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General Forums => Wishlist => Topic started by: McLovin1 on March 30, 2008, 07:58:48 PM

Title: Markers for naval bombardments
Post by: McLovin1 on March 30, 2008, 07:58:48 PM
In the old days planes launched from carriers gave coord's to the guns. So why not here? Have where they could use a bombsight to mark a spot on the clipboard that all gunners in range can see on their map.
Title: Re: Markers for naval bombardments
Post by: evenhaim on March 30, 2008, 08:10:25 PM
Why cant you just do it over text over vox? Just give feedback on where the guns are hitting and correct with distance and direction.
Title: Re: Markers for naval bombardments
Post by: james on March 30, 2008, 08:11:08 PM
Now that is a great idea. Some sort of way to radio coordinates for the siege. Cool >
Title: Re: Markers for naval bombardments
Post by: Motherland on March 30, 2008, 08:12:03 PM
You actually can. Press W to get the gun into 'Land mode' and then left click on the point on the map you want to hit.
Title: Re: Markers for naval bombardments
Post by: FrodeMk3 on March 30, 2008, 08:16:46 PM
So this way, the CA guns' can drop the hangars' in about 3 min., with only 1 guy actually having to fly a plane over the enemy field? Nice. Keep it the way it is. learn how to use the guns' the way they are intended.
Title: Re: Markers for naval bombardments
Post by: Latrobe on March 30, 2008, 08:17:42 PM
I thought it was right click.
Title: Re: Markers for naval bombardments
Post by: SD67 on March 31, 2008, 06:53:24 AM
I do this a lot. I fly high over an enemy CV to guide the gunners' aim. sometimes the puffy ack gets me, mostly it doesn't
Title: Re: Markers for naval bombardments
Post by: Krusty on March 31, 2008, 09:19:16 AM
So this way, the CA guns' can drop the hangars' in about 3 min., with only 1 guy actually having to fly a plane over the enemy field? Nice. Keep it the way it is. learn how to use the guns' the way they are intended.

The guns cannot be used as intended, with 1) no depth perception, 2) no coordinate system (longitude/latitude, and the ability to precisely locate what these are on a target).

Shelling an airfield with 8" guns is 100% useless. It's pure blind luck. Even when you're in visual range and are trying to adjust your shells visually, it can take AN HOUR to land even your first hit on a hangar. I know I've wasted my fair share of time trying.

Even a simple rangefinding device would go light years towards making 8" guns:
-take out shore batteries (now they are useless against SBs)
-hit strats on a field, take out hangars, etc)
-hit other fleets nearby (this happens more often than you'd think) as reliably as the real things could


Now, the CV 8" guns are about as efficient as 8th AF carpet bombing of german factories.

(That means they're NOT)
Title: Re: Markers for naval bombardments
Post by: wrongwayric on March 31, 2008, 09:34:59 AM
Practice, practice. Some days i can nail targets on an airfield or in a town with no problem other days my aim is just horrible. The key is having a good cv driver and taking out the sb's early so you can get in close. I find that once i get inside 15-14k range i can start watching were my rounds land and adjust better. It is really hard to hit a sb though and seems more difficult than it should be. It also seems that there should be a larger blast damage radius from where the shells impact. IMO you shouldn't have to drop a salvo directly on a tank to kill it. I'd be interested to read some factual info on what the actual damage radius of the guns were and what the most common form of aiming them was in WWII.
Title: Re: Markers for naval bombardments
Post by: Yossarian on March 31, 2008, 11:09:56 AM
The tower is right at the centre of the icon for an airfield.  With a large airfield, when fully zoomed in on your map, there's a bomber hanger (I think that's what it is) very close to where the 'horizontal runway' on the airfield icon meets the others (I think).

<S>

Yossarian
Title: Re: Markers for naval bombardments
Post by: RTHolmes on March 31, 2008, 12:53:04 PM
ive done fwd fire control for 8" a few times - its deadly - but i hardly ever see it done. rarely gets taken up when I offer either :(

those 8" are THE best way to drop a town or strat factory, my best so far is 3m40s. you just need line of sight, <8miles for vis and 2 or 3 volleys to range. they should have smoke ord as well for ranging before FFE. its very hard to range when theres 3 sets blasting away. different colour smoke for each gun would be a bonus. ports are fun too, lots more tagets than people realise - just love watching those ships capsize :D

as for the SBs, its not a problem with splash its just they take sooo much ord to drop. and then they pop 10mins later. SBs should stay down the same time as field ack and other strats, not hangers. or make em 2800lb like hangers.
Title: Re: Markers for naval bombardments
Post by: McLovin1 on March 31, 2008, 02:32:36 PM
You actually can. Press W to get the gun into 'Land mode' and then left click on the point on the map you want to hit.

Yes but it is very hard to hit certain targets.
Title: Re: Markers for naval bombardments
Post by: McLovin1 on March 31, 2008, 02:36:17 PM
ive done fwd fire control for 8" a few times - its deadly - but i hardly ever see it done. rarely gets taken up when I offer either :(

those 8" are THE best way to drop a town or strat factory, my best so far is 3m40s. you just need line of sight, <8miles for vis and 2 or 3 volleys to range. they should have smoke ord as well for ranging before FFE. its very hard to range when theres 3 sets blasting away. different colour smoke for each gun would be a bonus. ports are fun too, lots more tagets than people realise - just love watching those ships capsize :D

as for the SBs, its not a problem with splash its just they take sooo much ord to drop. and then they pop 10mins later. SBs should stay down the same time as field ack and other strats, not hangers. or make em 2800lb like hangers.

they should also make it so you can choose how many barrels fire at once.
Title: Re: Markers for naval bombardments
Post by: Spikes on March 31, 2008, 02:44:24 PM
Lovin that would be a plus...if you have an exact range you would be able to fire in intervals...or set a .delay for each barrel...
Title: Re: Markers for naval bombardments
Post by: Puck on March 31, 2008, 02:45:03 PM
Better yet, load the projectiles with dye...the Japanese did it to great effect.
Title: Re: Markers for naval bombardments
Post by: Shuffler on March 31, 2008, 02:49:11 PM
Better yet, load the projectiles with dye...the Japanese did it to great effect.

