zoom (something like what the tank site does.

Well, the only way I think this would work without taking the skill and stuff out of it would be if the gun director was a separate crew position that did NOT fire the guns but simply transmitted target range and bearing info to other players in the turrets.

I envision it working like this:  the CA main battery director position would be like the buff bombsight in that when you look straight ahead, you see out a window in the front of the director with a wider but unmagnified view with no reticle marks.  You use this for initial target acquisition.  When you look down, you look into the rangefinder itself, which is zoomed in somewhat and is what actually does the useful work.

The view in the rangefinder would be a split screen showing 2 halves of the same image slightly out of line with each other.  The job of the gun director player is to line the halves of the image up and keep them that way, like a stereoscopic rangefinder.  This will be difficult to do perfectly because of the small number of pixels involved (magnification won't be that much).  He also has to keep the target centered in his field of view by rotating the director.

The point of all this is to generate target range and motion data over time.  Having the range at a given instant by itself is totally useless because both the firing ship and the target are moving.  This means lead is required, just like in air-to-air deflection shooting.  However, it's 2D lead, both in range and bearing.  And the only way to know how much lead to apply is by observing the target's relative motion for a few minutes, to build up knowledge of its course and speed.

This is why the director player must keep the rangefinder focused for range and centered on the target for bearing all the time.  In real life, WW2 ships had analog computers that monitored how fast the rangefinder's range settings were changing, and how fast it was turning to keep the target centered.  This gave it the target's range and bearing rates and allowed it to calculate the relative future position of the target at a time when the shells would arrive there if fired now.  Which in turn is a function of the range, range rate, and time of flight of the shells to that distance.

In AH, therefore, there'd have to be some routine that emulated the old analog fire control computers and combined the range, bearing, range rate, and bearing rate generated by the director player.  It would then calculate the guns' range and bearing settings needed to hit the target and display this to the gunner players in the same place they get target range and bearing for shore targets when they click on the map.  IOW, this would be the pointers from the director.  But these pointer numbers would only be accurate after a couple of minutes of the director player constantly keeping the target properly aligned and focused in his sight.  Before that time has passed, they're just a rough estimate.

So now you have 2 skills that affect sea battles.  The director player has to learn how to keep his sight aligned all the time and the gunners have to be good at matching the pointers.  And the gunners always have the option of going to "local control" and just shooting as they do now, watching their own splashes.  Having this sort of system I think would be a nice enhancement:  realistic and requiring skill.  Plus, it would open up the possibility of the director position being knocked out.

I don't think we need AA directors.  Players can already splash planes with the 5" beyond con range.

 
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You would use the map-click capability to find the approximate range and bearing to the land target, or the optical range-finder to determine the approximate range to a naval target.

I agree that the director system outlined above should only work for sea battles.  Before I became a Marine, I was in the navy briefly, during which I was actually part of a fire control party in CIC during NGFS exercises.  For this type of firing, clicking on the map is a very realistic simulation of how fire control works in real life.  That's exactly what happens--you (or usually an observer) pick a point on the map and shoot at it.  When you miss, an observer radios you with the corrections needed to hit what you want to hit.  You adjust and then shoot again.  So IMHO no systems changes need be made to shore bombardments.  We just need to get players into the habit of adjusting fire on the radio.

 
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The gun you're controlling should "follow the pointers" automatically (yes it broke down often in real life...so did the N1K2's engine, but we don't model random mechanical failures in AH), with the option to "lay the guns" manually.  The gun-director interface should than allow you to make adjustments to range and azmuthe, such as in the DOA artillary directing.  Perhaps using a dot command to alter the "pointers."

With this I disagree because it lets fewer players take part in the shooting.  Instead of up to 4 players in the CA (3 gunners and a director) it would just be the director player keeping the target properly aligned and focused, and firing the guns himself as they track to the target data he's generating.  While this in fact was standard equipment on most WW2 ships, I just don't like it from a gameplay standpoint.  I'd rather see 4 guys doing this, each of them having to play with skill.  And like I said, the automatic turret controls frequently malfunctioned anyway.

 
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Any maneuvering of the ship would result in the auto-gun pointing being inaccurate; in other words, you couldn't hit squat if the ship was turning.

Or if the target was turning.  I agree.  This is covered in the need outlined above to observe the target over time to get range and bearing rates.  If either you or the target changes course, you have to start observing it on the new course to build up data to predict future position.  This doesn't take as long as starting from scratch, but it should throw the director data off for a minute or so.

 
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Finally, exploding naval shells should have a blast radius as do bombs.

I would qualify this by saying "the same blast radius as bombs of similar explosive content".  Naval HE shells didn't contain nearly as much HE as bombs of the same weight because they required much thicker walls to withstand the shock of firing.  In WW2, shells for 8" guns typically weighed about 200 pounds.  This is less total weight than the wimpy 250-lb bomb, and they had proportionally less HE content.  And the 5"/38 rounds weighed about 55 pounds total.  So you're talking popguns when compared to the bombs routinely carried by aircraft.  Therefore, even CA main battery shells shoulnd't come close to the damage done by even 500-lb bombs.

 
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Also, and this is VERY important in my book, each shell that explodes on land should leave a dust cloud that dissapates.

So should every bomb and MG bullet that hits the ground, and every moving tank.  But that sounds like a massive framerate hit to me  .

 
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Splashes in the water should probably last a second longer, too, I think...

Agreed.  Naval shells had very specialized designs--not only did they have to penetrate and do sufficient damage to the target, they also had to make the biggest splash possible to facilitate spotting.  After all, most shells were going to miss.  Getting optimum  splash size was a real squeak requiring special fuzes as well as shell design, but they did it.

Splashes obey simple Newtonian gravity laws.  The water goes up slowing down, stops, then falls back.  The typical 8" AP shell could throw water up about 200 feet in the air based on pictures of very near misses and comparing splash height to the known length of the target.  Using the standard forumla d = (1/2)at^2 + vt + s, with d = 200 feet, a = 32 ft/sec^2, and v and s = 0, this becomes 200 = 16t^2, so t (time for a 1-way trip either up or down) is 3.5 seconds.  IOW, it should take 3.5 seconds from shell impact for the splash to reach its full 200-foot height, and another 3.5 seconds for it to all fall down.

 
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Oh yeah, and guns with multiple barrels should have some dispertion to the rounds and make multiple craters/splashes.

Not much dispersion between guns in the same turret--they tried very hard to eliminate it in real life.  By WW2, they had pretty much succeeded.

-Bullethead <CAF>


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