Author Topic: suggestion for fleet guns  (Read 558 times)

Offline mipoikel

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suggestion for fleet guns
« on: July 10, 2003, 03:12:02 AM »
Would be intersting if every gunner or players gun in fleet has different colours where they hit. (explosions or smokes)

In my knowledge at least japanese used this in ww2.
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Offline hazed-

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suggestion for fleet guns
« Reply #1 on: July 11, 2003, 06:44:38 AM »
I have to say the reason i dont use the fleet guns that often is its such a pain to judge the distances of your shots and also when 2 or more gunners are firing you cant tell who is firing which salvo.

I suggested about a year back that we have scout planes or sea planes in AH but questioned their usefullness due to their not having a decent role to play in the game.However I suggested we have a special gunner-aircraft link much like the wingman command only this would be a fire control link or spotter link.

Basically if you are a gunner you can request a spotter for your guns and a player would launch from the carrier in a seaplane or scout (storche or lysander type or AR196).You then type in .scout and from then on both you and the scout see your salvos from the ships guns in a different colour.
Then the scout can easily tell which salvo is yours and can direct the fire by either telling the gunner or typing it in for the gunner (stuff like 'fire left 1000 yards')
You could have a special ability in the scout plane which would basically be this:
At 10,000 feet your aircraft , using a sort of bombsight, see's a grid through his veiw which gives him a scale to match the distances he sees. This way the guesswork would be reduced somewhat. As the gunners shells land the scout watches through his special sight and can then accurately predict the distances he needs to tell the gunner to move his fire.

I think this would make gunnery for ships far more enjoyable than the present hit or miss affair using manual fire or the set landtarget method we have presently where clicking on the map and trying to see if its long or short by PSYCHIC powers is a pain in the ass.

Scouts could be used for several jobs other than this too like rescueing downed pilots from capture or perhaps whilst the scout is in the area all local enemy are lit as dots on radar to simulate them being 'spied' on by the scouts.Perhaps even have a scout plane cause any enemy aircraft below the radar to be lit up on dar withing 20 miles of the scout.could be a good way to hunt down NOE missions.
It would be a great tool for missions etc where a mission planner would send a scout up first to find a clear path to the target. To counter it the enemy could use scouts to search for any mission that is trying to avoid being spotted.

just an idea but I thought it up mainly because i was disappointed in the rather poor clipping of the guns explosions making it almost impossible to judge distances while using the big artillery.

Offline SQUIDNi

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suggestion for fleet guns
« Reply #2 on: July 11, 2003, 01:33:16 PM »
I think a good idea for the fleet guns,would be ..........
When you goto the hanger and select a gun ,instead
of being placed inside the gun (this is where the loaders are)
place the operator inside a tower...........

Once inside the tower,the GUNNER uses a stereoscope
to find target and range.

In other words..........
the gunner looks thru the stereoscope,finds the target
turns a knob (or zoom) untill the target blends itself into ONE
IMAGE (instead of seeing double) thus calculating range.....
Once range has been calculated (in ships computer)say 5 seconds, the gunner can open fire........

Have the stereoscope become in VISUAL range at the same distance as landtarget mode used now....


and ,Do away with landtarget mode...


This is basically how it was done in WWII.
The captain selected a target,the stereoscope operator finds target and determins the range,feeds info into ships computer.
the guns would then open fire......
:D

Offline meddog

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suggestion for fleet guns
« Reply #3 on: July 15, 2003, 01:25:45 AM »
I think ship's guns should be destroyable like AAA. and Have smoke showing from the ships when a certain amount of ordanence has been dropped on it.  In AW if you had 3 plumes of smoke comming from the carrier it was going down
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Offline BenDover

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suggestion for fleet guns
« Reply #4 on: July 15, 2003, 08:46:06 AM »
And bigger and better explosions than the dog farts we have now.

Offline Ridge

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suggestion for fleet guns
« Reply #5 on: July 15, 2003, 09:09:43 PM »
If I am in the air over an nmy air base and the BB is shelling it, I will often tell the gunner if he is too short, too far, too right or left. Helps them narrow in on the hangars ;)

Offline Jebo44

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suggestion for fleet guns
« Reply #6 on: July 18, 2003, 05:00:54 PM »
I have always hoped that IF you were the only gunner on the ship all applicable guns would fire when you gave the command.

Make you more of a Fire Control type then just a single gunner type.

As soon as someone joins you you get kicked to the original gun you had selected.

Anyway thought it would be neat.

Offline qts

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suggestion for fleet guns
« Reply #7 on: July 20, 2003, 10:57:15 AM »
The big problem with the cruiser's guns is that the POV moves with the gun in both axes whereas it should only move in the horizontal.

It does help if you can see where you're hitting.

Offline BenDover

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suggestion for fleet guns
« Reply #8 on: July 20, 2003, 10:59:59 AM »
f8

GENRLX

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Fleet Gunnery
« Reply #9 on: August 19, 2003, 04:11:04 AM »
The main armament on naval ships of the hvy cruiser type were manned and sighted from inside the turret. However,  radar  range detection was incorporated into the fire control system of the main battery, though later in the war.  The guns were fired electrically from the CIC, not the turret.:D