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Post by oldpop2000 on Mar 5, 2019 11:12:28 GMT -6
In most instances, my answers are directed at not just the person who created the post, but as information for all who might not have an understanding of the subject. As nice as that is, it doesn't change the fact that the question you answered was different to the one being asked. No problem, all posts deleted.
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tuna
New Member
Posts: 18
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Post by tuna on Mar 5, 2019 11:12:31 GMT -6
"Captain! Radar room says they think something is up, but it's probably just them imagining things again!"
In RTW1 you are not allowed to fire on Unidentified Ship. I assume you can do so in RTW2 if you have radar? Or how is such situation handled? In some situations, not allowing shooting at unidentified ships might well be realistic. At Guadalcanal, Washington tracked Kirishima on it's radar for at least 15 minutes, closing to a distance of 8km, but did not fire because they had lost contact with the South Dakota, could not establish radio communications with them, and therefore did not want to shoot just in case the large target would turn out to be friendly. It wasn't until Kirishima successfully fired an illumination shell over South Dakota that Washington managed, by process of elimination, to determine that the target they were tracking was in fact not a friendly ship and they could safely shoot at it. In game, this might mean having to send a destroyer to identify an echo on radar, just in case.
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Post by Adseria on Mar 5, 2019 11:59:35 GMT -6
In RTW1 you are not allowed to fire on Unidentified Ship. I assume you can do so in RTW2 if you have radar? Or how is such situation handled? In some situations, not allowing shooting at unidentified ships might well be realistic. At Guadalcanal, Washington tracked Kirishima on it's radar for at least 15 minutes, closing to a distance of 8km, but did not fire because they had lost contact with the South Dakota, could not establish radio communications with them, and therefore did not want to shoot just in case the large target would turn out to be friendly. It wasn't until Kirishima successfully fired an illumination shell over South Dakota that Washington managed, by process of elimination, to determine that the target they were tracking was in fact not a friendly ship and they could safely shoot at it. In game, this might mean having to send a destroyer to identify an echo on radar, just in case. Maybe allow friendly fire on unidentified targets, and then it's the player's choice if they want to tell their ships to hold fire.
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imryn
Full Member
Posts: 156
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Post by imryn on Mar 6, 2019 5:08:05 GMT -6
The installation of radar sets is (at present) entirely automated, so you wouldn't have to make any such choice. In your example though, you would see that Fred (probably) or George (possibly) got your "Mk I" radar set some few months (1-3 it seems like) after "discovery". When your "Mk II" set becomes available Fred (probably) or George (possibly) would get a "Mk II" set a few months after discovery, which if given to Fred would write its Mk I set into oblivion, or if given to George would appear as the first radar set assigned to the ship. If it was given to George, then George would have gone directly from 'no radar' to "Mk II". Now mind you this process happens so seamlessly and so "correct-seeming" that I have never paid close attention to it, so my estimation of dispersion of sets might be skewed. Also, your radar terminology I kept for the sake of your example, but that is not quite how it works. Radar has 5 (I believe) * levels of ability in two categories, Search and Fire Control. The radar tech tree lists and advises of the particulars of the advancement, but the only numbers you will see are on the Ships in Service tab in the Radar column. Search folds Air and Surface search together, though air search does not have a "stat"; a Radar rating of 5/4 for instance would refer to Surface Search 5 & Radar Fire Control 4, and are simply a subjective ranking of ability. Along the way on the tech tree you will also get various Air Search discoveries, though they do not affect the Radar Rating displayed for your ship. The Radar subsystem I have described above has remained stable and working "as is" for quite a long time, so I would not imagine anything would be changed from this point forward, but I cannot of course state this for certainty. * Edit; There are only 4 levels of Fire Control, so your ship's peak radar development would read as "5/4" in the above referenced columnIs it possible to make a ship ineligible for radar installation? For example, if I have a number of BB's and am planning on scrapping one in a few months it would be annoying if it had a radar set installed just before its trip to the breakers yard so is their a box I can tick to make it ineligible.
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Post by garrisonchisholm on Mar 6, 2019 8:05:29 GMT -6
This is an excellent point. I *imagine*, or at least it "should" work this way, that a ship in mothballs would be exempt from installation or upgrading. I will test this as soon as I am in a game up to the radar age again.
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Post by garrisonchisholm on Mar 6, 2019 13:58:21 GMT -6
Yes, putting a ship in mothballs excludes it from radar installation or upgrade. *thumbs up*
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Post by oldpop2000 on Mar 6, 2019 16:44:43 GMT -6
Yes, putting a ship in mothballs excludes it from radar installation or upgrade. *thumbs up* There should be a reserve fleet that is maintained, both with upgrades and maintenance and a mothball fleet which generally is a fleet of older ships that are not upgraded or maintained. This is how I believe the system should work. A ship that might be upgraded must be moved to a fleet reserve status and a skeleton crew assigned. Mothball ships are sealed and not maintained so they rust and deteriorate. I would also recommend a system whereby a mothballed ship, due it's time in the mothballs will be either automatically or manually, scrapped due to age.
