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Post by dorn on Feb 14, 2024 4:32:53 GMT -6
I will add one thing. These questions as should I put radar lvl 5 on DD, should I put 6" guns or DD or similar is a little misunderstanding how think works.
If you have such question it means you lack something when you battle your enemy otherwise such question is meaningless. If I take again question of 6" guns on DD, that it probably means that your problem is you are loosing battles with light forces (up to CL). If this is a case, your question should be, what I should do to win such battles. The first step would be question why am I loosing such battles. If the answer (as example) is that my opponents outshoot me that I should find the reasons for that.
Is it this because enemy has similar numbers of ships of DD and CL category and I am unable to compete? Or is it because my enemy has overwhelming number of DDs and CLs. If it is about numbers, the probably emergency contourmeasure will be laying down bunch of cheap destroyers (something Royal Navy did in WW2). If the war is already over, than it should be looked at long time view and build such destroyers and cruisers that will match enemy ones with some idea, how many of them needs to be build each year to have parity in the time needed.
If the reasons is that my cruisers and destroyers are not up to the task with enemy one, again you can think, if you need to quickly overcome this by building fast cheap ships or you have a time to build properly larger ships.
After all that questions are answered you can finally have idea what ships do you need, what capabilities they should be built with. If it is eg. that your forces are equally numerical, but individual ships are worse quality, you should decide if the numbers or quality of single ship need to be improved. If you luck firepower and decided that the quality of the ship needs to be improved (eg. you are loosing DD vs. DD) you still have several options: a) improve ship quality b) improve crew training
If you dedice going for quality and you need more firepower of the destroyer, you need to know your capabilities, eg. choosing main armament for destroyer and evaluate all possibilities, eg. a) 3x2x4" DP -> cheap adequate destroyer you have but you need better one b) 4x2x4" DP -> good AA, but ship loosing against enemy destroyers -> need to deploy 5" guns for destroyers c) 3x2x5" DP -> ideal compromise of AA, firepower, speed, costs and equality comparable to enemy ships d) 4x2x5" DP -> very large destroyer with excellent firepower but need to sacrifice speed or range or torpedo armament -> need to be decided what is more important e) 3x2x6" ->very large destroyer with superb firepower but sacrifces AA and antoher sacrifices of range or torpedo armament is nessesary -> is it worth the costs?
And by this decision process you will find the answer what your fleet needs. However your strategy should be in line with your possibilities and enemy. Thinking as Italy, you should have same number of DD and CL as Royal Navy in 10s is usually not the good overal strategy.
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Post by dorn on Feb 13, 2024 6:14:48 GMT -6
It depends what you want.
BC with high firepower become dangerous ship even much later (see HMS Repulse and HMS Renown, they were still match for Scharnhorst and Gneisenau 25 years later), however armor help them to survive. There is not best answer it is matter of your preference.
Do you expect to BC fight with enemy battleships? Than they need to survive with reasonable armour. Do you expect that your BC will evade enemy battleships and just support your battle fleet. Than you need speed and firepower.
It is balance of firepower, armour protection and speed in specified displacement. When I build battlecruisers at same time as battleships before fast battleship can be a thing (usually end of 10s), I sacrifice 1 turret compared to battleships and put same caliber of guns. If my best guns are not at least quality zero, than I can make sacrifice and use lower caliber as it will not hurt penetration, only the damage of penetrating hits. Usually I am not going very fast, 27-28 max. for second generation of battlecruisers is enough sometimes 27 is really enough. This will ensure that your battlecruiser will be faster than enemy battleships till fast battleships appears and 1 knot between fleet does not matter to much. But at that time (end of the first decade and half of 10s) every knot is quite expensive. Sometimes I even make different armour scheme, having only narrow belt but with almost same thickness for whole length of ship. The battlecruiser needs to be fast and it lost very quickly by hits at the end of ships even if citadel is not penetrated. With sloped deck in mind you can have reasonable light thickness of the belt to have still vitals protected and 10" belt with 2.5" deck can be enough against ship that have not 16" guns.
