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RE: Ridiculous Surface Combat Result - 8/16/2009 11:10:29 PM   
jwilkerson


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Well has as been said, we are tweaking the model for patch 01 ... and the results look good thus far ... I don't think our tweaks will prevent any given result from happening but we could say that we are "norming" things a bit more.

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RE: Ridiculous Surface Combat Result - 8/16/2009 11:12:04 PM   
witpqs


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quote:

ORIGINAL: jwilkerson

We're certainly looking at the accuracy ratings ... like 200 for US 5"/38 ... but as I said, these all seem to be matching stock.

Interestingly I went back and tested a bunch of surface battles in stock and compared results to AE ... and even to my surprise the results were much closer than I expected. I had the impression that our results were more different than testing has born out. Sure the "wipe out" code is new, but basic battles between similar sized groups of warships are producing the same range of results.




Is it possible that - in general - 'little guns' are weighted a little to favorably compared to 'big guns'? Whether in ratings or in code I don't know, just speculating.

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RE: Ridiculous Surface Combat Result - 8/16/2009 11:13:14 PM   
jwilkerson


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If you look in the editor - for both WITP and AE you will see that this is true. Accuracy is very much inversely proportional to gun size.



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Post #: 153
RE: Ridiculous Surface Combat Result - 8/16/2009 11:14:46 PM   
CV Zuikaku

 

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quote:

ORIGINAL: Iridium

quote:

ORIGINAL: CV Zuikaku

Don't get me wrong, I like new combat model very much... but... those Cls are nearly impossible to hit, and in 3 engagements they just smashed superior IJN forces at night... just wrecked the hell out of them taking only a few hits. So I sent BBs to hunt them down- they caught the Cl (Boise) on daylight- and she just smashed those BBs from 20000yds with some kind of 6" machinegun fire. And now, I am a bit puzzled, because this happens every time I meet US Cl. they just "machinegun" everything. And they smash BBs from 20000yds at daylight. I can post a save if that happens again... but I'm now somewhat short of BBs, CAs and Cls- all been smashed up or sunk by a few Cls...


Well, Boise was designed to be "machinegun" like but I'm thinking even with her very high ROF she hits a wee bit too often. This might be a result of one ship getting shots on all ships that fire on it though. How did Boise kill BBs? Tell me you didn't send some Kongos after her and they engaged at 1000 yards to get MG'd up by Boise at night....

Kongos have 200mm belt armor which happens to be a Brooklyn's main gun penetration maximum.



Well I sent Fuso and Yamashiro and Fuso was sunk by dutch CLs. They torpedoed her. Boise did not sunk BBs. Sent Ise and Hyuga after Boise. Boise scored some 30-40 hits (salvos) on every BB. From approx 20000-16000yds. Set them on fire... heavy fires, and wipin out the decks and superstructures from AAs ant secondary/tertiary guns. Those grenades just kept raining down and hitting... while both BBs were unable to score any hits... They'll live, but will be in a repair yards for a year. And I know about Boise's reputation, but this is a bit too much

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Post #: 154
RE: Ridiculous Surface Combat Result - 8/16/2009 11:15:03 PM   
EUBanana


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quote:

ORIGINAL: jwilkerson
If you look in the editor - for both WITP and AE you will see that this is true. Accuracy is very much inversely proportional to gun size.


It should almost be the opposite, certainly at anything over pointblank range, anyway. A battleship is a far steadier firing platform than a destroyer is.

I presume rate of fire is handled separately.

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Post #: 155
RE: Ridiculous Surface Combat Result - 8/16/2009 11:17:49 PM   
EUBanana


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quote:

ORIGINAL: CV Zuikaku
Well I sent Fuso and Yamashiro and Fuso was sunk by dutch CLs.


When the Japs landed at Kuching I sent PoW + Repulse + DDs in. They didn't 'lose' but they didn't do much damage. Emptied the magazines for no real result.

The next day Houston and Boise went in, and wiped out the Japs to the last ship.

Thats pretty crazy. PoW + Repulse have firepower orders of magnitude higher than a couple of cruisers.

Note that these were daylight engagements and I'm not talking about torpedoes, I know those are a great equaliser, but in pure gunnery, cruisers are demonstrably outstripping battleships.

As it is it looks like the most feared surface combat warship is a couple of Allied CAs or CLs out raiding.

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Post #: 156
RE: Ridiculous Surface Combat Result - 8/16/2009 11:22:50 PM   
CV Zuikaku

 

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quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: CV Zuikaku
Well I sent Fuso and Yamashiro and Fuso was sunk by dutch CLs.


When the Japs landed at Kuching I sent PoW + Repulse + DDs in. They didn't 'lose' but they didn't do much damage. Emptied the magazines for no real result.

The next day Houston and Boise went in, and wiped out the Japs to the last ship.

Thats pretty crazy. PoW + Repulse have firepower orders of magnitude higher than a couple of cruisers.

Note that these were daylight engagements and I'm not talking about torpedoes, I know those are a great equaliser, but in pure gunnery, cruisers are demonstrably outstripping battleships.


