Magazine explosions

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Mr.Frag
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RE: Magazine explosions

Post by Mr.Frag »

mag explosions in battle are very rare so a 1% figure is not unreasonable,

I agree, but then again ... the odds on a 14" shell hitting a ship at 20,000 yards is a pretty small number too.

When it comes to naval warfare the fact that two BBs in rough seas can even hit each other at all has always amazed me.
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RE: Magazine explosions

Post by Rabbakahn »

Using a simple binomial distribution, the probability of 2 occuring in 100 penetrations is about .14 They most likely happen a little more than we would be thinking.

I was surprised when I saw that the probabilty of zero in 100 chances was .01

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RE: Magazine explosions

Post by Ron Saueracker »

ORIGINAL: Nikademus

One of the aspects of my preposal for more dynamic FIRE interaction was just that....the poss of uncontrolled fires based on the current FIRE level. This was a feature of past GG tactical games. The higher the FIRE level, the greater the possibility of add'l FIRE levels being created. Thus, for example if you had under 20 FL's and good Damage Control, you would have a good chance of reducing FL's and saving the ship. However if you had say, 45 FL's then you were in trouble as the chance for additional FL's would be exponentially greater and if the DC level is not up to the task, you are faced with a losing proposition. Thus FL's could go both UP as well as DOWN. Each turn damage might be caused up to and including a critical event dependant on a random and the current FL. Merchants should be extremely vulnerable to such a thing and it's absense is one reason why merchants are over durable in the game. A quick read from Frank will reveal that the majority of merchant casualties resulted from reletively small numbers of hits that started fires that eventually consumed the ships.

However this would require a complete rewrite of the code because a key difference in WitP/UV is that FL generation is much greater than in those old GG games. In past games any FL above 20 was extremely dangerous, but in the game this is a common occurance. a strike by SBD's with GP bombs for example can routinely cause FL's in the 30's and 40's. Under the old system this would be a virtual death sentance for both sides every time. Never forget my first reaction to this effect after purchasing UV. I had an american tanker hit and next turn i saw that it had 40 fire levels. Because of my past GG game experience, my first thought was "crap! that ship is dead!" I was suprised to see next turn that the FL's had been cut in half. Next turn it was under 10, next turn, fires out. Only some add'l SYS had been caused.

Sadly, such a complete re-write is not economically feasible. To quote Commander Korr though....."It would have been glorious..." [;)]

Yeah. We campaigned pretty hard for a lot of things. Sadly, WITP never really had a real Alpha phase where betas could influence design issues as the game was already designed.
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Joel Billings
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RE: Magazine explosions

Post by Joel Billings »

Ron, I understand your feeling about not being able to redesign parts of WitP. However, I think you're overstating it about no Alpha phase. The game was in testing for over 18 months IIRC and we made tons of changes based on tester comments. It's very true that we chose not to rewrite many/most major systems as way too much work (in terms of code time, bug fixing time, and balancing time) versus the benefit, but I very much disagree that we weren't influenced by UV player and WitP tester comments during the 18 months of alpha and beta testing. I can't make you agree with me about the importance of the things we did change relative to those you wanted to change, but relative to other games I've worked on, this had a longer test cycle and more user/tester suggested changes than most.
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Ron Saueracker
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RE: Magazine explosions

Post by Ron Saueracker »

ORIGINAL: Joel Billings

Ron, I understand your feeling about not being able to redesign parts of WitP. However, I think you're overstating it about no Alpha phase. The game was in testing for over 18 months IIRC and we made tons of changes based on tester comments. It's very true that we chose not to rewrite many/most major systems as way too much work (in terms of code time, bug fixing time, and balancing time) versus the benefit, but I very much disagree that we weren't influenced by UV player and WitP tester comments during the 18 months of alpha and beta testing. I can't make you agree with me about the importance of the things we did change relative to those you wanted to change, but relative to other games I've worked on, this had a longer test cycle and more user/tester suggested changes than most.

Hi, Joel. I should explain that a bit. I attempted to convey that UV, being the precursor, is the meat behind WITP. UV was designed much earlier obviously and the main elements and design approaches were basically written in stone at that time. WITP adopted these and any major changes, which Alpha normally can accomodate, could not for various reasons for WITP as you stated above. Any major design changes would have had to come during UV's Alpha phase I think, right? UV had the main Alpha, WITP had a more specific one to deal with the scale and such to translate UV to WITP. So a lot of us betas who joined midway through UV development did not have an opportunity to be in on the ground floor so to speak. That's what I meant by no actual alpha.

That and it is such a huge project that a lot of things which normally would have been streamlined or whatever with smaller projects are just being realised now as user play level increases. I don't think many devs and testers even got to mid 42 as changes always required restarts etc. man this puppy is big.

Tons of fun in any case. Now if my PBEMers would send me turns while I battle this flu. Canada sucks sometimes.[;)]
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RE: Magazine explosions

Post by Joel Billings »

Ron, I understand your point about UV. Yes, lots of things were developed during UV before it got to outside testers. Heck, Gary was working on it in 1999/early 2000 and much was already working when we formed 2by3 in summer 2000. If I knew then what I know now, I would have probably asked for more changes from Gary when I first came on the project (althought honestly not on the damage model, because I still don't view that as being so far off given the strategic scale of the game). My focus, however, was on the user interface (Gary didn't have one), and that was enough work with UV that I accepted his under the hood formulas unless I found something that hit me in the head as being really off. Then while we were waiting for Mike to implement the interface, Gary and I spent months working on the AI as it certainly needed the effort (much more time than with most of his games). Anyway, that's all ancient history now and for the design Archaeologists. As for players finding things now that couldn't be tested before, I agree. This game is very big. Hopefully Mike can continue to take care of anything that's considerably off, although I'm hopeful it won't be too bad as we did have later war scenarios. Of course I don't have a lot of hope about the AI in long games, as it's bound to break down over time (like Outkast, I'm just being honest).
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Wolftrap
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RE: Magazine explosions

Post by Wolftrap »

I think magazine explosions could use a little work also. I just sunk the Hyuga with one well placed Dutch torpedo... BOOM!!! I'm not sure there's any precedent to torpedoes causing a magazine explosion in a battleship.
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RE: Magazine explosions

Post by Tankerace »

Wrong dude. 2 cases.