About 1915 you can design ship about 37000 tons to have everything at reasonable level: - speed 28 knots - 8x15" guns - 12.5" belt with 2.5-3" deck
Such ship will be a little worse protected than battleship but with firepower of battleship and speed of battlecruiser and still having protection better than most of the battleships except the most modern ones.
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Post by dorn on Feb 12, 2024 8:40:17 GMT -6
I have already experienced with 6" guns od large DD in past. I would say they have very dubious effectiveness. There are certainly examples that make them interesting additions in battle with light forces (CLs) included but otherwise 4" or 5" guns are just much better for such small patform as DD is.
Overall your DD is your main platform for ASW in the fleet so any compromises on ASW is very dangerous. Than you need boost your AA capabilities from 30s and have a decent firepower against another DDs for which 4" or 5" excels. Using 6" guns which are much larger than 5" guns means you need to sacrifies too much to a advantage only in certain situations. It is much better to invest a little more in CLs that put a 6" gun onto the DD. Destroyers can certainly support CLs but not having 6" guns. If you need more 6" guns against enemy CLs, build more CLs or more powerful CLs. ;-)
If you really need jack of all traders than probably it is the CL which can have reasonable good firepower, reasonable protection up to 5" guns and some protection against 6" guns, have good AA role, still fast and have powerful torpedo armament.
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Post by dorn on Jan 17, 2024 0:51:43 GMT -6
Than point 2 with point 3 is the reasons why save is corrupted. If ships are scrapped and the option to delete old ship design checked, than game delete old designs. But than you practically go back in save to time when these designs are still needed. The only strange thing is that there is almost no designs thus it seems as you go back in time for long period.
Uncheck that option in future.
I will try - but as far as I remember, the only reason I ever exited using task manager was to repeat fleet exercises, or to close the game when it crashed (it wasn't crashing regularly,) - so I went back one turn each time, and didn't scrap ships in between. Are you so sure that this is the cause? I don't want to start another campaign without fixing this. No, it should not in that case. But it is really strange that some files have been deleted. In the new versions this options is not there so if it was a problem, it should not be in future.
There should be no other reasons that game deletes design files and in the new version there are not design files per ship class but per nation in one file.
But I am sorry, the save is corrupted (missing files) and cannot be recovered.
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Post by dorn on Jan 15, 2024 16:18:34 GMT -6
I have some question to find the reason. 1. Did the save load in game 1.00.27 and double clicking on different ships opening the standard ship info dialog without any errors? 2. Did you have checked in 1.00.27 preferences "Auto delete old ship designs" (right bottom corner)? 3. Did you play game and than close it without saving?
1. The version is still 1.00.27. At one point, the ships worked, until they didn't. 2. Yes, auto delete ship designs is checked. 3. Yes, I think I have closed the game without saving before (by which I mean closed the game using task manager, instead of by backing up the file, saving the game, and then replacing it with the backup.) Than point 2 with point 3 is the reasons why save is corrupted. If ships are scrapped and the option to delete old ship design checked, than game delete old designs. But than you practically go back in save to time when these designs are still needed. The only strange thing is that there is almost no designs thus it seems as you go back in time for long period.
Uncheck that option in future.
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Post by dorn on Jan 15, 2024 10:03:04 GMT -6
You have quite a few ship classes in the save. Is it whole save folder? For year 1942 having only 27 different class (including refits) for all nations is quite strage. Especially loading that game shows that they are really dozens of classes.
Yes, this is the whole folder. The game version is 1.27 - it wasn't converted. Every RTW3 campaign I have tried so far (three or more) has been corrupted in one way or another, but this is the first time I've had this particular issue. I have some question to find the reason. 1. Did the save load in game 1.00.27 and double clicking on different ships opening the standard ship info dialog without any errors? 2. Did you have checked in 1.00.27 preferences "Auto delete old ship designs" (right bottom corner)? 3. Did you play game and than close it without saving?
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Post by dorn on Jan 14, 2024 11:16:44 GMT -6
Hey guys, I'm getting 'error in shiploadme procedure' probably for every ship class in the save, causing me to be spammed with error messages at the start of every turn. The ships work fine in battle, but when you click on them outside of battle their files can't be found, and when you click on them inside of battle, their stats are displayed without the image. Can this be fixed? You have quite a few ship classes in the save. Is it whole save folder? For year 1942 having only 27 different class (including refits) for all nations is quite strage. Especially loading that game shows that they are really dozens of classes.