Which led to the 60's hippy revolution  :P
Title: Re: Markers for naval bombardments
Post by: Hoffman on March 31, 2008, 04:00:15 PM
Practice, practice. Some days i can nail targets on an airfield or in a town with no problem other days my aim is just horrible. The key is having a good cv driver and taking out the sb's early so you can get in close. I find that once i get inside 15-14k range i can start watching were my rounds land and adjust better. It is really hard to hit a sb though and seems more difficult than it should be. It also seems that there should be a larger blast damage radius from where the shells impact. IMO you shouldn't have to drop a salvo directly on a tank to kill it. I'd be interested to read some factual info on what the actual damage radius of the guns were and what the most common form of aiming them was in WWII.


An 8 incher is ~ equivalent to a 203MM Field Artillery piece.
In AROTC we've been taught that for 105-155MM Artillery (We don't use 203's anymore) accuracy is not so essential.  The "Oh dear god this is the absolute WRONG place to be on this planet" radius is 100 Meters.  Danger close artillery calls are anything within 500 Meters of your position.  And you really don't want to call big guns in on anything closer than 1,000 Meters. The preferred under 1,000M but over 500 would be CAS, or gunships if you can get 'em... unless you're hip-deep in very mean people and are already getting shot to hell. (Dead by bullets, or dead by our own artillery... at least the artillery will kill some of them too.)

I've used R/L artillery methods to a measure of effect, but without a decent map, the ability to find my coordinates, and the enemies' coordinates... its pretty much a crapshoot unless you're close enough to see your rounds impact.  Which is kinda contrary to the idea of indirect fire support.
The problem, though is that you can't register a hit unless you destroy the target, or have visual range.  And all three barrels firing at once really really sucks.

I would love the option for firing one barrel at a time.  Like real guns do.  Adjust fire onto target, switch to all barrels, and FFE.

Colored smoke would rule.
Title: Re: Markers for naval bombardments
Post by: Rino on March 31, 2008, 04:03:36 PM
     I'd like to see the dye thing implemented as well.  When you have more than one set of
guns firing it can be extremely difficult to determine which shell splashes are yours.
Title: Re: Markers for naval bombardments
Post by: wrongwayric on April 01, 2008, 10:47:54 AM
If someone can find a reference to this it would help. Talk about overkill. After the bombing of the marine barracks in beriut the U.S. sent a carrier task group with one of if not the last active battleship to the region. On one particular day a group of marines were being pinned down by a sniper and unable to take him out. Upon placing a radio call for an airstrike and calling in the coordinates of the building the sniper was in they were informed that no air was available right then but to hold there position as a solution was coming. The battleship promptly targeted and sent 1 round inbound directly striking the building and demolishing it and the enemy sniper. :O Can you imagine the sniper laying there going "what's that whooshing sound i hear coming this way?". I don't know if this is urban legend or actually happened as i've never been able to find any articles on it but man it would have sucked to be that sniper.
Title: Re: Markers for naval bombardments
Post by: Hitman20 on April 01, 2008, 11:36:17 AM
He wouldn't have felt anything :rofl
Title: Re: Markers for naval bombardments
Post by: DaddyAck on April 02, 2008, 04:29:56 AM
pretty much, a shell that weighs the same as a VW would oblitherate the human form without any chance of feeling it.
Title: Re: Markers for naval bombardments
Post by: Solar10 on April 02, 2008, 11:13:19 AM
He wouldn't have felt anything :rofl

Or heard anything.
Title: Re: Markers for naval bombardments
Post by: Iron_Cross on April 02, 2008, 03:42:37 PM
During the first Gulf War, the Mighty Mo sends one of the first UAVs over some Iraqi fortifications.  She lets loose with one turret and misses by ~50 feet/12meters, but it doesn't matter since the reinforced bunker gets lifted up and flipped by the blast.  Iraqi soldiers then poor out of the remaining bunkers waiving white handkerchiefs at the small UAV.  I think one of the first instances that soldiers surrendered to no one.
Title: Re: Markers for naval bombardments
Post by: McLovin1 on April 02, 2008, 03:56:41 PM
Lets take a vote who wants, a kind of spotter system, better maps like zooming in to the base, markers, or independant firing barrels. Sayy what you wna t and someone will tally the votes. Obviously I want them all.
Title: Re: Markers for naval bombardments
Post by: Puck on April 02, 2008, 04:10:20 PM
If someone can find a reference to this it would help. Talk about overkill. After the bombing of the marine barracks in beriut the U.S. sent a carrier task group with one of if not the last active battleship to the region.

The USS New Jersey left NOB NORVA for day-ops.  That's when you sail in the morning, play along the coast during the day, and are home in time for dinner.

11 months later the USS New Jersey returned to NOB NORVA. In the middle of their one day cruise they got orders to Beirut.  Sailors left everything from library books to kids in day care hanging when they left...it was quite a mess.  Just imagine leaving for work (or school) and not coming home for a year.

Who says the Navy isn't an adventure.