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Post by aeson on Aug 2, 2018 0:49:24 GMT -6
downloaded the "parts and accessories" from the forum here and started messing with ship pictures for the first time. Here's a couple of Goodies from my playthrough as Japan recently. I'm no Veteran, so be gentle lol They look good.
One comment I'd make is that the after midships turret on Fuso looks a bit silly with the barbette projecting that far above the deck for no apparent reason. I'd suggest using an image editor such as Paint or Gimp to move the turret closer to the level of the main deck in the profile image, or else put a bit more stuff into the area immediately around and beneath the turret so that there's more of a visible reason for it to be so high up. Still, personal taste, and I know it's not ahistorical for the turret to be that high up, either.
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bubby
Junior Member
Posts: 66
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Post by bubby on Aug 2, 2018 13:45:45 GMT -6
They look good.
One comment I'd make is that the after midships turret on Fuso looks a bit silly with the barbette projecting that far above the deck for no apparent reason. I'd suggest using an image editor such as Paint or Gimp to move the turret closer to the level of the main deck in the profile image, or else put a bit more stuff into the area immediately around and beneath the turret so that there's more of a visible reason for it to be so high up. Still, personal taste, and I know it's not ahistorical for the turret to be that high up, either.
Agreed. When the ship is refit for Oil fired Boilers and Director FC, i'll be sure to make the area around the barbette seem a little more crowded, also the Pagoda mast could definitely use a little work. But i'm happy how they turned out for my first 2 ships lol.
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Post by aeson on Aug 2, 2018 14:07:35 GMT -6
Agreed. When the ship is refit for Oil fired Boilers and Director FC, i'll be sure to make the area around the barbette seem a little more crowded, also the Pagoda mast could definitely use a little work. But i'm happy how they turned out for my first 2 ships lol. Just as a heads up, if you do this using the in-game editor you'll be starting from scratch.
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bubby
Junior Member
Posts: 66
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Post by bubby on Aug 2, 2018 14:11:14 GMT -6
Just as a heads up, if you do this using the in-game editor you'll be starting from scratch. Thanks for the heads up, but i'm fully aware. I enjoy it enough, so it's not a problem to re-design the picture for every Refit. Hell, some ships were hardly recognizable after a refit historically, so it's not really all that burdensome after all.
Plus that Pagoda needs to be wiped clean anyway, the more I look at it the more I cringe.
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Roumba
Junior Member
Posts: 88
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Post by Roumba on Aug 20, 2018 18:41:18 GMT -6
I really feel like there should be some kind of crew/unrest penalty from never putting any armor on my secondary weapons. Eventually, I'll put some splinter protection when I have reliable quadturrets, but otherwise, I keep adding sections to the Five and Six Inch Gunners' Wall of Remembrance with as much remorse the ever-expanding Submariner's Cenotaph gives me.
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Post by regalseagull on Aug 21, 2018 23:10:44 GMT -6
The Pre-Dreadnought Battleship that served as the main part of the battle-fleet During the Franco-German War 1904-1905 Unfortunately I cant continue as I didn't realize resigning after saving would lock that save
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Post by aeson on Aug 22, 2018 0:33:46 GMT -6
Unfortunately I cant continue as I didn't realize resigning after saving would lock that save The save file is named RTWGame#.bcs, and should be located in \NWS\Rule the Waves\Save\Game#. Open it with a text editor such as NotePad, find the line GOR=1, change that to GOR=0, and save the file. You should now be able to continue your game. (# is a placeholder character for the Arabic numeral corresponding to the save slot you used for your game - 1, 2, 3, 4, or 5.)
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Post by dorn on Aug 22, 2018 0:49:30 GMT -6
The Pre-Dreadnought Battleship that served as the main part of the battle-fleet During the Franco-German War 1904-1905 Unfortunately I cant continue as I didn't realize resigning after saving would lock that save Nice ship, well armored. It is possible to have only 1-1.5" of deck armor as gunfire at that time could not penetrate deck armor and at the time it could your ship will be obsolete. Submerged torpedo tubes could be interesting for early battleships to sink crippled ships. It is quite difficult for gunfire at start of century.