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Post by dorn on Jan 11, 2024 14:27:53 GMT -6
You need to scrap airship base. Thanks! Now how do I scrap an airship base then? I can't find the way. Right click on the airbase in tab with land installations. ;-)
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Post by dorn on Jan 11, 2024 11:15:22 GMT -6
I captured Hokkaido with few airship bases. Now I can't find the way to NOT use airships. It is not possible to disband the squadrons because they do not exist and there seems no way to deconstruct the airship bases. Any advice? You need to scrap airship base.
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Post by dorn on Jan 9, 2024 11:17:00 GMT -6
The ship design is much more difficult thing. They were reasons for all of this things and if you mentioned spotting top, I can be reasonable for the first dreadought classes but it is really questionable for the latter classes. The Nelson is certainly not design flaw. They tried to push N3 battleship design (which was most advanced design compared to any nation) to 35000 tons limit with gettin max available. The Nelson were most powerfull battleships at the time. As time progress there were found some deficiencies and were remedied in the following class but it was price for having reasonable speed, excellent protection and firepower on such displacement. Were it worth it? Experience shows it was even with all the disadvantages it shows.
If you look at ship design it is about compromise. Think about catapult aft, British considered US practice to have aicraft aft as it brings some advantages however they turned it down because stowing hangar aft under that make large space very vulnerable. They have right as USS Houston experience showed. So it is very seldom only advantages it is much more complex and usually only disadvantages shown through experience or fatal experience is visible and discussed.
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Post by dorn on Jan 7, 2024 9:44:19 GMT -6
You can rename ships, it is possible.
Not the classes and the ships will be set to wrong classes as well.
This is not difficult too, but you need it to be done outside the game. If you need to rename class AAA to BBB, it should be enough if you open bcs file and DesignFiles0 and rename all occurencies of AAA to BBB.
You need only be certain of one thing that no other nation use name AAA. If it does use it you need to rename AAA to BBB in your bcs file only for your ships. For that purpose notepad works fine.
note: make backup first, sometimes files can be opened as UTF8 which is not. In that case if you save file with UTF8 you can have messed names which use characters outside ASCII.
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Post by dorn on Jan 6, 2024 11:33:26 GMT -6
There is no such option for other starts of game as you get bunch of old ships at start. You can see from start that only some of ships are really modern and that most ships are already obsolete. This is realistic. But player would not design and build absolete ships himself. ;-) Sometimes I'd like to rebuild a historical fleet though and then my names get used by the game. I helpled myself with adding more names into the shipname file, but it is still tedious sometimes. You can rename ships, it is possible.
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Post by dorn on Jan 6, 2024 10:21:23 GMT -6
There is no such option for other starts of game as you get bunch of old ships at start. You can see from start that only some of ships are really modern and that most ships are already obsolete. This is realistic.
But player would not design and build absolete ships himself. ;-)
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Post by dorn on Dec 20, 2023 2:32:07 GMT -6
Deck armour is at risk of penetration if it is not at least 2" thick by splinters. Really? Is that why most auto-design protected cruisers default to 2" decks? The splinters can pass through into engineering or magazine spaces? It's interesting because the risk of plunging fire is almost nonexistent at such early eras, so I usually cut down the decks to 1", 1.5" at most, usually only for armored cruisers. Really. It is not from plunging fire, but damage from splinters. If shell explodes above the deck armour, splinters are still dangerous and can penetrate deck armour if it is less than 2". This is change from RTW3 to RTW2 to increase realismus and give disadvantage to CLs or early battleships which ignores deck armour in their design.
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Post by dorn on Dec 18, 2023 15:54:44 GMT -6
For CL the sloped deck behind belt is IMO better anyway, at least if the CL is intended to fight other CL. Against CL your deck armor is never at risk of beeing penetrated, but as you are limited to 3‘ B you need all support avaiblable to keep your machinery and magazine safe. Deck armour is at risk of penetration if it is not at least 2" thick by splinters.
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