On 21 November 1944, the battleship Kongo took 1 torpedo (some sources speculate 2) from the submarine Sealion II. After a few hours, she was dead in the water and sinking. Then, without anywarning, she blew up and sank.

On 25 November 1941, HMS Barham took 3 torpedoes from U-331 in the Mediterranian. As she bgan to list very rapidly, her magazines suddenly exploded and she capsized and sank very quickly.
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Wolftrap
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RE: Magazine explosions

Post by Wolftrap »

I've read Kongo took 3 hits and sank of progressive flooding several hours later. I'll have to go read up again. Barham looks like her boilers blew. Watch the funnels hit the water and the subsequent explosion.

In my example there were no flooding messages just boom.
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RE: Magazine explosions

Post by Tankerace »

Kongo was sinking yes, however, as Japanese destoyers moved in to assist, she blew up. The explosion originated under her forward turrets.

As to Barham, boilers flood. They would have to be cranked wide open to blow. Plus, the official British history cites it as a magazine explosion.
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RE: Magazine explosions

Post by Ron Saueracker »

ORIGINAL: Tankerace

Wrong dude. 2 cases.

On 21 November 1944, the battleship Kongo took 1 torpedo (some sources speculate 2) from the submarine Sealion II. After a few hours, she was dead in the water and sinking. Then, without anywarning, she blew up and sank.

On 25 November 1941, HMS Barham took 3 torpedoes from U-331 in the Mediterranian. As she bgan to list very rapidly, her magazines suddenly exploded and she capsized and sank very quickly.

Kongo blew up due to her boilers going I believe. Progressive flooding caused her to capsize.
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RE: Magazine explosions

Post by Tankerace »

Eh? Report I read, supposedly cited from the official Japanese history, claim her forward 14" magazine went off, rather unexpectedly.
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RE: Magazine explosions

Post by Tankerace »

As cited by Eclipse: The Last Battles of the IJN - Leyte to Kure 1944 to 1945., the author, Anthony P. Tully, spent some 20 years researching the Kongo, and based on the 4 large detonations in the forward part of the ship, and the nature of the damage, concluded that the foreward magazine went off.
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RE: Magazine explosions

Post by Ron Saueracker »

ORIGINAL: Tankerace

Eh? Report I read, supposedly cited from the official Japanese history, claim her forward 14" magazine went off, rather unexpectedly.

Two versions. I read one on the IJN page (Niho Kaigun or something like that there[:'(]) dealing specifically with Kongos loss and it is a convincing arguement. Barham was a boiler detonation originally as well, with sympathetic magazine detonations followingI believe.
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RE: Magazine explosions

Post by tsimmonds »

As to Barham, boilers flood. They would have to be cranked wide open to blow.
Water would flash into superheated steam when it came into contact with the boilers. Yes, the fire would be extinguished, but it isn't just the fire that is hot. The boilers themselves represent a significant thermal mass. All that energy would have to go somewhere. In a similar way I have read about an accident in a steel mill in which the molten contents of a crucible spilled onto a concrete floor. The floor itself exploded when the water contained throughout its porous structure flashed instantly into steam.

Having said all that, here is a photo of Barham from a slightly different angle from the one we are used to seeing. The explosion seems to come from the vicinity of the after turrets rather than from amidships. The Brits do say that the magazine, not the boilers, went up.

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RE: Magazine explosions

Post by Fallschirmjager »

Math has to be wrong. In 3 surface combats on the same night I got 2 magazine explosions in one combat and one more in the other two.
4 in one night should be excedingly rare.
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RE: Magazine explosions

Post by moses »

I've don't ever recall having had a mag explosion. Is this a new issue with the patch?
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RE: Magazine explosions

Post by Nikademus »

no. this was observed well before the patch.
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RE: Magazine explosions

Post by Mr.Frag »

Keep in mind that surface combats are bloodier now as per your requests.

This means you will be seeing more of this type of result simply because combats last more rounds even without any change in the odds.
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RE: Magazine explosions

Post by Ron Saueracker »

In the old Avalon Hill "Bismarck" Advanced Rules, there was a secondary roll for a magazine explosion. Might work well here for different types of ships. Keep the 4% chance, but use this as the qualifier for the actual chance for a magazine explosion. CVs were really just big gas stations with a fireworks emporium, so the second roll should be a higher percentage for example.

Possible breakdown...

Initial chance for magazine explosion check roll instead of explosion: 4%

Check roll for type (reason):

CV 20% (lightly armoured magazines, high level damage control but ordanace stowage)
BB 5% (armoured magazines)
BC/CA/CL 10% (lightly armoured magazines)
all other warships 15% (flash and handling protection)
AKs,TKs, ASs, ADs, 50% (wide variety of cargo from, ammo and av gas very hazardous)
AEs, MLEs 75% (ordinance ships)
all other auxilliaries 30% (lesser chance and amount of hazardous cargo)
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