Page 1 of 1

What's Next - not RHS

Posted: Tue May 20, 2008 6:01 pm
by JWE
Sewage treatment and anti-Spam filter is ‘on’ for this thread.

We’ve done some data models for the ASW routines; who, what, when, where, and why, hopefully in an informative manner without opening the overcoat too much.

So .. what’s next?

The group cranking this is mostly Nav oriented, a couple people are into the land combat code. Unfortunately, no air.

So .. what’s next?

John

RE: What's Next - not RHS

Posted: Tue May 20, 2008 6:20 pm
by Bliztk
Naval Surface combat model ? [:'(]

The mother of all routines is air to air combat, but you said that no air.... [:-]

RE: What's Next - not RHS

Posted: Tue May 20, 2008 8:01 pm
by herwin
ORIGINAL: Bliztk

Naval Surface combat model ? [:'(]

The mother of all routines is air to air combat, but you said that no air.... [:-]

Naval surface combat models can use miniatures rules--there are some good modern ones. The main problem with air ops is that sorties are the unit of planning and operations, and the game engine doesn't do sorties. Ground combat--you need within-hex models for that.

RE: What's Next - not RHS

Posted: Wed May 21, 2008 1:49 pm
by JWE
ORIGINAL: Bliztk
Naval Surface combat model ? [:'(]

The mother of all routines is air to air combat, but you said that no air.... [:-]
Yeah, that would be a good one. It's mighty chunky though and some parts of it have been described before.

Any particular part??

John

RE: What's Next - not RHS

Posted: Wed May 21, 2008 2:00 pm
by ny59giants
Why your BBs (as an example) fire more of their secondary guns and AA vs the main guns??

RE: What's Next - not RHS

Posted: Wed May 21, 2008 2:08 pm
by Mistmatz
ORIGINAL: ny59giants

Why your BBs (as an example) fire more of their secondary guns and AA vs the main guns??

Because they reload faster? [8D]

RE: What's Next - not RHS

Posted: Fri May 23, 2008 6:46 pm
by JWE
ORIGINAL: ny59giants

Why your BBs (as an example) fire more of their secondary guns and AA vs the main guns??
There is no reason this should be intrinsically so. Having said that, naval combat is subject to many interesting variables; surprise, facing/direction, combat range, etc.

Depending on the surprise variable, the surprising TF (ships) will get off some shots from the bow (Front) guns (these would be main battery), before the facing/direction pirouette begins. So long as a “wpn” has “ammo” and is in “combat range”, it will fire in its turn, given the facing/direction vector of the dance.

Also, “what you see” on the combat screen message line is not necessarily “what you get”. The messages do not show the weapon ‘firing’, just the hits caused and, since secondary and AA guns have a larger “accuracy’ parameter, they show up more often in the ‘hit’ messages.

After the TFs break off, and at next turn, if you look at the ‘ammo’ column of an engaged TF, you may find that the main batteries have expended more ammo (proportionally) than the others. They just didn’t secure many hits, so you didn’t see them much on the combat screen.

Having said that, there is one intrinsic reason that the secondaries may shoot more than the primaries, and that is when the primary battery’s ‘ammo’ is 2 or less, and the secondary ‘ammo’ is >2.

Ciao. John

RE: What's Next - not RHS

Posted: Fri May 23, 2008 10:23 pm
by Dili
Will AE have same load levels  for main naval guns 7-11 for BB guns, 12-15 for CA and over 20 for CL's, in short the formula will still be (ie=X*10) ?

RE: What's Next - not RHS

Posted: Sat May 24, 2008 6:02 am
by akdreemer
ORIGINAL: JWE

ORIGINAL: ny59giants

Why your BBs (as an example) fire more of their secondary guns and AA vs the main guns??
There is no reason this should be intrinsically so. Having said that, naval combat is subject to many interesting variables; surprise, facing/direction, combat range, etc.

Depending on the surprise variable, the surprising TF (ships) will get off some shots from the bow (Front) guns (these would be main battery), before the facing/direction pirouette begins. So long as a “wpn” has “ammo” and is in “combat range”, it will fire in its turn, given the facing/direction vector of the dance.

Also, “what you see” on the combat screen message line is not necessarily “what you get”. The messages do not show the weapon ‘firing’, just the hits caused and, since secondary and AA guns have a larger “accuracy’ parameter, they show up more often in the ‘hit’ messages.

After the TFs break off, and at next turn, if you look at the ‘ammo’ column of an engaged TF, you may find that the main batteries have expended more ammo (proportionally) than the others. They just didn’t secure many hits, so you didn’t see them much on the combat screen.

Having said that, there is one intrinsic reason that the secondaries may shoot more than the primaries, and that is when the primary battery’s ‘ammo’ is 2 or less, and the secondary ‘ammo’ is >2.

Ciao. John

There is a lot of room for improvement here. First smaller caliber guns secondaries/tertiaries should concentrate on light cruisers and smaller first, not fire at the same target as the main as they were not all that accurate at long range. The main guns would be shooting at the big boys first.

I think gun ranges are too great for the smaller guns. In order to accurately hit a target at long range you must be able to spot the fall of your shots. Smaller caliber rounds are extremely difficult to spot where they hit in any kind of seas, especially when the shooter is destroyer size or smaller. There is also a problem with the visual horizon, which might be closer than the distance you could accurately shoot. Other factors include gun elevation angles and the like.

In my mod I am playing I have degraded the ranges of most of the guns below 150cm, with the smaller the caliber the larger the degradation. It seems to work pretty good.