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RE: CD fire issues - 4/15/2010 8:53:59 PM   
Dili

 

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Anyone tried to put the BB's floatplanes doing recon over the the invasion hex?

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RE: CD fire issues - 4/15/2010 8:55:56 PM   
Nomad


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quote:

ORIGINAL: Dili

Anyone tried to put the BB's floatplanes doing recon over the the invasion hex?


Isn't that what they are for? BB and CA float planes were for gunnery spotting, not intended for ASW work

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RE: CD fire issues - 4/15/2010 10:48:20 PM   
Misconduct


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quote:

ORIGINAL: Dili

Anyone tried to put the BB's floatplanes doing recon over the the invasion hex?


Here are some ways I use my battleships, if I am going to bombard, I have 40% ASW, 20% rest and the other 40% are used to recon the target at 2,000 feet same Alt I use my ASW.

Battleships on attack I use 50% Naval Search, 20% rest and 30% for ASW

Cruisers are pretty much same way, if I want a beefed up ASW group I will put 2 light cruisers, and 6-8 destroyers in a group and have them at 70% ASW, 20% rest and 10% for Recon work if I am near islands like Munda etc.

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Post #: 123
RE: CD fire issues - 4/15/2010 11:30:30 PM   
John Lansford

 

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Mike, I'd agree with you if my BB's had been approaching Mili blind, but I've had recon over the island for a month or so, as well as DB and LB attacks for the same period of time.  Unless they're heavily concealed, my recon planes should have identified at least a majority of those guns, especially since Mili is designated as a "fortress".

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Post #: 124
RE: CD fire issues - 4/16/2010 12:21:32 AM   
seydlitz_slith


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quote:

ORIGINAL: Local Yokel

Since the report posted by the OP indicates that the sunken BB's formed part of the invasion TF itself, rather than a bombardment group, is there any reason to suppose that they were moving at all when shot at by the CD guns? I have in mind that when a SCTF attacks an unloading amphibious TF one sees statements in combat reports along the lines of "Japanese/Allied ships attempt to get under way". So when an amphibious invasion TF arrives at its destination, do all its ships immediately drop anchor, including any defending warships it contains? If so, what juicy, stationary targets they would make!



I honestly think that the routine is running as if the ships are stationary at anchor. That is most likely one of the major issues with the routine.

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RE: CD fire issues - 4/16/2010 12:27:16 AM   
bklooste

 

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They should be built into the accuracy of the guns

quote:

ORIGINAL: Nomad


quote:

ORIGINAL: Dili

Anyone tried to put the BB's floatplanes doing recon over the the invasion hex?


Isn't that what they are for? BB and CA float planes were for gunnery spotting, not intended for ASW work



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Post #: 126
RE: CD fire issues - 4/16/2010 12:27:49 AM   
seydlitz_slith


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quote:

ORIGINAL: mike scholl 1



CD certainly isn't perfect in the game, but there is an element of reality in your result. The defending guns have a range of at least 11 miles, and you are there to "silence" them. To do that you have to "spot" them and "fix" their location. Good luck doing that from over 12 miles away vs. guns camouflagued on a low lying island.




I would assume that the spotter aircraft carried by the battleships and cruisers would perform this task. They would orbit the gun locations and locate the guns when the fired then walk the shells from the ships onto the target. So I wouldn't expect all the spotting to be done from the pagoda masts 12 miles out.

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Post #: 127
RE: CD fire issues - 4/16/2010 12:33:46 AM   
bklooste

 

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quote:

ORIGINAL: mike scholl 1


quote:

ORIGINAL: bklooste

quote:

Right! But if the attacking ship is to have ANY chance of hitting it's own targets, it can't be out there maneuvering like a sports car doing "doughnuts" in the parking lot. It has to give it's own plotting team some consistancy of course and speed for them to do their jobs.

The truth, re the game, is that there is one CD routine that must work for PH as well as Mili, and those two situations are as unlike each other as assaulting with a Marine Division and an Indian Army artillery unit. (For once we are in agreement. One of the game's most regrettable failings is the failure to differentiate between real Coast Defense Installations and just guns mounted on the coast.)


