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Post by williammiller on May 17, 2022 13:19:09 GMT -6
Worth noting that generally the targeted ship does not maneuver much either if its returning fire, otherwise it would make its own firecontrol much less ineffective as it needs to account for its own ship constantly turning and moving. Dispersion on guns at 30k yards is not amazing but its nowhere near bad enough to make it hard to hit a target. By the end of WWII fire control was completely separated from ship movement, an Iowa could fire accurately while turning in circles as long as the guns could sufficiently elevate. Correct. There was a USN fleet memo put out (in 1944 IIRC) that in essence stated that commanders may maneuver at will and no longer concern themselves with the effects upon their own gunnery. This was due to RPC, stable verticals, use of more advanced radar, and other related later-war techs that made this possible. Certain combination of these techs in RTW should make the accuracy reduction of fire-while-turning much less pronounced in the game.
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Post by seawolf on May 17, 2022 13:55:11 GMT -6
By the end of WWII fire control was completely separated from ship movement, an Iowa could fire accurately while turning in circles as long as the guns could sufficiently elevate. Correct. There was a USN fleet memo put out (in 1944 IIRC) that in essence stated that commanders may maneuver at will and no longer concern themselves with the effects upon their own gunnery. This was due to RPC, stable verticals, use of more advanced radar, and other related later-war techs that made this possible. Certain combination of these techs in RTW should make the accuracy reduction of fire-while-turning much less pronounced in the game. On the original thread topic-I've been doing some recent experimenting with 1.26-Am really happy with how the long range gunnery/deck hits have been adjusted. (Note that all of the below is with ~1940 technology) One thing that I've really noticed is that I think the problem is actually with identification as much as sighting range. While sighting range can get to 30,000, often ships remain totally unidentified until the low 20,000 yards, at which point ships start ranging fire. The reason I noticed is actually because engagements during withdrawal tend to work really well, with engagements out to the high 20,000 yards, and realistic hit rates. If ship identification, especially between late game battleships, was accelerated, or firing was better enabled versus partially identified ships, then the current issue in game of ships not really engaging till under 20,000 yards(In clear whether) could be negated. Obviously this is all with the present update and you might have already changed things for the new game. Basically ship combat at long range tends to work really realistically at the moment if ships are pulling away from each other, but not while they're closing, and I think that's because of the identification process being longer than IRL.
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Post by williammiller on May 17, 2022 15:16:12 GMT -6
I will check the game 'rules' for sighting range and see if they need adjusting - also, ID times can be adjusted if we determine they are taking too long.
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