Author Topic: Ships: possible solutions  (Read 316 times)

Offline flakbait

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Ships: possible solutions
« on: November 06, 2000, 08:30:00 AM »
Below are several posts of mine regarding ships. By all means, tell me what you think.

Carrier control wouldn't work this way. Most people don't know their rank [I don't] so you'd have to display it. There's two ways I know of doing this:

1) Add a rank display just below the Aces High logo on the clipboard.

2) Add a setting that only displays your country's roster, and list each rank next to everyone's name.

Personally, I'm a LOT more in favor of the following. Instead of giving the highest-ranked person complete control of the carrier, have it on a semi-fixed route. This could be varied in the mission planner as needed for missions. If you wanted to hit an enemy factoy using carrier aircraft, you could make a mission out of it. This would let you change the carrier's route. If there is no mission requiring use of a carrer it defaults to a semi-fixed route.

The three highest-ranked people could set waypoints when there's no mission. If one came up with a route, the other two could agree on it and the carrier would change course. This requires team work in order to function properly. No team work, no variable routes for the carrier. Also a great flame war starter.

Now for the guns:

 
Quote
Specs:
As taken from Warships1.com US Navy Guns page

Ammunition Mark 15 8"/55:
APC [armor piercing; superheavy] 335 lbs
APC [standard] 260 lbs
HE 260 lbs

Range Mark 15 8"/55:
335 lbs APC shell: 30,000 yards
260 lbs HE shell: 29,800 yards

8" converts to 203mm.


Salvo capacity sits rather high with these 8" Mark 15's. 3-4 rounds per minute works out to be 27 to 36 rpm for the ship. Figure 2-3 hits to blow each hangar and you've got a real mess. A single 3 minute salvo would level an entire Medium Field in short order. Here's where things get fun. If you don't put fields within range of a Cruiser's guns, people will get bored. Then again, if you work it as above with 2-3 hits per hangar, people will scream about it.

Damned if you do, damned if you don't. My biggest worry is how they're working the sighting. Either a Lat-Long system [cheap GPS] or direct observation by a forward observer. The latter could be done, but they'd have to really make improvements. I was hearing strikes on my Panzer this morning from an Ost shooting in the dirt 50 feet in front of himself. I was a LONG ways off. I did have one idea, regarding artillery. Below are a few ideas of mine, from a post on arty a while back.

   
Quote
My ideas regarding Arty:

Indirect fire could be done with a range card just like the real thing. HTC could publish a small range card for arty use. When in the gunner position you would have two scales. One vertical scale indicating elevation, the other a compass. As you moved the gun, each would change in relation to gun movement. In short, put a compass ring around the Panzer's turret and add an elevation indicator.

Instead of laser-guided shells, your accuracy would be minute-of-hangar instead of minute-of-angle.

Minute-of-angle is one inch [24mm] at 100 yards. Minute-of-hangar would be about 120 feet of accuracy variation at 5 miles. This could be done by adding in various effects. Wind effects, ground instability, dispersion, and recoil effects and you've got a gun capable of nailing a hangar at 5 miles. At 7 miles you should be able to hit a field with some degree of accuracy.


Now, you could increase the range those effects happen at to compensate for each gun caliber. 8" APC standard shells can be fired a long way [17.1 miles]. Say minute-of-hangar accuracy at 12 miles, minute-of-field accuracy at 17 miles. This might work, depending on how it comes together.

Sights would be simple enough, as you could do what I proposed above. Place a compass ring around the turret, and add an elevation marker. The compass ring would give you degrees in 10º increments, elevation would be done in 5º steps. Naturally there'd be hash marks indicating each degree. Combine this with a range card, showing the range at a given elevation, and you're set.

Turret control for these guns is beyond me, although you could take one idea a little further. I figure two possible choices as far as gun control go:

1) Allow more than one person to join as gunner. You could simply read off your sight indications to them for accurate hits.

2) Work it as now, with a single gunner on board. All 3 turrets would track the one you're in, just like bomber guns. You could fire each turret in the following manner.
A: Single fire. Each gun is fired independantly of the other guns, but in succession. EG: Pull the trigger 3 times and guns 1-3 [one turret] would go off in that order; 1, 2, 3. Whether or not you have to jump to another turret to continue firing in this manner is an option.
B: Linked fire. Firing the #1 gun in #1 turret would cause the #1 guns in all 3 turrets to fire.
C: Mass linked fire: Pull the trigger once and all nine 8" guns open up.

Gun selection could be done like engine select in bombers, only with a seperate key. Use Alt-1 as Single Fire, Alt-2 as Linked Fire, and Alt-3 as Mass Linked Fire.

What do you think?

------------------
Flakbait
Delta 6's Flight School
"My art is the wings of an aircraft through the skies, my music the deep hum of a prop as it slices the air, my thrill the thunder of guns tearing asunder an enemy plane."
Flakbait
19 September 2000


[This message has been edited by flakbait (edited 11-06-2000).]

Offline CavemanJ

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Ships: possible solutions
« Reply #1 on: November 06, 2000, 10:02:00 AM »
Sounds pretty good.  But I dinnae think you'd have to worry about 2-3 hits taking down a hanger.  At 260lbs of HE/shell, it's 12 shells to down the hanger.  Course that's still less than a minute/per hanger once they're ranged in.

Love the ideas on selecting which gun to fire.  Fire the #1 gun from each battery, and if ya score 2 out of 3 hits load up the massfire all and let loose with the other 6 barrels  

Offline Pongo

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Ships: possible solutions
« Reply #2 on: November 06, 2000, 05:49:00 PM »
If I understand what you said, I will just point out that 10 degrees is 170 yards at 1000 yards? So at 17 miles its 4600 yards? you will need a lot more accurate delimination then 10 degrees. You will need at least degrees miniuts and seconds to hit a hanger at 17 miles
I believe mils would work well. Then you are at 10 yards at 10000 yards I think and 20 yards at 20000. More then close enough for bombardment work.

Offline Hamish

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Ships: possible solutions
« Reply #3 on: November 06, 2000, 06:15:00 PM »
 
Quote
Originally posted by Pongo:
I believe mils would work well. Then you are at 10 yards at 10000 yards I think and 20 yards at 20000. More then close enough for bombardment work.

Your numbers for mils is correct, I.E.

a "1 mil" offset is 1 yard @1000 yards, 2 yds @2000 yds, etc. when we shoot at towed sleds on my ship we typically use a "5 mil" offset so we don't actually blow up the target, they get to be expensive   (that and the guys in the boat towing the sled don't like us shooting that close to them   )

Hamish!

P.S. 2000 yards= 1 nautical mile, so , we gonna be using these measurements for gun ranges etc in 1.05 ?

[This message has been edited by Hamish (edited 11-06-2000).]