BBs were underrated in surface engagements in WITP, but in the AE are nearly useless. Yes, I only had a 2 engagements with my BBs so far- but 4 my BBs were included (with escorts) and 3 were heavily damaged and one sunked... to Cls which were outranged, outnumbered, outgunned... so I'm still asking how and with what allien/d technollogy?

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RE: Ridiculous Surface Combat Result - 8/16/2009 11:37:33 PM   
herwin

 

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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Iridium

quote:

ORIGINAL: jwilkerson

Ok, here's one ... from report submitted by AE player:

Extreme ouchies, how many allied APs are there? Japan would have lost half of it's APs in that battle.


Yeah that one got my attention.

BTW, we are working on this area. For AE, we did add in what we now call some "wipe out" code. The idea was to enable more drastic results than we saw in stock, where a huge surface force could surprise a large unescorted merchant force unloading and only get 0-4 of the merchants before they got away. For most of the last year, this code has been working fine, but seems like in the last few builds, it got "adjusted" a bit too much in the extreme direction. We are readjusting it, and adding in some more improvements. Results are looking much better so far. We will not be going back to stock, because we are trying to accomplish some specific improvements, but we will be tweaking our improvements to get them to work the way we think they should!



I mentioned my paper on how battles are terminated. The original study was an analysis of how to stop the Warsaw Pact on the ground. We discovered that the game with information collection that underlies engagement termination was basically poker! The open source publication was in Erwin HR (1997) The Dynamics of Peer Polities. In: Time, Process and Structured Transformation in Archaeology (van der Leeuw SE, McGlade J, eds), pp 57-96: Routledge. The more unbalanced the sides, the shorter the battle. Also, the decision process applies to both sides, independently of who's attacking or defending. You will get wipe-outs from time to time, but usually due to surprise.

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Post #: 158
RE: Ridiculous Surface Combat Result - 8/16/2009 11:42:32 PM   
herwin

 

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quote:

ORIGINAL: CV Zuikaku

What about US Cl gunfire? Are their excellent hit rates are going to be toned down? A single US Cl in Dec '41 can wreck IJN battleships with ease. They just keep being hit with countless salvos- those Cls are scoring hits with ease from 20000 yards, 10000yds or 2000yds- night and day, all weather conditions- what is wrong???


Those heavy light cruisers were designed to operate with the battle line as scouts and to shoot up destroyers when they manoeuvre for a torpedo attack. They had more firepower than a battleship's main battery, but only against light targets.

_____________________________

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RE: Ridiculous Surface Combat Result - 8/17/2009 12:08:49 AM   
juliet7bravo

 

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quote:

ORIGINAL: jwilkerson

If you look in the editor - for both WITP and AE you will see that this is true. Accuracy is very much inversely proportional to gun size.



This might be true in absolute terms if you bolted a 6" and 16" tube side by side to a range bench. In reality, bigger guns are usually associated with better fire control systems (computers, optics (height, width)) and a steadier firing platform which make them more accurate in service. Generally speaking, bigger the ship, the better the fire control. Naval guns are inherently very accurate weapons, but it's all the ancillary fire control equipment that determines how effective/accurate they are at anything other than local mount control.

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RE: Ridiculous Surface Combat Result - 8/17/2009 12:16:43 AM   
witpqs


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quote:

ORIGINAL: jwilkerson

If you look in the editor - for both WITP and AE you will see that this is true. Accuracy is very much inversely proportional to gun size.


I thought it should be the other way around - that (all other things being equal) heavier projectiles are more stable?

Anyway, I assume there are actual accuracy statistics for each gun and that is (or s/b) what is used. What I meant is, is there something deeper inside the engine that favors smaller guns?

Just an example: Somebody has mentioned that in surface combat (maybe) like in WITP any ship fired upon gets to return fire at the attacker. If so, that could obviously give any 'fired upon' ship way too many shots during each time period. Presumably the TF with the smaller number of ships would experience its ships 'fired upon' more than the numerically superior TF. And further, if the numerically smaller TF had smaller (and higher rate of fire) guns, that would multiply things even more.

As I said, speculation. Don't know what's inside the code.

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RE: Ridiculous Surface Combat Result - 8/17/2009 12:19:53 AM   
Dili

 

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quote:

I thought it should be the other way around - that (all other things being equal) heavier projectiles are more stable?


If you check the numbers Accuracy means rate of fire. Accuracy seems to be absent from Accuracy field.

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RE: Ridiculous Surface Combat Result - 8/17/2009 12:21:04 AM   
EUBanana


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Some numbers.

Broadside weight per minute for a KGV BB - probably the very weakest of WW2 battleships when it comes to firepower - is apparently 32,000 lbs per minute.

I don't know about Boise, but a British Crown Colony class CL (12 x 6", not dissimilar to a Brooklyn) had a broadside weight per minute of about 8000 lbs per minute. 

So even with rate of fire included PoW should be worth three or four Boises, in terms of damage infliction per round of combat, let alone a battleship with truly monstrous guns like an Iowa or Yamato.  This should hardly be news to anybody, battleships were kings of the sea for a reason.

As for accuracy, at night, at close range, against high speed targets, yeah, I can see the BB not covering itself with glory.  (Though the High Seas Fleet ripped lots of flotillas of destroyers at night to pieces in WW1, so we can assume that would be a minimum ability given a WW2 battleship should certainly not be less effective than a WW1 one).   