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Post by JagdFlanker on Mar 6, 2019 17:26:59 GMT -6
i would have thought radar would have been equipped on a refit, and added similar to fire control
of course personally i would put radar on everything, like the latest fire control, so adding it automatically to ships wouldn't bother me any
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Post by desdinova on Mar 6, 2019 17:31:34 GMT -6
In RTW1 you are not allowed to fire on Unidentified Ship. I assume you can do so in RTW2 if you have radar? Or how is such situation handled? In some situations, not allowing shooting at unidentified ships might well be realistic. At Guadalcanal, Washington tracked Kirishima on it's radar for at least 15 minutes, closing to a distance of 8km, but did not fire because they had lost contact with the South Dakota, could not establish radio communications with them, and therefore did not want to shoot just in case the large target would turn out to be friendly. It wasn't until Kirishima successfully fired an illumination shell over South Dakota that Washington managed, by process of elimination, to determine that the target they were tracking was in fact not a friendly ship and they could safely shoot at it. In game, this might mean having to send a destroyer to identify an echo on radar, just in case. Speaking of illumination, did it ever get confirmed if star shells and searchlights will be included in the game?
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Post by goodwood on Mar 6, 2019 18:58:38 GMT -6
Remember my first computer was Action Stations, by Raw Entertainment that had star shells and search lights. I would love to see them included. If not in the initial release at least later as an add on
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Post by Adseria on Mar 6, 2019 23:25:30 GMT -6
i would have thought radar would have been equipped on a refit, and added similar to fire control of course personally i would put radar on everything, like the latest fire control, so adding it automatically to ships wouldn't bother me any This could be a nice feature to add later, but I wouldn't say it's a high priority. After all, as you say, most people would probably just equip every ship with it anyway. I doubt anyone would ever not give a ship the best radar available, just like most people probably always give their ships the best fire control they can. The only reason I can think of why you wouldn't is if you specifically decided to challenge yourself to play a game without radar, like those people who try a game following the Jeune Ecole doctrine.
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Post by pirateradar on Mar 7, 2019 2:02:05 GMT -6
I can kind of see the lack of manual control being annoying, maybe, if you think a particular ship is going to need radar earlier than another but don't want to be shuffling ships around in RF/MB status to game the prioritization system.
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Post by jwsmith26 on Mar 7, 2019 10:37:11 GMT -6
Here's bit more information about how radar is installed. (Subject to change before release.)
Each nation is assigned a limited number of the latest radar sets each month. These sets are automatically installed each month with no negative impact to the receiving ships. Larger ships get priority when radar is being automatically installed.
Radar can also be manually added to a ship, with the restriction that the ship will be taken out of action for the month of the install.
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Post by Adseria on Mar 7, 2019 14:16:37 GMT -6
Here's bit more information about how radar is installed. (Subject to change before release.) Each nation is assigned a limited number of the latest radar sets each month. These sets are automatically installed each month with no negative impact to the receiving ships. Larger ships get priority when radar is being automatically installed. Radar can also be manually added to a ship, with the restriction that the ship will be taken out of action for the month of the install. So, basically, what you're saying is that nothing has changed since we were first told how radar deployment works? Literally the only new thing I can see is that you actually told us exactly how long a ship is out of action after a manual installation.
I mean, don't get me wrong, I'm not complaining, it's great that you're "engaging with the community" and all that. But why tell us these things if there's nothing we haven't already been told?
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Post by williammiller on Mar 7, 2019 15:24:33 GMT -6
Here's bit more information about how radar is installed. (Subject to change before release.) Each nation is assigned a limited number of the latest radar sets each month. These sets are automatically installed each month with no negative impact to the receiving ships. Larger ships get priority when radar is being automatically installed. Radar can also be manually added to a ship, with the restriction that the ship will be taken out of action for the month of the install. So, basically, what you're saying is that nothing has changed since we were first told how radar deployment works? Literally the only new thing I can see is that you actually told us exactly how long a ship is out of action after a manual installation.
I mean, don't get me wrong, I'm not complaining, it's great that you're "engaging with the community" and all that. But why tell us these things if there's nothing we haven't already been told?
I believe jwsmith26 was trying to correct the impression that you could not manually assign radars to your ship, as stated by one or more previous posters. Reminding folks that a previous statement in this thread is incorrect is a 'redundancy' that should not be very troubling I think.
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