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Post by regalseagull on Aug 22, 2018 1:48:11 GMT -6
The planned Battlecruiser in development during the Franco-German war of 1904-1905 and put out to sea in 1906 . Not sure what to really look for when designing ships and when. Generally aim to have armor that cant be penetrated by the main guns.
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Post by dorn on Aug 22, 2018 2:58:25 GMT -6
The planned Battlecruiser in development during the Franco-German war of 1904-1905 and put out to sea in 1906 . Not sure what to really look for when designing ships and when. Generally aim to have armor that cant be penetrated by the main guns. Try to fight wars and you gain experience, it is most funny part of the game. With your fist game you are in similar position as navies in the world were, you do not know what works and what does not. I wrote following text in white not to spoil the fun for your fist game but you can read it if you highlight it. Citadel armor (deck, belt armor) It is more matter of probability. Try to design several design and choose from them. Try to design the same battlecruiser with just 1.5" deck armor and compare with battlecruiser with 3" deck armor. See the price difference, see if you can use the savings in weight somewhere else - better firepower, higher speed.
Designing ship with citadel completely proof against her own gun is usually quite expensive (especially deck armor). At maximum range the penetration of main guns to deck armor increased rapidly and especially as time progress. So usually it is better to design it with knowing that ship is vulnerable at very long distances. When you firstly are able to fire at 16.000, your fire control is so awful that hits would occur only very seldom. So it could be better to spend weight somewhere else and to armor ship from catastrophic damage as turrets top. These ship could take some beating.
And before you developed AoN armor scheme, your ship is still vulnerable to extended part of ships so having strong main belt and deck armor you could save vital areas of ship however a lot of hits on extended belt or deck armor still sink your ship.
And armor penetration which you can see in designing your ship has some limitation: - it is for your guns and technology thus nations technology ahead (usually UK, latter USA) have usually better penetration values, on opposite others have worse penetration values for their guns - penetration is not one number, there is a random so usually if you enemy guns are able to penetrate at that distant 10" of belt armor, usually even getting a little closer is safe. However even at "safe" distance, some shell could luckily penetrate your belt armor.
Best thing is to experiment you will find what suits your strategy best. Look at your battle, see your sunk or heavily damaged ships and look why they take so much damage.
E.g. your battlecruisers has low firepower, 2x2x12" guns is low compared to dreadnought era with at least 8 guns broadside. Your armor on the other hand is quite extensive as 10" belt is sufficient almost to end of first decade, 3" deck armor is usually sufficient till the second decade, so your battlecruiser is designed more for protection (except note bellow). (this does not mean bad, just to know what you should expect from your ship).
Secondary guns and armor You should be aware that secondary guns 7" and higher have chance to catch flashfire if their armor is penetrated destroying whole ship. So having 3" armor means that any penetration hits from main battery which from AP shell is almost certain had chance to destroy this ship. Even lower caliber guns have chance to penetrate 3" armor of secondary guns so risk of flashfire is quite high.
Usually solutions is having secondary guns 6" and lower or armored them at level almost of main turrets.
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Post by regalseagull on Aug 22, 2018 3:12:58 GMT -6
I've played a few games, but never made it to the end point.I seem to be incapable of actually keeping up with the naval race, the best game I've had was a AH game where I made it to 1920 beating up the Italians, but ended up at war with both Italy and France and was hopelessly outclassed by the French navy. I'm never quite sure what the actual weaknesses of my ships and whats causing them to get sunk are, because even on the slower speeds the log pases by a bit too fast. My ships also never seem to use their torpedoes, or as destroyers even go in for torpedo runs.
