|
Post by garrisonchisholm on Nov 20, 2016 11:25:05 GMT -6
We have our very handy penetration values for all calibres, but has anyone documented burst charge values? As I recall, there was a rather sizable jump in weight of charge in the 12 or 13 inch range, and if penetration was only marginally better but burst size 40% higher I might be more tempted to adopted the new caliber.
|
|
|
Post by galagagalaxian on Nov 20, 2016 12:47:03 GMT -6
|
|
Roumba
Junior Member
Posts: 88
|
Post by Roumba on Nov 20, 2016 13:00:31 GMT -6
Hmm, we can see that 13" guns have ~50% more shell weight than 12" ones. However, just how shell weight translates into post-penetration damage and/or burst charge is less clear; does that extra weight yield 50% more "damage"? Is the type of shell significant?
Personally, I look at the most modern ships my potential enemies have (or are currently building if the intelligence exists) and build to counter, trusting that improvements in AP technology will further enhance penetration enough to deal with any far future threats.
|
|
|
Post by JagdFlanker on Nov 20, 2016 19:35:47 GMT -6
mr?
EDIT: Median Range
|
|
Roumba
Junior Member
Posts: 88
|
Post by Roumba on Nov 20, 2016 21:13:04 GMT -6
Maximum range, in thousands of yards, is my understanding.
|
|
|
Post by garrisonchisholm on Nov 21, 2016 3:00:37 GMT -6
Thank you! There's that jump I was thinking of. 13" really is stepping up to a big calibre. It has more than half the weight of a 16, whereas a 12 looks junior in comparison.
|
|
|
Post by JagdFlanker on Nov 21, 2016 7:14:29 GMT -6
Maximum range, in thousands of yards, is my understanding. for quality 0 guns yes, but for -1 the range will be less while +1 the range will be more
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 21, 2016 8:16:31 GMT -6
has anyone tested this in RTW?
i tested in SAI before and made SW 10 times larger. But there weren't big difference in required hits to sink a ship, around 30 or thereabouts.
reckon the data/algorithm is in the code for SAI at least
|
|
|
Post by bcoopactual on Nov 21, 2016 8:38:38 GMT -6
Maximum range, in thousands of yards, is my understanding. for quality 0 guns yes, but for -1 the range will be less while +1 the range will be more I think you're right. If you take into account the boost to max range you get for fire control techs researched, it tracks very well for quality 0 guns. [Edit - I should say it matches well in the mid-point of the game. Early on like 1904 the max ranges are much shorter. Fire control techs must start out as a negative modifier to max range and then sometime around 1910-1912 they start to be a positive modifier to max range.]
|
|
|
Post by ccip on Nov 23, 2016 17:30:19 GMT -6
has anyone tested this in RTW? i tested in SAI before and made SW 10 times larger. But there weren't big difference in required hits to sink a ship, around 30 or thereabouts. reckon the data/algorithm is in the code for SAI at least Hmm, I'll try and see! To be honest, I always thought that shell weight wasn't factored into penetration calculations - I'm pretty sure the game engine just uses modified penetration values (with bonuses and penalties for tech etc.) for the calculations, and shell weight is just for tonnage calculations.
|
|