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Post by garrisonchisholm on Oct 23, 2018 10:28:23 GMT -6
I love hearing band folks commiserating. I was lower-brass, played one that started out with a grand and fast run, though I don't think it was technically a march. Lord Mountbatten or Lord Marlborough's suite, something-or-other? I'll look for it...
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Post by garrisonchisholm on Oct 23, 2018 7:36:34 GMT -6
... *thinks*
Hmmm... sounds like a mod opportunity to me!
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Post by garrisonchisholm on Oct 22, 2018 20:28:12 GMT -6
Thanks for the sneak peek Garrison (and the blessing William . Looks tops to me . Is there a risk with early radar/command-and-control/plotting arrangements of targeting own ships with radar or does the game just hold off until it's confident the signals are the opposition? Not suggesting there should be, as the gameplay perils are significant, just asking as curious. Also, please don't reply if there's no answer yet, or it wouldn't be right to answer. I shouldn't have asked, but couldn't help myself! I think this is safe for me to reply to. As there is no friendly GUN fire in RTW (damn destroyers), I have yet to see any evidence of friendly gun fire in RTW2. I am sure this is something that Fredrick is keenly aware of though, as IFF is one of the key common factors in the retelling of the few radar-era surface ship engagements of WWII. (And thanks for giving me the easy-out Axe, but I managed it anyway. )
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Post by garrisonchisholm on Oct 22, 2018 16:43:16 GMT -6
I for one will be disgusted if the game does not include a fully researched technology tree for marching and drills - I want to have the option to be able to have my 1950s Navy performing 116 steps a minute quicktime marches with full options for half time and funeral paces. tc27 , I know you started off this thread with a very glib and witty sally for the point of humor, so I hope you will forgive me for co-opting your OP by redirecting it towards music from humor. For what it's worth, I for one was quite tickled by your jibe!
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Post by garrisonchisholm on Oct 22, 2018 7:52:53 GMT -6
BELIEVE IT or NOT. ...I have actually suggested this thread, and the advance of the parade band march. Throw in your favorite period march! www.youtube.com/watch?v=-2LnRvpVR_EBy John Philip Sousa, The Liberty Bell March! Now where have I heard that before...
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Post by garrisonchisholm on Oct 22, 2018 7:01:43 GMT -6
Thank you very much for this! I've been somewhat starved for new info on the game. So many questions I want to ask but only 3 of them are (semi-)related to radar. "Adding duration" means increasing the duration of the blips of radar-spotted ships staying on the screen in this case? This summation is correct, as with early radar sets (as far as RTW2 goes) enemy images are not always persistent. Since the player can easily extrapolate the few blips that have vanished until they reappear, I presume this is making "flavor" visible, implying incomplete data. Is this a new feature I spy? If I recall correctly, ships in RTW1 would not fire at enemy ships that were within gun range but outside of spotting range due to weather and other effects, even on a clear night on a calm ocean. Having ships be able to spot and fire at gunflashes in the dark will really add some spice to night engagements, especially in the pre-radar years. I will try to have a conversation about this, but this was my assumption. If in this case the enemy fleet had radar fire control, it was terrible, so I was guessing the splashes around my ships were firing blind. I will ask and make sure that splashes unequivocally indicate the ship is being fired on, rather than just a "ship is in action" graphic.
As little as I know about radars, I do recall that some aircraft in WW2 had them mounted to assist in ship detection and ASW duties. Did these flying boats have such radars equipped? There is indeed a technology step for equipping aircraft with radar, and a large flying-boat would be an ideal candidate, however if this plane had it it must have been air-search for all the spotting reports I got. I regret I no longer have a save from that time-stamp, as I took the game to its conclusion. However one does then wonder what kind of conversations the pilots had when ordered out on a mission on that day...
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Post by garrisonchisholm on Oct 21, 2018 22:07:53 GMT -6
Questions for the above post. What was the maximum range of the radar director for destroyers, cruisers and battleships? What was the minimum range, range accuracy, bearing accuracy? Is this radar suitable for spotting fall of shot, and if so, is it just azimuth or both, range and azimuth. I will have to get back to you on that Pops, I have an end-user's appreciation only at the moment; I'll find those answers.