But in my experience BBs can't even hit cargo ships at their optimal range of 15-20k yards in daylight - surely the ideal target, where weight of broadside will matter the most, unmitigated by allegedly poor accuracy of big guns.

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RE: Ridiculous Surface Combat Result - 8/17/2009 1:48:47 AM   
2ndACR


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Brooklyn class had broadside wieght of 15,600 per minute.

http://en.wikipedia.org/wiki/List_of_broadsides_of_major_World_War_II_ships

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RE: Ridiculous Surface Combat Result - 8/17/2009 2:41:23 AM   
Dili

 

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Broadside was much less in practice. BB usually fired at 1 round per minute and cruisers also fired a lesser than performance rate. Then there is the issue of misfires when for mechanical or crew mistakes a round that should have been fired it isn't. Then there is all issue of gun precision, would be nice to know what were normal range 6" rounds hit in war.

< Message edited by Dili -- 8/17/2009 2:42:45 AM >

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OUCH - 8/17/2009 2:46:45 AM   
ltfightr


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--------------------------------------------------------------------------------
Night Time Surface Combat, near Deboyne Islands at 100,140, Range 1,000 Yards

Japanese Ships
CV Zuikaku, Shell hits 5, Torpedo hits 1, on fire
CA Myoko
DD Shiratsuyu
DD Ariake
DD Sazanami

Allied Ships
DD Phelps, Shell hits 20, and is sunk



Reduced sighting due to 7% moonlight
Maximum visibility in Partly Cloudy Conditions and 7% moonlight: 3,000 yards
Range closes to 1,000 yards...
DD Phelps engages CV Zuikaku at 1,000 yards
DD Phelps engages DD Ariake at 1,000 yards
Fitch, A. orders Allied TF to disengage
Range increases to 2,000 yards
DD Phelps engages CV Zuikaku at 2,000 yards
DD Phelps sunk by CA Myoko at 2,000 yards
Combat ends with last Allied ship sunk...



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RE: OUCH - 8/17/2009 3:18:32 AM   
oldman45


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I too am pretty disapointed in the BB's. I have had several engagements where I sent a BB /w escorts against a CV and even though they got with in 4k yds in one engagement could not sink the carrier. The two instances that I can remember in the war where BB's caught carriers, things were pretty hard on the carriers. The two german BB's that caught the two brit carriers in the north atlantic and of course the cve's in the PI.

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RE: OUCH - 8/17/2009 3:29:53 AM   
Fishbed

 

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Only Glorious got caught by Scharnhorst and Gneisenau, and her escort pretty much consisted of 2 DDs back then.
I guess to me the bigger problem is that CVs are not screened enough - there could be several km between the screen and the carriers themselves in a Japanese TF, and being 5,000 from a screening destroyer should mean you're still 10,000 from the carrier themselves, while it isn't the case...

But I agree on the visibility thing, I guess once we'll get less "black-out" episodes with 1000-3000 visibility engagements and all, then maybe we will see more understandable results I guess.


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RE: OUCH - 8/17/2009 3:34:59 AM   
Zebedee


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HMS Glorious' sinking off Narvik is more a tribute to complacency (no lookout, no planes alof and no radar) than anything else in honesty. It's an extreme example in many respects with fairly atypical circumstances. British naval experts reckon that one plane aloft would have spotted the German cruisers in sufficient time for Glorious' to have evaded them...

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RE: Ridiculous Surface Combat Result - 8/17/2009 4:24:54 AM   
romanovich

 

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quote:

ORIGINAL: jwilkerson

We're certainly looking at the accuracy ratings ... like 200 for US 5"/38 ... but as I said, these all seem to be matching stock.

Interestingly I went back and tested a bunch of surface battles in stock and compared results to AE ... and even to my surprise the results were much closer than I expected. I had the impression that our results were more different than testing has born out. Sure the "wipe out" code is new, but basic battles between similar sized groups of warships are producing the same range of results.



Don't think the editor would reveal how radar capabilities are factored into combat resolution - if it does, my bad, please ignore my comment if I'm wrong, haven't dug into the editor yet, but will learn for myself once I do.
But based on the discussion that was going back and forth earlier, w/o consulting the editor it strikes me as logical to look at the impact of radar in game engine combat resolution first. A lot of those lopsided engagements Jap players have reported were the night engagements, when the Japs used to (and did have IRL) an advantage in the early going. Now the Allies just shoot opposing forces to pieces. Kind of like they have nightvision goggles and can pick those enemy hulls off while the Japs are just plodding around in the dark. Well, radar kind of can give you that ability. But not that early in the war, warts and all, have little experience how to use-radar... Could it be that the game engine over-emphasises the effect of radar a little bit too much in light that it was a very new and still unreliable technology early on?
There'll be enough turkey shoots starting in '43. Would be a bummer if the best use of Jap battle forces would be to hide them in the home islands. Cheers.

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RE: Ridiculous Surface Combat Result - 8/17/2009 7:58:49 AM   
Puhis


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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Miller

OK then, for balance, could everyone post an example where the Allied SCTF is the decisive loser in their game(s).


