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Post by dorn on May 15, 2019 7:08:02 GMT -6
It seems to me that there are a lot of flash fires for UK ships. Every 2-3 engagement I loose one ship from turret flash fire. It is quite high. In RTW it can happen at the begining but not later. Is it possible that 1920 start takes it as there is no experience with flash fires? In this case it should be setup as there is already experience and in 20s flash fire risk should be lowered.
EDIT: Just find this, nice. 14 17:49 BB Camperdown Turret A hit T * Turret flash fire! Two turrets burnt out!
EDIT2: Just count last battle when I intentionally push during night and from about 20 penetrating turrets hits, 2 ship lost.
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Post by christian on May 15, 2019 8:03:54 GMT -6
20 penetrating turret hits is quite alot
flash fires happend alot at the start from penetrating hits the more flashfires you experience the lower a chance it has of happening again (its still high for turret pens)
this was how it worked in rtw1 i suspect its the same in rtw2
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Post by cogsandspigots on May 15, 2019 8:13:43 GMT -6
I suspect it’s a side effect of the 1920 start. In 1900, the chance of a flash fire in a turret upon penetration is quite high, but the chance of a turret penetration is quite low due to bad AP shells. Then as you get to 1920 naturally, you have a few flash fire spread out as the AP shells steadily grow in penetration and experience decreases flash fire rate. But if you start in 1920 with no flash reduction experience and high AP penetration, yeah, it’ll light up a lot.
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Post by dorn on May 15, 2019 8:44:56 GMT -6
20 penetrating turret hits is quite alot flash fires happend alot at the start from penetrating hits the more flashfires you experience the lower a chance it has of happening again (its still high for turret pens) this was how it worked in rtw1 i suspect its the same in rtw2 I pust it intentionally to have high number of hits to turrets.
But we are not in 1900. We are 1920 and it should be expected that flash fires has happened and there are not as a problem as in 1900.
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Post by christian on May 15, 2019 11:58:29 GMT -6
20 penetrating turret hits is quite alot flash fires happend alot at the start from penetrating hits the more flashfires you experience the lower a chance it has of happening again (its still high for turret pens) this was how it worked in rtw1 i suspect its the same in rtw2 I pust it intentionally to have high number of hits to turrets.
But we are not in 1900. We are 1920 and it should be expected that flash fires has happened and there are not as a problem as in 1900.
it really depends the british learned to not blow themselves up after jutland if jutland never happened (aka a large battle with multiple flashfires) the risk dosent get reduced as dramatically if you are lucky a hidden flaw has been rectified message can also show up
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Post by dorn on May 15, 2019 12:00:47 GMT -6
I pust it intentionally to have high number of hits to turrets.
But we are not in 1900. We are 1920 and it should be expected that flash fires has happened and there are not as a problem as in 1900.
it really depends the british learned to not blow themselves up after jutland if jutland never happened (aka a large battle with multiple flashfires) the risk dosent get reduced as dramatically if you are lucky a hidden flaw has been rectified message can also show up I agree with you. But in world of RTW we have conflicts quite often so if it is in line with it it should be lower in 1920 than in 1900.
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Post by dorn on May 16, 2019 3:37:32 GMT -6
It is even bad when as I am as Japan fighting UK. UK cruisers are terrible, blowing up one by one just by 6" HE shells.
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Post by christian on May 16, 2019 4:13:22 GMT -6
It is even bad when as I am as Japan fighting UK. UK cruisers are terrible, blowing up one by one just by 6" HE shells. likely due to splinter damage on the deck or magazines magazine protection might be a good idea for the british
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Post by JagdFlanker on May 16, 2019 4:25:58 GMT -6
don't know how things changed with the new game/late starting date, and havn't fought any battles yet in the demo, but in the original game i make turret top half the armour of turret armour and i very very rarely get flash fires - and i don't play with the 'reduced flash fire risk' box checked
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Post by tbr on May 16, 2019 8:29:54 GMT -6
Guys, the "antiflash" preparations "curing" the problem were not "the" solution, they were only partially effective and most of their effect was on crew morale. The main problem in British ships with "flash" was due to the nature and composition of the propellant. It was far more volatile and generated far more gas pressure more quickly than, for instance, German or even American propellant. It also was not aging gracefully, i.e. it became more instable with age, especially if the ship/arsenal could not maintain low magazine temperatures. This lasted well into WWII timeframe in Britain. The French had like propellant issues, as did the Americans, but they mostly resolved them by WWI.
Even with "flash experience" the RN should still have 2-5 times as high a flash incident probability as other navies. Of course this was ITTL due to a confluence of technoloigical path and organizational/cultural issues in Britain, i.e. the very aspects abstrahized in the RTW tech tree. Ideally we would have an optional "flash roulette" settings where every nation would gat a chance to experience the Brtitish propellant issues and the opportunity to dig themselves out of it through research.
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Post by forcea1 on May 16, 2019 9:19:32 GMT -6
I pust it intentionally to have high number of hits to turrets.
But we are not in 1900. We are 1920 and it should be expected that flash fires has happened and there are not as a problem as in 1900.
it really depends the british learned to not blow themselves up after jutland if jutland never happened (aka a large battle with multiple flashfires) the risk dosent get reduced as dramatically if you are lucky a hidden flaw has been rectified message can also show up The main issue with the increased risk of flash fired is that Britain's lax safety standards only took place for a short period. Safety standards were relaxed only after the Dogger Bank to increase the rate of fire. After Jutland of they further improved.
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Post by dougphresh on May 16, 2019 10:01:07 GMT -6
I think in RTW 1 there was an improvement of ammunition handling reducing flash fires after a certain number, as the British did get better after Jutland.
The 1920 start probably does not take this in to account. I would suggest that with Versailles in place, WW1 happened so the British are not leaving magazine and handling room hatches open.
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Post by rimbecano on May 16, 2019 14:18:00 GMT -6
Guys, the "antiflash" preparations "curing" the problem were not "the" solution, they were only partially effective and most of their effect was on crew morale. The main problem in British ships with "flash" was due to the nature and composition of the propellant. It was far more volatile and generated far more gas pressure more quickly than, for instance, German or even American propellant. It also was not aging gracefully, i.e. it became more instable with age, especially if the ship/arsenal could not maintain low magazine temperatures. This lasted well into WWII timeframe in Britain. I'll point out that the loss of Hood occurred during the first engagement since Jutland that a British capital ship was hit by heavy-caliber fire, and, if related to the boat deck fire, would have been caused by the very first such hit received by a British ship since Jutland.
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