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Post by garrisonchisholm on Oct 21, 2018 21:16:41 GMT -6
Good evening all. I thought I would show a bit what a radar-fire environment will look like, with the blessings of Sir William (10 cents for the Monty Python reference). Below I had an action with Russian forces in July of 1949 in the North Sea near the western edge of the Bight. The below image I captured once my opponents deployments finally became visible- or so I thought. Visible through the rain on our scopes is the Russian main body with scouting forces close aboard. I say close, though since the ships are tinged green instead of black that means they are only visible on radar. Unfortunately I am not sure what the precise range was; I will take more complete notes in my next play-through. My battle line are two super-battleships with a battle cruiser escorting the CVs. The CVs are attached to the battle line in mid-30's British style. Unfortunately, operating my carriers separately (as a "scouting" unit) is a technology step that I did not yet have access to. Doubly unfortunately, if you'll notice the weather gauge it will be clear that today the carriers are not only useless but complete liabilities, essentially just a bag of points for the AI. However, there was nothing I could do about them but hope that their "transport" AI script would help them steer clear of danger. My extant scouting squadron is a lone BC of 28,000 tons (over 20 years old), with a second BC of the same type that had started the action Independent in the Battle Group which I have instructed to follow Bismarck and Bayern. Though we cannot identify our targets with only radar, the AI knows that they are hostiles and engages when it has enough data to have a solution. There are multiple levels of radar fire control, each advancement appropriately named and adding either duration or detail. Here hits are being obtained by both ships in low visibility and high seas, aided by the proximity and low maneuverability of the target (which believe it or not turned out to be a light carrier conversion). The situation soon changed however. 25 minutes later the rain lifted, and coincidentally additional ships appeared on our scopes . It appears there were 2 enemy forces at sea after all. On radar there was no way to know what they were, so I had to treat them as dangerous. The Battle Group was in an exposed position, and if two forces broke through the mist to catch me in enfilade their targeting at such short ranges would be accurate and penetrating, plus I had to consider I was dragging along the carriers. I ordered a hard turn east, and for the rest of the day used my radar advantage to peck away at their fleet. 10 hours later the Battle Group, reduced to 16 knots by early battle damage, caught the stragglers against the Denmark coast, the weather having lowered again. I unfortunately snapped this and instant too soon, and then neglected to repeat it, as Bayern's first volley found the Y turret of the limping Russian battleship and it exploded. I then broke off the action as their escorting destroyers got quite miffed and managed to sink a couple torpedoes into Bismarck and Hindenburg. Throughout this encounter, the Russian fleet appeared to be only firing at my gun-flashes, for they only scored hits when they had a visible line of sight on me. They did appear to be able to target their torpedoes by radar, or if not then they had acoustic torpedoes, for they were quite willing to fire these from beyond visible range and some of them hit. It was a "Major" victory, though as I recall while sinking 2 of 5 capital ships and heavily damaging another, Bayern and Bismarck took a lot of punishment. The range of my radar fire never seemed to be greater then 20,000 yards, and most of the time I was maneuvering for about the 12,000 yard mark. By the way, the 'red' dots in the first and second images are some rather intrepid flying boats out of Emden, which - surprise surprise - provided me Zero sighting reports in this day of terrible weather. I will post future radar-guided insights into this thread, and I will try to answer any questions anyone might have. :]
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Post by garrisonchisholm on Oct 21, 2018 11:30:20 GMT -6
Radar is part of the game by this stage of course, as it is an announced feature, but I am still parsing my results; there was a Storm and varying rain right after dusk, and some of the carnage is no doubt explained by accurate radar firing, but the fact that I was surprised by their encirclement tells me something wasn't quite right. I will see if I can post some radar fire images on the RTW2 page. BTW, the above screen shot is from right up against the hard cut-off of the game, I was playing past the "Ok, all over, go home" message. :]
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Post by garrisonchisholm on Oct 21, 2018 2:44:09 GMT -6
So, this is what happens when you decide to press on into twilight to bag that lone BC, and then the enemy fleet circles around to cut off your return at night... [from my most recent testing of RTW2 code...] Yes, technically a "victory" at 2-1 VPs, but *man* was that chaos. I would have rather settled for a more orderly exchange for even 1/10th the result. By the way, yes, that Is a lot of torpedo hits. 67. As I recall only 2 or 3 were from airstrikes, scenario started close to dusk. I would wager there were 300+ torpedoes fired by destroyers of both sides, and that might be conservative. Ok, I am going to force myself to write 100 times, "Always Disengage at Nightfall"...
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Post by garrisonchisholm on Oct 21, 2018 2:32:18 GMT -6
I am of the opinion that the event is purely randomly generated, regardless of deployed assets, however I do make it a point to deploy 4-6 cruisers in a sea-zone where I hope to add a colony if for no other reason than aesthetics.
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Post by garrisonchisholm on Oct 20, 2018 15:44:46 GMT -6
Tapping the institutional memory here; has anyone noticed whether sending additional forces to a sea-zone with a colonial rebellion seems to help? I presume it doesn't, as England v Ireland should then be case-in-point why Ireland should never have a chance, yet it frequently succeeds.
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Post by garrisonchisholm on Oct 18, 2018 20:19:35 GMT -6
Your cruiser captain has been playing too much WoW obviously since he likes to get cozy with islands like that. But how else am I supposed to train my captains? Clearly I cannot trust them with actual ships while out of direct supervision, and anyways we already spent the entire training budget getting World of Warships to work on the mechanical fire control computers... You wouldn't believe how unhelpful tech support was for compatibility issues with analog non-programmable computing devices; they kept saying such nonsense as "digital download" and "operating system" and "internet," and the Intelligence section still hasn't discovered what they meant by all that, or what windows have to do with any of it (maybe they meant the panes for the slide projectors?). This provoked quite the chuckle, especially when considering how much "ram" the device would have had access to, and what the peak throughput would be of the "cpu"...
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Post by garrisonchisholm on Oct 15, 2018 6:59:18 GMT -6
Holy Crap. If that wasn't deep ocean scuba divers would be diving that for decades, with so many hulks in proximity.
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Post by garrisonchisholm on Oct 14, 2018 18:11:48 GMT -6
235 yards is something like half a ship-length. At such a short range, it's very easy for shell trajectories to be very poor for armor penetration - consider that if your ship is parallel to the target, half a ship-length away, and half a ship-length ahead, A and B turrets have to turn something close to 135 degrees from the bow in order to hit the target and shells fired by their guns will have something like a 45 degree angle of impact/obliquity. If your target is end-on to your ship with its axis in line with your midships rather than showing its broadside, then the turrets furthest to the ends of your ship have the best angles for penetrating the target's armor while the turrets closer to your midships have worse angles, and if you're only half a ship-length away you're working with angles of impact of 45 degrees or less in such a situation. Top notch there. That is a perfectly rational explanation.
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