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Post by Airy W on Dec 4, 2016 16:57:16 GMT -6
The Germans had both auto gyros and real helicopters in ww2, with a number being used by the kriegsmarine. They didn't see widespread use cause the Luftwaffe were derps and "saw no possible combat use for such an aircraft" Or they didn't see real use because there is a difference between having a prototype that kinda works and having something that is actually fit for adoption. If the Germans in WWII were not willing to shove money at a wunderwaffen it had to be really, really obviously non functional. For a demonstration of this, look at the type XXI uboat. 118 were built, 3 were seaworthy. 0 of them actually had any impact on the war. For another example see the German jet program. They built way more then the British. Their engines were specified for higher thrust. And their engines also destroyed themselves almost immediately when flown and needed to be replaced after 10% of the service hours of a British jet engine. People really, really, really exaggerate German technological sophistication in WWII. They loved sending half finished prototypes into mass production. It makes their technology look really advanced on paper but those advanced designs didn't work.
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Post by Airy W on Dec 3, 2016 17:48:38 GMT -6
Escort destroyers would just be destroyers in RTW. They weren't that much smaller then a destroyer, a Buckley Class was 1700 tons fully loaded. That's a bit less then a Fletcher @ 2500 tons and actually more then the Clemson @ 1300 tons and Clemsons were still in service (although 20 years old) when Buckleys were being built.
RTW just doesn't have mechanics to represent how nations had a limited supply of high quality turbines. That was the limitation that lead to Escort Destroyers, Frigates and Escort Carriers. Personally I think that might be a cool addition to the game, give the player a limited supply of turbines and big guns and let them chose how to use that supply. If the player is short on turbines they might cancel battleships to free up turbines for destroyers like the French in WWI. If the player has guns to spare they might build monitors like the British or build coastal defense ships.
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Post by Airy W on Dec 3, 2016 2:53:27 GMT -6
I think I can succeed for about 10 years. For that long my superior numbers of CA will allow me to win blockades and I will be able to escape dangerous engagements intact. After that point the enemy will start producing battlecruisers that I wont be able to fight nor run away from.
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Post by Airy W on Dec 1, 2016 23:06:08 GMT -6
Alternatively, you built armoured cruisers and swore up and down to the President they were battleships. I was honestly a little bit surprised the game let me get away with it. at least it has decent armor for a pre dread It's remarkable what you can do when a ship is 48% armor. It is the teacup puppy of battleships! Adorable... but not long-lived if the big dogs get at it... I admire and applaud your initiative. Let us know how they work out. They worked out so well that Presidente requested another two! After that they had a long and distinguished career of veeeery slowly patrolling the coast of Chile for raiders. In 17 years not one enemy was brave enough to attempt battle with them!
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Post by Airy W on Dec 1, 2016 9:43:10 GMT -6
Yeah wargames certainly had value. I'm just saying it might not be realistic to be able to have a wargame that will perfectly replicate battlefield conditions. The people designing the exercise are going to have misconceptions no matter what. I dont actually know how big those misconceptions are, just that people love to talk about all the times the judges screwed up!
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Post by Airy W on Dec 1, 2016 8:56:11 GMT -6
Well it was mostly a matter of budget. I couldn't afford another two battleships overseas!
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Post by Airy W on Nov 30, 2016 21:42:17 GMT -6
The more complicated way to utilize fleet exercises would be to include them as a form of mission in RTW2. I think the player would still need to pay a monetary amount based on the number and types of ships involved. The game would then generate two opposing forces both composed of ships and aircraft owned by the player. At that point the player could pick a side and fight against the AI to try out new strategies. All gunfire would be as normal but no ships would take any actual damage, except for ship collisions. Aircraft and crew would be subject to normal operational losses (and those could be a lot in the early years). I would expect that the crews involved, including those in the aircraft, would get experience similar to what they would get in a normal mission. Completing the mission might provide tech advances as above but the real value in this expanded system is that it would provide the player a way to test new tactics in much the same way these exercises were used historically. For instance, actually seeing the attrition your planes are experiencing through normal operations may cause you to rethink how you launch strikes or perhaps change the composition of the flight squadrons you have assigned to carriers. Perhaps you discover that the two elevators you built into your carrier are completely inadequate to handle flight operations as quickly as you had expected. The next carrier will have three. This is a fantastic idea! I would totally want a chance to try out my latest and greatest designs like this. Maybe even do joint wargames with a close ally. My only worry is that it might not be realistic because judges in wargames are always so famously biased...
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Post by Airy W on Nov 30, 2016 21:09:32 GMT -6
I find low freeboard extremely useful for ships I never intend to leave my home area. You can get an amazing bargain on them. They aren't great at deterring raiders but they do make you immune to blockades while your real fleet is away as the US.
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Post by Airy W on Nov 30, 2016 20:47:10 GMT -6
They are all 60x40. I notice that his have a thin border while mine do not. Would that cause the problem?
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Post by Airy W on Nov 30, 2016 20:39:11 GMT -6
Playing with the South American mod as Chile. Presidente asked me to make two battleships. Whatever Presidente wants! note that it says "old" but this design is brand new. Also it doesn't mention that this is short range, low freeboard and cramped. I am proud of this design for three reasons: 1) I made a battleship in 8000 tons. 8000. 2) I can afford two of these for 55 million 3) I am reasonably confident that it has enough 4 inch guns that it might conceivably survive a fight with a destroyer. XD
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Post by Airy W on Nov 30, 2016 20:14:34 GMT -6
Why do yours show up in the almanac correctly while the ones I made dont?
Thank you for this mod. Thanks to you I just designed my first 8000 ton battleship with 7 inch guns. XD
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Post by Airy W on Nov 30, 2016 17:45:25 GMT -6
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Post by Airy W on Nov 30, 2016 17:25:40 GMT -6
Getting secondary director tech is one reason I keep my semi-dreadnoughts around - they're more useful than no dreadnought at all. Isn't that a long time to keep them around considering how much faster it is to get 8 or 9 main guns then it is to get secondary director? i NEVER EVER get turret explosions, even though i'v always played with reduced flash fires unchecked - my ships only sink when they get pounded into the ocean with steel or get hit by torps All hail the chosen one of RNGesus
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Post by Airy W on Nov 28, 2016 23:36:42 GMT -6
Success! Yes!! WW2 level armor here I come!! If you want to lower your armor down to the level of the WWII German navy, you will need to start by not using AoN. That should help use up enough tons of armor without making the belt or the turret face excessively thick.
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Post by Airy W on Nov 28, 2016 23:31:57 GMT -6
6 quadruple turrets, light armour. 24 guns? Is the armor made out of cardboard?
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