Ok, here's one ... from report submitted by AE player:


Night Time Surface Combat, near Lunga at 114,138, Range 10,000 Yards

Japanese Ships
CA Chokai, Shell hits 3
CL Tenryu
CL Tatsuta, Shell hits 14
CL Yubari
E Yunagi

Allied Ships
DD Bagley, Shell hits 11, and is sunk
DD Blue, Shell hits 15, and is sunk
DD Helm, Shell hits 5, Torpedo hits 1, and is sunk
DD Henley, Shell hits 9, and is sunk
DMS Zane, Shell hits 6, and is sunk
DMS Trevor, Shell hits 4, and is sunk
AP Hunter Liggett, Shell hits 25, and is sunk
AP American Legion, Shell hits 22, and is sunk
AP George F. Elliot, Shell hits 15, Torpedo hits 1, and is sunk
AP Fuller, Shell hits 4, Torpedo hits 2, and is sunk
AP McCawley, Shell hits 22, and is sunk
AP Henderson, Shell hits 18, and is sunk
AP President Jackson, Shell hits 15, Torpedo hits 1, and is sunk
AP President Adams, Shell hits 15, and is sunk
AP President Hayes, Shell hits 6, Torpedo hits 1, and is sunk
AP President Monroe, Shell hits 3, Torpedo hits 3, and is sunk
AP Crescent City, Shell hits 16, and is sunk
AP Heywood, Shell hits 11, and is sunk
AKA Bellatrix, Shell hits 10, and is sunk
AKA Libra, Shell hits 16, and is sunk
AKA Fomalhaut, Shell hits 20, and is sunk
AKA Betelgeuse, Shell hits 8, and is sunk
AKA Alhena, Shell hits 3, Torpedo hits 3, and is sunk



Jwilkerson, I've noticed that japanese SCTF is doing well against transport TFs. But when they are against allied SC TF, japanese will suffer and badly.

Overall I think some smaller ships and transports may be too fragile, and it is too easy to destroy compelitely transport TFs. For example that quoted TF is too big to be docked at Lunga. So that kind of destruction of escorted transports is not very plausible, I think.

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RE: Ridiculous Surface Combat Result - 8/17/2009 9:21:43 AM   
John Lansford

 

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I have had PoW and some escorting cruisers and DD's absolutely annihilate two big transport TF's headed for Moumere.  One was caught the turn before the RN arrived (about 20 ships) and the other was unloading.  Both were destroyed to the last ship, and PoW had no trouble hitting ships in either convoy.  I estimate that the AI has lost nearly 200 cargo and transport ships in the last week of combat, with multiple big convoys headed for Moumere lost, the large invasion at Koumac, and now the 2nd invasion of Canton, all opposed by my surface forces.

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RE: Ridiculous Surface Combat Result - 8/17/2009 9:30:41 AM   
herwin

 

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quote:

ORIGINAL: EUBanana

Some numbers.

Broadside weight per minute for a KGV BB - probably the very weakest of WW2 battleships when it comes to firepower - is apparently 32,000 lbs per minute.

I don't know about Boise, but a British Crown Colony class CL (12 x 6", not dissimilar to a Brooklyn) had a broadside weight per minute of about 8000 lbs per minute. 

So even with rate of fire included PoW should be worth three or four Boises, in terms of damage infliction per round of combat, let alone a battleship with truly monstrous guns like an Iowa or Yamato.  This should hardly be news to anybody, battleships were kings of the sea for a reason.

As for accuracy, at night, at close range, against high speed targets, yeah, I can see the BB not covering itself with glory.  (Though the High Seas Fleet ripped lots of flotillas of destroyers at night to pieces in WW1, so we can assume that would be a minimum ability given a WW2 battleship should certainly not be less effective than a WW1 one).   

But in my experience BBs can't even hit cargo ships at their optimal range of 15-20k yards in daylight - surely the ideal target, where weight of broadside will matter the most, unmitigated by allegedly poor accuracy of big guns.


Weight is not a good measure of the damage caused by a shell. A much better measure is the 2/3rds power of the bursting charge for penetrating shells.

The US 6" L/47 was an element of a semiautomatic turret system that could maintain 12 rpm per tube while tracking Japanese destroyers in azimuth at short range (something the 8" turrets couldn't do). The shells used against light forces weighed 130 pounds, so we're talking about sustained fire of 18,720-23,400 pounds of shell per minute. When you take into account terminal ballistics, the Brooklyns could produce more than 4619 units of damage per minute, while the KGVs could produce about 2724 units of damage per minute. (Here I'm comparing the two assuming equal percentage bursting charges, but the 6" L/47 obviously had a larger proportional bursting charge.)

_____________________________

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"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

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Post #: 173
RE: Ridiculous Surface Combat Result - 8/17/2009 10:05:58 AM   
Dili

 

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Bursting charge don't make relevant damage. What makes damage is the fragments. The 130lb penetrating shell had 0.9kg bursting. Well not much more than a bag of 4 or 5 hand grenades.

