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Post by noshurviverse on Dec 11, 2018 14:46:51 GMT -6
Conning Tower: A heavily armored section of a ship's superstructure usually containing only vital navigation and command resources, a conning tower was intended for use by a ship's command staff in battle. Historically, conning towers were rather unpopular, with captains largely preferring the unarmored bridge which allowed for easier command of a ship. In-game, rounds that hit and penetrate the conning tower will be more devastating than rounds hitting the bridge.
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Post by rob06waves2018 on Dec 11, 2018 15:48:51 GMT -6
Torpedo bulge (der Torpedowulst) - Early to mid period attempt to protect the underside of a ship from torpedoes. These were essentially external tanks to make an explosive charge detonate away from the hull. They could be filled with water, air or extra fuel. They could also be added in a refit at the expense of hydrodynamics (i.e speed).
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Post by aeson on Dec 11, 2018 16:23:40 GMT -6
(Note - Does anybody know if the scheme limits CA or B/BC to two centerline turrets as well?) The two-centerline limit on protected "cruisers" applies to all armorable classes of ship - MS, CL, CA, B, BC, and BB.
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Post by bcoopactual on Dec 11, 2018 17:52:45 GMT -6
Thanks aeson , I'll fix the entry. Conning Tower: A heavily armored section of a ship's superstructure usually containing only vital navigation and command resources, a conning tower was intended for use by a ship's command staff in battle. Historically, conning towers were rather unpopular, with captains largely preferring the unarmored bridge which allowed for easier command of a ship. In-game, rounds that hit and penetrate the conning tower will be more devastating than rounds hitting the bridge. noshurviverse , thanks for the input. Here is the quote from the Fredrik's Tidbits file regarding the effects of conning tower hits. I would recommend adding it in some form. "[Conning Tower Hits are] actually quite harmful. If it penetrates it can cause some or all of: Reduce Fire control one level Reduce crew quality by one for the rest of the battle (to simulate general loss of efficiency and senior officer casualties). Lock the course of the ship for up to 8 minutes (simulating temporary confusion and loss of control)." In fact it might not be a bad idea for all of us to review the file for relevant information for any of the particular entries. FredrikTidbits18Oct2018.docx (32.88 KB) Torpedo bulge (der Torpedowulst) - Early to mid period attempt to protect the underside of a ship from torpedoes. These were essentially external tanks to make an explosive charge detonate away from the hull. They could be filled with water, air or extra fuel. They could also be added in a refit at the expense of hydrodynamics (i.e speed). rob06waves2018 , thanks as well. I believe the in-game effect specifically is a 10% drop in speed.
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Post by noshurviverse on Dec 11, 2018 22:59:47 GMT -6
Conning Tower: A heavily armored section of a ship's superstructure usually containing only vital navigation and command resources, a conning tower was intended for use by a ship's command staff in battle. Historically, conning towers were rather unpopular, with captains largely preferring the unarmored bridge which allowed for easier command of a ship. In-game, rounds that hit and penetrate the conning tower will be more devastating than rounds hitting the bridge. noshurviverse , thanks for the input. Here is the quote from the Fredrik's Tidbits file regarding the effects of conning tower hits. I would recommend adding it in some form. "[Conning Tower Hits are] actually quite harmful. If it penetrates it can cause some or all of: Reduce Fire control one level Reduce crew quality by one for the rest of the battle (to simulate general loss of efficiency and senior officer casualties). Lock the course of the ship for up to 8 minutes (simulating temporary confusion and loss of control)." In fact it might not be a bad idea for all of us to review the file for relevant information for any of the particular entries. I actually couldn't remember exactly what a conning tower penetration did, so I left it vague. Anyways, I suppose altered that the description would be:
Conning Tower: A heavily armored section of a ship's superstructure usually containing only vital navigation and command resources, a conning tower was intended for use by a portion of a ship's command staff in battle. Historically, conning towers were rather unpopular, with captains largely preferring the unarmored bridge which allowed for easier command of a ship. In-game, rounds that hit and penetrate the conning tower can result in a loss of fire control ability or crew quality, as well as a temporary loss of control of the ship.
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Post by garrisonchisholm on Dec 12, 2018 18:58:12 GMT -6
I've been trying to distill "flight operations pace" or "operational pace" down to a one or two sentence summation and it is deftly alluding me. Such a definition - in addition to having a reasonable title - would have to include so many factors that could affect the tempo of deck ops on a carrier...
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Post by oldpop2000 on Dec 12, 2018 19:12:07 GMT -6
I've been trying to distill "flight operations pace" or "operational pace" down to a one or two sentence summation and it is deftly alluding me. Such a definition - in addition to having a reasonable title - would have to include so many factors that could affect the tempo of deck ops on a carrier... clashofarms.com/files/USF-77_TactOrdrsCVs_194103.pdf - See if you can use this official document to figure out what you want to say. It is too big to upload so here is the PDF link.
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Post by garrisonchisholm on Dec 12, 2018 19:18:17 GMT -6
I've been trying to distill "flight operations pace" or "operational pace" down to a one or two sentence summation and it is deftly alluding me. Such a definition - in addition to having a reasonable title - would have to include so many factors that could affect the tempo of deck ops on a carrier... clashofarms.com/files/USF-77_TactOrdrsCVs_194103.pdf - See if you can use this official document to figure out what you want to say. It is too big to upload so here is the PDF link. Thanks Pops, Johnny-on-the-spot as usual. It will take me a while do boil down 35 pages, but that is a great resource.