Sorry a ship will always maneuver to the detriment of a firing solution. Thats what most of the FC in battle ships was about and why they were far superior in WWII then WWI . Being able to maneuver , quickly determine a solution despite roll etc. There are a large number of cases in ship to ship fights where they zig zag , then quickly turn , fire ( and bring most turrets into play) and continue evading rinse and repeat .




I don't suppose you would care to cite some of the "large number of cases in a ship to ship fight" you mention? Bismarck certainly didn't in the Denmark Strait, nor Warspite at Matapan, and neither Oldendorf or his Japanese opponent at Suriago Strait. What you do see in ship to ship actions is some mild course changes of a few degrees to chase salvos.

More radical maneuver is pretty much limited to night engagements and attempts to disengage. Even then, if you look as "Second Guadalcanal", the only radical turns involved were made to avoid torpedoes..., not during the gunfire exchange. Your "spin on a dime and quick draw with a BB" couldn't possibly work until the refinement of millimeter band fire control radars after WW II.



Chasing salvos is not done in battle lines though . I see it in a number of reports i read, they turn 20-30 degrees fire and turn back though its more common between a superior and an inferior unit evading and if CDs are this nasty to put a ship at risk you WOULD evade . Though common (esp with CAs) these are not high profile like the Bismark etc .


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RE: CD fire issues - 4/16/2010 12:34:43 AM   
Klahn

 

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quote:

ORIGINAL: bklooste

The code should be changed that cant you do more than 60 fire or 40 sys without penetrating period this would represent most of the super structure lost.



That's going a little bit too far. Ships could certainly be, and were sunk by non-penetrating fire. Some ships were sunk or severely damaged by weapons that missed. CA Suzuki was sunk without being hit when a near miss bomb set off an explosion of her own weapons. PoW was basically lost to a single torpedo that didn't penetrate her armor. It was struck by quite a few bombs and torpedoes, but the one that sank her actually struck her portside propeller shaft outside of the hull.

I do agree that there is something wrong with CD fire. I'm just want to point out that freaky things can happen to individual ships in combat. It is perfectly reasonable for any of the ships engaging the Soviet CD guns, including the battleships, to have been sunk by them. The problem is that it's unreasonable for them all to have been sunk or seriously damaged without even making an effort to withdraw.

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Post #: 129
RE: CD fire issues - 4/16/2010 12:38:23 AM   
mike scholl 1

 

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quote:

ORIGINAL: seydlitz
I would assume that the spotter aircraft carried by the battleships and cruisers would perform this task. They would orbit the gun locations and locate the guns when the fired then walk the shells from the ships onto the target. So I wouldn't expect all the spotting to be done from the pagoda masts 12 miles out.



You would assume a great deal. The Japanese had been flying over Wake for several days before they tried to land, but didn't know where the guns were. The Americans had been attacking Tarawa for a week before they landed, and didn't know where the guns were. What makes you think the guys in the floatplanes would do any better unless the camo was pulled off and the guns began to fire? There job was to "walk the fire" onto a target once it was revealed. But the guns would only be revealed when they fired.

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Post #: 130
RE: CD fire issues - 4/16/2010 1:18:35 AM   
seydlitz_slith


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quote:

ORIGINAL: mike scholl 1


quote:

ORIGINAL: seydlitz
I would assume that the spotter aircraft carried by the battleships and cruisers would perform this task. They would orbit the gun locations and locate the guns when the fired then walk the shells from the ships onto the target. So I wouldn't expect all the spotting to be done from the pagoda masts 12 miles out.



You would assume a great deal. The Japanese had been flying over Wake for several days before they tried to land, but didn't know where the guns were. The Americans had been attacking Tarawa for a week before they landed, and didn't know where the guns were. What makes you think the guys in the floatplanes would do any better unless the camo was pulled off and the guns began to fire? There job was to "walk the fire" onto a target once it was revealed. But the guns would only be revealed when they fired.



Exactly, but the guns are not moving so when they did open fire the aircraft would be able to walk the fire in on them. The ships could withdraw back out of range of the guns. Then the ships would suppress or knock out the guns from outside their effective range.