It will be interesting to know if they ever fired at 12 rpm. (wiki says 6rpm, Navweaps says 8-10)

< Message edited by Dili -- 8/17/2009 10:06:05 AM >

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RE: Ridiculous Surface Combat Result - 8/17/2009 10:11:50 AM   
Sheytan


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The discussion of rates of fire, and fire "weight" is interesting. It dosnt address the dynamics of a engagement. Many factors contributed to the end result. NOTE IN THIS AAR THE IMPACT OF RADAR, which has been much critisized in AE as giving the Allied player too much of a advantage. What EA and WITP actually FAILS to model is this effectiveness, less so in AE, which frankly I think could be solved by giving a qualifier to the year of employment, or a skill check, vs vie crew skill.

FURTHER AE AND WITP FAILS to model the sheer rate of fire a BB possessed, it expends it main gun battery too casually and frankly is much too shallow in WITP AND AE to model these capital ships. "except in the famed and amusing NUCLEAR bombardments notable for WITP".

This AAR illistrates NOT only the CC confusion of the application of radar but its utter distruction when employed ideally.

Battleship Night Action
Naval Battle of Guadalcanal
November 1942

In this decisive action WASHINGTON and SOUTH DAKOTA engaged a Japanese force termed around the battleship KIRISHIMA. SOUTH DAKOTA suffered extensive topside damage, but WASHINGTON's accurate fire mortally injured KIRISHIMA. Set aflame and racked by explosions, KIRISHIMA was scuttled by her crew. The last major Japanese naval thrust at Guadalcanal had been turned back, and WASHINGTON had done what she had been designed to do -- sink one of her own kind in a gunnery action. WASHINGTON was the only American fast battleship to defeat another capital ship.


--------------------------------------------------------------------------------

VIEW MAP OF BATTLE


--------------------------------------------------------------------------------

WASHINGTON ACTION REPORT
SUMMARY OF OUTSTANDING EVENTS AND GENERAL COMMENT

On the night of November 14-15 WASHINGTON was flagship of Commander Task Force 64 (ComBatDiv 6). In column, with four destroyers ahead and SOUTH DAKOTA astern, she stood north between Russell and Guadalcanal, then east and southeast, passing north of Savo. Standing west from this point, first radar contact was made at 0001 with enemy ships east of Savo. From 0016 to 0019 fired 42 rounds 16", opening at 18,500 yards, at large cruiser or battleship which it is believed was sunk. From 0016 to 0017 fired 100 rounds 5" at ranges 12 to 13,000 yards at enemy cruiser or large destroyer which was also engaged by SOUTH DAKOTA and was left burning. Standing on north-westerly courses fired 133 rounds 5" from 0025 to 0034 at ranges about 10,000 yards at light craft close to south-east shore of Savo which were engaging our destroyers; all were silenced and one was left burning. From 0100 to 0107 fired 75 rounds 16'' and 107 rounds 5" at ranges from 8,400 to 12,650 yards, at battleship northwest of Savo which was firing at SOUTH DAKOTA. This battleship was silenced and was subsequently tracked by radar through a 500-degree turn. From 0100 to 0107, fired 120 rounds 5", at ranges from 7,400 to 9,500 yards, in succession at three enemy cruisers illuminating and engaging SOUTH DAKOTA.

By the time our 5" fire on light craft close to southeast shore of Savo had ceased, one of our destroyers was sunk, one was hopelessly afire (she exploded and sank a few minutes later) and the other two were put out of action (they retired southward). Subsequently, and before we opened fire on ships northwest of Savo, the SOUTH DAKOTA was seen to the eastward between this ship and Savo on a course to northward of WASHINGTON course. What appeared to be the SOUTH DAKOTA was seen at about 0121 at a considerable distance to the southeastward between this ship and Guadalcanal on a southerly course.

From radar tracking and visual observation of enemy ships, there were:

(1) Fired upon by this ship and apparently sunk:

•1 large cruiser or BB (WASHINGTON only.)
•2 large cruisers (WASH 5".)
•1 destroyer (our DD's plus WASH 5".)
(2) Fired upon by this ship and apparently damaged:

•1 14" BB silenced and out of control (WASH. only.)
•1 DD burning (WASH. 5".)
•5-9 light craft silenced (our DD's plus WASH. 5" plus S.D.)
•There was no melee. This ship was undamaged.

--------------------------------------------------------------------------------

COMMENT

The following comments are submitted:

•Our radar is effective for accurate gunfire at long ranges at night. Japanese radar aboard ships present, if any, is not effective for surface targets.
•Japanese are sufficiently familiar with radar and aware of our use of it to make full use of land cover both between them and ourselves and closely backing them up.
•Our optical vision is superior to Japanese.
•Our fire control and the effectiveness of our projectiles meet or exceed our expectations.
Accordingly,

•We should seek rather than avoid night action, opening at ranges as great as satisfactory solutions can be obtained.

--------------------------------------------------------------------------------

EFFECTIVENESS OF GUNNERY

This ship was fired on only sporadically. She was not illuminated. No hits were sustained and the nearest miss noted was the splash, apparently of a major-caliber shell about 200 yards on the port quarter. Observers who witnessed other ships of our force under concentrated fire reported the Japanese gunnery to be accurate. Enemy ships close to Savo fired automatic weapons accurately at our destroyers. The Japanese ships were, apparently, not equipped with radar. Their searchlights provided excellent illumination of SOUTH DAKOTA, but attracted our fire and provided a point of aim.