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Post by dorn on Aug 22, 2018 3:27:52 GMT -6
I've played a few games, but never made it to the end point.I seem to be incapable of actually keeping up with the naval race, the best game I've had was a AH game where I made it to 1920 beating up the Italians, but ended up at war with both Italy and France and was hopelessly outclassed by the French navy. I'm never quite sure what the actual weaknesses of my ships and whats causing them to get sunk are, because even on the slower speeds the log pases by a bit too fast. My ships also never seem to use their torpedoes, or as destroyers even go in for torpedo runs. After the battle ends you can click on detail, select any ship and open and there you have log for the ship, so you can easily see all hits done and received. During battle it is all about caution. It is more likely chess, you damage slowly taking advantage and then use it. If enemy escapes never mind you can have another try, but usually if you rush too early you risk high losses as the probability of being torpedoed or get heavy damaged (as usually you can fire only forward guns giving your broadside advantage to enemy). Everybody designs ships differently but before starting designing ship you should know what threats she will fight. E.g. if you are playing Germany your budget is large enough to have large fleet than anyone except USA and UK. So you need stay out of trouble to have more enemies at once. USA is not dangerous as had no bases in Europe so they cannot blockade you, you cannot blockade them so it is war of trade routes and you can prepare for that (submarines, raiders). If it is UK it is quite difficult, usually working strategy could be raiders or really large ships that outclasses RN ships in 1:1 fight. Idea could be have good battlecruiser force to slowly sunk UK battlecruisers and than use them with your battleships to fight British dreadnoughts numbers.
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Post by rimbecano on Aug 22, 2018 8:21:10 GMT -6
The Pre-Dreadnought Battleship that served as the main part of the battle-fleet During the Franco-German War 1904-1905 Unfortunately I cant continue as I didn't realize resigning after saving would lock that save Nice ship, well armored. It is possible to have only 1-1.5" of deck armor as gunfire at that time could not penetrate deck armor and at the time it could your ship will be obsolete. Submerged torpedo tubes could be interesting for early battleships to sink crippled ships. It is quite difficult for gunfire at start of century. The danger with deck armor under 2" is losing machinery to splinter penetration. Shells cannot directly penetrate 1-1.5" of armor in the early game, but shell splinters can go through anything less than 2"
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 22, 2018 11:45:39 GMT -6
I've played a few games, but never made it to the end point.I seem to be incapable of actually keeping up with the naval race, the best game I've had was a AH game where I made it to 1920 beating up the Italians, but ended up at war with both Italy and France and was hopelessly outclassed by the French navy. I'm never quite sure what the actual weaknesses of my ships and whats causing them to get sunk are, because even on the slower speeds the log pases by a bit too fast. My ships also never seem to use their torpedoes, or as destroyers even go in for torpedo runs. After the battle ends you can click on detail, select any ship and open and there you have log for the ship, so you can easily see all hits done and received. During battle it is all about caution. It is more likely chess, you damage slowly taking advantage and then use it. If enemy escapes never mind you can have another try, but usually if you rush too early you risk high losses as the probability of being torpedoed or get heavy damaged (as usually you can fire only forward guns giving your broadside advantage to enemy). Everybody designs ships differently but before starting designing ship you should know what threats she will fight. E.g. if you are playing Germany your budget is large enough to have large fleet than anyone except USA and UK. So you need stay out of trouble to have more enemies at once. USA is not dangerous as had no bases in Europe so they cannot blockade you, you cannot blockade them so it is war of trade routes and you can prepare for that (submarines, raiders). If it is UK it is quite difficult, usually working strategy could be raiders or really large ships that outclasses RN ships in 1:1 fight. Idea could be have good battlecruiser force to slowly sunk UK battlecruisers and than use them with your battleships to fight British dreadnoughts numbers. You are right. In this game, this always works. The game forces you to build less, but bigger ships. If you hunt down enemy ships one by one, it almost doesnt matter what are your initial numbers. Once you have more BCs than the enemy, you may try to sunk their BBs too. Its not a big deal. I use 18in+ armor mod with ability to fund research not just 12%, but 20% at max. If I use it, I can make the most advanced ships even when I play as Japan or A-H, and then I can hunt RN ships one by one until whole Britain collapses.
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Post by rimbecano on Aug 22, 2018 12:34:34 GMT -6
My strategy is to try to have my BC fleet match Britain the tonnage and numbers of Britain's BB fleet, generally using no more than six barrels per ship at the highest caliber available to me. The smaller number of guns allows me to armor the ships up to BB standard while using guns heavy enough to penetrate enemy armor and making the ships fast enough to keep up with enemy BCs.
Given that Britain tends to use low-armor BC designs, as long as I have the BC fleet described above, I consider their BC fleet to be a non-entity, nothing more than impressive floating pyrotechnic charges. Against their BB fleet, I can use my speed to choose the range that maximizes my advantage.
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