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Post by oldpop2000 on Dec 12, 2018 19:23:58 GMT -6
Thanks Pops, Johnny-on-the-spot as usual. It will take me a while do boil down 35 pages, but that is a great resource.
PLAN OF THE DAY FOR THURSDAY, OCTOBER 29, 1942 ZONE MINUS TWELVE TIME General Directive: Condition Watches; General Quarters; Air Operations; Repair and Salvage Operations. Routine except: 0400 Call Air Department and Squadrons. 0405 Call pilots and flying personnel. 0420 Early breakfast for flying personnel (20). Early breakfast for Air Department and Squadron Officers (35). Flight Quarters. 0445 Blow tubes. 0450 Pilots of First Flight man ready rooms. 0457 Alert the Watch. 0530 Call all Hands. Launch First Inner and Intermediate Air Patrols. 0600 Early breakfast for Air Department and Squadrons. 0645 Up late bunks. 0700 Early breakfast for Watch 1. 0800 Breakfast for Watch 2. 0810 Flight Quarters. 0830 Turn to. Continue Repair and Salvage Operations. 0840 Launch Second Inner and Intermediate Air Patrols. 0850 Land First Inner and Intermediate Air Patrols. 1030 Early dinner for Air Department and Squadrons. 1100 Early dinner for Watch 2. 1115 Early lunch for Watch 2 Officers. 1120 Flight quarters. 1150 Launch Third Inner and Intermediate Air Patrols. 1200 Dinner for Watch 1. Lunch for Watch 1 Officers. 1300 Turn to. Continue Repair and Salvage Operations. 1430 Flight quarters. 1500 Launch Fourth Inner and Intermediate Air Patrols. 1510 Land Third Inner and Intermediate Air Patrols. 1615 Early supper for Watch 2. 1630 Early supper for Air Department and Squadrons. 1715 Early dinner for Watch 2 Officers. Set Condition of Readiness II, Watch 2. 1720 Supper for Watch 1. 1745 Dinner for Watch 1 Officers. 1815 Land Fourth Inner and Intermediate Air Patrols. 1847 (about) General Quarters and Darken ship at sunset. 1947 (about) Set Condition of Readiness II, Watch 1. 1955 Blow tubes.
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Post by oldpop2000 on Dec 13, 2018 15:53:59 GMT -6
Just some facts and numbers about carrier deck operations. The Hellcat, Avenger and Corsairs took about 15-20 minutes to warm up and this was done on the deck. Down in the hangar, the CAP fighters would warm up while the air strike is getting ready, which took about one hour. Refueling and rearming was accomplished both on the flight deck and inside the hangar.
Cycle times or the time necessary to land one aircraft was about 20 to 50 seconds. The lower number was achieved near the end of the war. Launch times were from 10-20 seconds, with fighters launched first, dive bombers next and torpedo bombers last. Cycle times for catapult launching was slower, 45-60 seconds. As the war progressed, catapult launches became the norm, since the fleet did not have to change direction. Deck-load strikes consisted of half the aircraft about 30-40. One strike would sit on the flight deck, the other would be ready in the hangar. The Essex class carriers had to divide their air group into three deck-load strikes. In the early days of the war, the US carriers were on an offensive posture and by the end of the war, they had changed to a defensive posture. Royal Navy carriers were mostly in a fleet defense mode and rarely sent out deck-load strikes. Japanese carrier operations were similar to ours but they also changed as the carriers designs changed. I will leave it there, if you need more information just be specific.
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Post by JagdFlanker on Dec 13, 2018 17:27:54 GMT -6
Launch times were from 10-20 seconds, with fighters launched first, dive bombers next and torpedo bombers last. was launch order based on aircraft range (like longest range launches first), or it's always the same launch order regardless?
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Post by oldpop2000 on Dec 13, 2018 17:34:45 GMT -6
Launch times were from 10-20 seconds, with fighters launched first, dive bombers next and torpedo bombers last. was launch order based on aircraft range (like longest range launches first), or it's always the same launch order regardless? On any carrier, you have a finite amount of available deck space and with a deck load of about 40 aircraft it reduces even more. The fighters have more power to weight so they can gain takeoff speed faster so they don't need a long takeoff run. They are always first. The dive bombers are always second and the torpedo bombers with their heavier loads, need far more distance. It is almost always this order.
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Post by rob06waves2018 on Dec 13, 2018 17:48:40 GMT -6
was launch order based on aircraft range (like longest range launches first), or it's always the same launch order regardless? On any carrier, you have a finite amount of available deck space and with a deck load of about 40 aircraft it reduces even more. The fighters have more power to weight so they can gain takeoff speed faster so they don't need a long takeoff run. They are always first. The dive bombers are always second and the torpedo bombers with their heavier loads, need far more distance. It is almost always this order. Though it is important to note that once helicopters came into naval service, at least one was launched first in case of a ditching.
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Post by oldpop2000 on Dec 13, 2018 18:22:31 GMT -6
Some representative take-off distances at 25 Kt. Wind speed
TBF - 435 ft. with a torpedo, 563 with same ordnance but two external fuel tanks
SBD- 420 feet as a scout, with 1-500 lbs. 500 feet
F4F-3 240 feet
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Post by oldpop2000 on Dec 13, 2018 20:32:02 GMT -6
Here is the data on Japanese aircraft which includes take-off distance for both zero wind and 14 knot. The distances are in meters. This is from the Naval Technical Mission to Japan. Take-off intervals for Japanese aircraft was 20-30 seconds. Landing intervals for fighters was 25-30 seconds, torpedo and bomber aircraft was 40-45 seconds.
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