--------------------------------------------------------------------------------

MAIN BATTERY

This ship's gunnery appeared highly effective. Fire was opened with a gun range of 18,500 yards initially by this vessel using radar ranges and optical train and hits were definitely obtained by the third salvo. It is believed target was stopped and sinking after third salvo rounds were fired.

In the second phase target had been tracked by radar ranges and bearing and later by optical train. Fire was opened at 8,400 yards and a hit was probably obtained on first Salvo and certainly on the second. Fire was rapid, on one turret ready light, for about 2 minutes 39 seconds, firing about 39 rounds. It was interrupted for 1 1/2 minutes due to an erroneous report that target was sunk, and resumed for 2 minutes and 45 seconds, during which time 36 rounds were fired. A total of 75 rounds was fired on this target which was believed to be the KIRISHIMA. Star shell illumination was used on this phase after about the second salvo, 62 rounds being fired.

According to the best data available, overall SPGPM was 1.30 and 5 guns had 1.8 average. Fire discipline was excellent.

The normal fire control set-up of this vessel was used throughout, namely:

•Collective fire, Director I (Forward main-battery director) controlling in train. Group I controlling in Plot.
•Director IV (Stable Vertical I located in plotting room) controlling in continuous level and cross level.
•Director IV controlling firing circuit (Plot.)
•Radar ranges by indicating and voice.
Turret pointers were matched during phases in which the director was being trained on the visual target. During the time when the visual target was obscured, whether training by radar or generated by using previously observed relative motion of firing ship and target, a turret spread in deflection was fired.

The selected train firing key was used in plot to insure that the firing pointer could see the light that indicates when the director train is on target. It has been standard practice for this vessel to use that key at night when visual or radar train indications are accurate, shifting to generated bearing only in case of poor train indication or obscured target.

Against the first main battery target, 18,500 yards, radar range was used in conjunction with visual train. The target became obscured after the second salvo. The target was lost by all radar's after this salvo. As a result the last salvos went out in what amounted to generated. That is, the present range was let ride and the director being in automatic remained on the generated train. On the second main battery target the tracking was done entirely by radar for at least five minutes. When the target finally came into view optically, checks given by the pointer indicated that the radar was exactly on. In this connection it is noted that a considerable period of time is taken to adapt the trainer's eyes to the telescope at either night or day after looking at the radar scope (train indicator.) The reverse is also true. As a result of this difficulty, main battery Director II found it desirable to let the trainer keep track by radar and the pointer observe by telescope. Such a system is made possible by the fact that the director is trained automatically by generated bearing. Therefore small corrections only are necessary and such corrections can be made by coaching from a pointer's station.

Radar spots were used against the first target while the target echo was present. It is of interest to note that against the second target (BB) "overs" as well as "shorts" could be seen optically. Salvos were walked back and forth across the target.

The fire control switchboards on this ship provide for a secondary battery director to furnish target bearing to a main battery range keeper. Thus it can also be used to designate to a main battery director. At the time of first contact both main battery directors lost the target and the shift was made for designation, but the secondary battery director had not yet settled down and its designation was not used. In the meantime main-battery Director I had again picked up the target and target bearing was shifted back to it.


--------------------------------------------------------------------------------

SECONDARY BATTERY

Secondary battery fire control used radar ranges throughout. During Phase 1 radar train was used. In Phases 1A and 2 optical train was used. Level for the basis of gun elevation order was obtained from the Stable Element with dip-range being set on the synchronized elevation knob in accordance with advance range. Firing circuits were controlled by director pointers. Group 1 used rapid continuous fire. On the other hand, Group III soon shifted to Salvo fire, 4 second interval, to facilitate spotting.

In the first phase effectiveness of the Secondary Battery was undetermined. Group I and Group III each controlled two mounts in firing at surface targets at ranges between 13,000 and 15,000 yards. The control of the groups was by radar, range and training. Group III used 400-yard rocking ladder in 200-yard steps. No radar spots were obtained and there was no observation of the fall of shot.

Phase 1A consisted of shooting at what at first appeared to be shore batteries on Savo Island but later identified as surface craft. Initially both groups opened fire on these targets. In view of the fact that Group I appeared to be shooting "over," Mounts 1 and 3 were switched over to Director III which continued the fire. Group III opened fire initially at the target near the right tangent of the island, aiming at the gun flashes, using a 200-yard rocking ladder based on the closest radar range with target speed set on zero. The first target was set on fire, many observers reporting that a stream of 5" tracers poured into the target which immediately burst into flames. A range of 10,200 yards on the burning ship from the main battery coincidence range finder was within 100 yards of the range set on the computer. Fire was shifted successively to the left using gunfire flashes as points of aim, and was continued against gunfire flashes until each gun ceased firing. Apparently another target on bearing near the center of Savo Island was set on fire. These targets may have been destroyers or large MTB's.

In Phase 2 (the third secondary battery phase) the secondary battery again opened with divided fire. Group I fired on main battery target and Group III on target whose searchlights were illuminating SOUTH DAKOTA. Twice during the firing Group I was hitting, apparently starting fires in the upper works. When searchlights on another ship were seen to be turned on, secondary battery Director III used them as a point of aim. On this target, which was apparently a heavy cruiser, also engaged by the SOUTH DAKOTA's 5", Group III fired with a 200-yard rocking ladder. The first salvo landed short and was spotted "up 400." Fires were started. At about the 4th Salvo the searchlights went out. Director III continued with about eight or ten more Salvos, at which time another group of searchlights was seen to come on. The point of aim was shifted to these searchlights and fire continued until they went out. Another set of searchlights came on and fire was again shifted to them. The last searchlights were turned off about the time of cease firing. No hits were definitely observed on the last two targets.

The tactical situation was greatly affected by the presence of islands and the necessity of fighting in comparatively restricted waters. As noted previously the radar screens had many land echoes. For a surface engagement under reduced visibility, and especially in restricted waters, a navigational plot should be maintained in radar plot for fully effective use of the radar. If this vessel were to keep such a plot more space would be required. An expansion of radar plot appears justified.

The picture presented by the SG radar is not a true plan view. Radar operators must be given concentrated training in areas surrounded by land in distinguishing between land and ships. During a previous sweep by this vessel around Russell Island at night, numerous false reports of surface targets were received from the fire control radar's that turned out to be land more than 100,000 yards away. During the night of the engagement only one such report was received.


--------------------------------------------------------------------------------

LESSONS LEARNED AND RECOMMENDATIONS

Radar has forced the Captain or OTIC to base a greater part of his actions in a night engagement on what he is told, rather than what he can see. This ship was not hit but examination of SOUTH DAKOTA revealed completeness with which bridge structure may be riddled by shells and splinters which penetrate 1" ST S bulkheads. The enemy may be counted upon to hit foremast superstructure.

The captain and navigator should be in Conn. An experienced officer, other than the navigator, should be FOOD and should filter for the Captain the tremendously numerous reports received at the conning station over the various telephone circuits.


--------------------------------------------------------------------------------

ComBatIve 6 ACTION REPORT

This action demonstrated the tremendous value of radar in a night action. Battleships obtained excellent fire control results using radar range and radar spots, combined with optical instruments.

Strong signals from enemy ships permitted quick and accurate solution and spots.

First phase opening ranges 16,000 - 18,000 yards, illumination by setting moon. Hit with second Salvo. Second phase opening range 6,000 - 9,000 yards; illumination by star shells, did not add to accuracy of fire.

No indication that enemy used radar. Enemy apparently ranged on gun flashes, but inaccurately. SOUTH DAKOTA hit after enemy searchlight illuminated her.

Own gunfire superior to Japs, particularly as range increased.

SG radar invaluable in locating surface targets and coaching fire control radar's on.


--------------------------------------------------------------------------------

Samuel Eliot Morison,

HISTORY OF UNITED STATES
NAVAL OPERATIONS IN WORLD WAR II, Volume V

The battleship action of November 14-15 was vastly better fought by the United States Navy than the unorganized brawl of two nights earlier. Admiral Lee had a positive doctrine that he maintained, despite the absence of his entire destroyer screen. An able and original scientist as well as a flag officer, he appreciated the value of radar, used it to keep himself informed of enemy movements and tactics, and made quick, accurate analyses from the information on the screens. Yet some mistakes of earlier night battles were repeated. Lee's task force was a scratch team, destroyer and battleships captains alike being unfamiliar with each other and with their commander. Apparently the recurring urgencies in the South Pacific imposed a haphazard composition for every task force thrown together to meet the enemy. Again, and not for the last time, the Japanese taught the American a lesson in the use of torpedoes. SOUTH DAKOTA was lucky to escape alive. WASHINGTON, conned by Captain Glenn Davis and directed by Admiral Lee with a skill and imperturbability worthy of her eponym, saved the day for the United States.

(in reply to herwin)
Post #: 175
RE: Ridiculous Surface Combat Result - 8/17/2009 11:14:06 AM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
The bit I find interesting is how accurate Washington was, at night, at 18,000 yards.

Here's some more on battleship accuracy from navweaps.com.

quote:

During the early part of her action against Scharnhorst at the Battle of the North Cape on 26 December 1943, HMS Duke of York scored 31 straddles out of 52 broadsides fired and during the latter part she scored 21 straddles out of 25 broadsides, a very creditable gunnery performance.


Not exactly emptying her magazines for no results. 

As for 2/3rds power of the bursting charge, from navweaps,

on a Brooklyn class CL
1.95lbs bursting charge per shell
10 rounds per minute per gun, 15 guns
292lbs of bursting charge, so 200 damage units more or less

on a KGV class BB
48lbs bursting charge per shell
2 rounds per minute per gun, 10 guns
= 960lbs of bursting charge, so 640 damage units more or less

Firing 14" HE shells against unarmoured targets like AKs, it's even more lopsided. And a KGV is the runt of the litter. Bear in mind that a 14" gun wouldn't even need to fire armour piercing against lightly armoured ships, which a 6" gun may.

Sure, these are 'lab conditions' and in combat stats will suffer, rates of fire will be lower and such, but thats true for all ships, be they CLs or BBs.

It's a bit specious though really, I mean, 14" > 6", fairly obvious.  I think more interesting is the consideration of accuracy.  After all, it's here that BBs in the surface combat model seem to be being short changed.  When you actually get a hit with a heavy shell it's suitably devastating.


< Message edited by EUBanana -- 8/17/2009 11:26:06 AM >


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(in reply to Sheytan)
Post #: 176
RE: Ridiculous Surface Combat Result - 8/17/2009 11:23:29 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: Dili

Bursting charge don't make relevant damage. What makes damage is the fragments. The 130lb penetrating shell had 0.9kg bursting. Well not much more than a bag of 4 or 5 hand grenades.

It will be interesting to know if they ever fired at 12 rpm. (wiki says 6rpm, Navweaps says 8-10)


Actually, it's the kinetic energy of the fragments plus the blast that does the damage. The total energy deposited in the fragments and blast is produced by the energy of the chemical bonds of the bursting charge, which was proportional to the weight of the charge. The process of transferring the energy from the bursting charge to the target is described by 'terminal ballistics'. Generally speaking, in WWII warships, the resistance to structural damage after a penetrating hit was proportional to the waterline area and the degree of compartmentation, which (together with the depth of the hull) defined the volume exposed to fragmentation and blast damage from the shell. Since within the structure of a well-designed warship, there was little or no horizontal compartmentation and limited lengthwise compartmentation, the effectiveness of a given bursting charge was essentially a function of the internal area that the charge could damage, and that went as the 2/3rds power of the bursting charge.

It doesn't matter if a Brooklyn or Cleveland could only generate 8-10 rpm per tube, it was still able to mess up more waterline area of a DD per minute than a BB, especially given that the BB couldn't track the DD at close range with its main battery and so had to rely on its secondaries.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Dili)
Post #: 177
RE: Ridiculous Surface Combat Result - 8/17/2009 11:33:51 AM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline

quote:

ORIGINAL: herwin
It doesn't matter if a Brooklyn or Cleveland could only generate 8-10 rpm per tube, it was still able to mess up more waterline area of a DD per minute than a BB,


Even if you compare bursting charges that remains, apparently, untrue. Let alone the consideration of a battleship firing high explosive rather than AP at a destroyer in the first place.

quote:


especially given that the BB couldn't track the DD at close range with its main battery and so had to rely on its secondaries.


Right now it doesn't matter if the BB is at close range or optimal range, they can't reliably hit. Based on what happened at Jutland I'd say this is somewhat dubious, as well. At close range I'd tend to agree, but train rate of guns isn't going to matter at 15,000 yards.

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Post #: 178
RE: Ridiculous Surface Combat Result - 8/17/2009 11:38:46 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: EUBanana

The bit I find interesting is how accurate Washington was, at night, at 18,000 yards.

Here's some more on battleship accuracy from navweaps.com.

quote:

During the early part of her action against Scharnhorst at the Battle of the North Cape on 26 December 1943, HMS Duke of York scored 31 straddles out of 52 broadsides fired and during the latter part she scored 21 straddles out of 25 broadsides, a very creditable gunnery performance.


Not exactly emptying her magazines for no results. 

As for 2/3rds power of the bursting charge, from navweaps,

on a Brooklyn class CL
1.95lbs bursting charge per shell
10 rounds per minute per gun, 15 guns
292lbs of bursting charge, so 200 damage units more or less

on a KGV class BB
48lbs bursting charge per shell
2 rounds per minute per gun, 10 guns
= 960lbs of bursting charge, so 640 damage units more or less

Firing 14" HE shells against unarmoured targets like AKs, it's even more lopsided. And a KGV is the runt of the litter.

Sure, these are 'lab conditions' and in combat stats will suffer, rates of fire will be lower and such, but thats true for all ships, be they CLs or BBs.

It's a bit specious though really, I mean, 14" > 6", fairly obvious.  I think more interesting is the consideration of accuracy.  After all, it's here that BBs in the surface combat model seem to be being short changed.  When you actually get a hit with a heavy shell it's suitably devastating.



You need to take the 2/3rds power per shell. 150x1.56 = 234 units. 20x13.21 = 264 units. So they were comparable if your bursting charges are accurate. The fire of the CL was non-penetrating, however, and that of the BB was messing the CL up good. In addition, the waterline area of the CL was half that of the KGV, so the damage being done to the CL was proportionally much greater.

BTW, 14" AP had a bursting charge of 22 lbs in the USN, while the 6" common projectile had a bursting charge of 7 lbs.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 179
RE: Ridiculous Surface Combat Result - 8/17/2009 12:19:23 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline

quote:

ORIGINAL: herwin
BTW, 14" AP had a bursting charge of 22 lbs in the USN, while the 6" common projectile had a bursting charge of 7 lbs.


Well, I got it from navweaps.com. No idea how accurate that is!

http://www.navweaps.com/Weapons/WNBR_14-45_mk7.htm

http://www.navweaps.com/Weapons/WNUS_6-47_mk16.htm

It says 48lbs (22kg) for the 14", so maybe it's a measurements thing.

I had some fun working out kinetic energy for the shells too () as I presume unless the shell comes out the other side most of that gets turned into damage as well. But finding out how many joules per mole an explosion of ammonium picrate creates to see if the kinetic energy is actually relevant is apparently beyond Google.

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Post #: 180
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