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RE: CD fire issues - 4/16/2010 2:07:28 AM   
jhdeerslayer


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Guess I fall back on all this as I don't recall too many examples historically of supporting fleet ships getting hammered to a pulp by on shore batteries.

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RE: CD fire issues - 4/16/2010 3:12:24 AM   
Dili

 

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quote:

Isn't that what they are for? BB and CA float planes were for gunnery spotting, not intended for ASW work


Yep but from my experience players don't bother change them from usual naval search.


At 20km distance no one should be making much damage to each other unless with overwhelming numbers. That is why naval bombardments were disapointing in WW2 against prepared emplacements, ships had not enough rounds to make several direct hits to various guns. If land based medium guns are making too much hits at that kind of distance that should be reviewed.

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Post #: 133
RE: CD fire issues - 4/16/2010 3:32:37 AM   
YankeeAirRat


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There was a couple of situations during D-Day were a couple of US destroyers were hit hard as they supported the landings at Point Du Hoc and Utah Beach. That was only cause their CO's took the ship's into point blank range so that their guns could provide penetrating fire against the artillery sites to support the Army on the ground. In turn they received some serious hits that required them to withdraw on the morning of D+1 back to ports on the English coast as the temporary repairs started to fail. I don't remember off the top of my head what those ships where named. The only other thing that I can think off from the top of my head where shore battery fire destroyed the fleet that tried to penetrate a chock point was the Dardanelles campaign during World War 1. Combination of Krupps guns and minefields cause the loss of three ships and heavy damage to three others. All of them in the Battleship and battle cruiser size. Since then no one in thier right mind has considered going in to an opposed chockpoint with ships since then. If you even look at most of the landings in the Pacific, they were against what was supposed to be "light" islands that didn't have dedicated coastal defense artillery as most of the leading officers understood them to be. Even when the 3rd and 5th fleet along with TF57 sent their battle lines to bombard the Japanese home lands they went after those targets around Tokyo Bay and Kobe which didn't have dedicate forts for coastal defense or those forts had already been "suppressed" by carrier based air power. The next most modern Naval Gunfire support which drew return fire is when the USS Des Monies, USS Newport News, and some destroyers of the Allen Sherman and Hull class formed a gun line to open up holes in North Vietnamese air defenses as part of the Linebacker raids. In turn the NVA coastal defense fired one Surface to Surface missile, sent out a pair of torpedo boats and fired from guns ranging at 180mm down to 76mm sending around 1000 rounds back at the ships. Again if my faulty memory serves me right the Newport News was struck by a 155mm round as they steamed in a couple of lines between Vinh and Haiphong. The round was non-penetrating that went through the superstructure. However again the NVA's coastal defense batteries were towed artillery that was sited in to provide coastal defense and thier fire control was provided by radar sites.

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RE: CD fire issues - 4/16/2010 4:15:24 AM   
mike scholl 1

 

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quote:

ORIGINAL: seydlitz

quote:

ORIGINAL: mike scholl 1

You would assume a great deal. The Japanese had been flying over Wake for several days before they tried to land, but didn't know where the guns were. The Americans had been attacking Tarawa for a week before they landed, and didn't know where the guns were. What makes you think the guys in the floatplanes would do any better unless the camo was pulled off and the guns began to fire? There job was to "walk the fire" onto a target once it was revealed. But the guns would only be revealed when they fired.



Exactly, but the guns are not moving so when they did open fire the aircraft would be able to walk the fire in on them. The ships could withdraw back out of range of the guns. Then the ships would suppress or knock out the guns from outside their effective range.



That's certainly the theory..., but to do that you first have to get the guns to fire. Which means providing them with an irrisistable target. So some ships are going to have to get close enough to be that target, and they are going to have to be important or dangerous enough to draw that fire. For them, life is going to be "interesting" in the extreme.

And true coastal fortresses are not that easy to destroy. Those at Manila Bay, for instance, while lacking any overhead cover at all, were still functioning quite well months after the Japanese achieved total air superiority over the Philippines.

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RE: CD fire issues - 4/16/2010 6:23:49 AM   
bklooste

 

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All these issues are covered by Critical hits ( The Suzuki was probably a faulty detonator POW ) ...In no case historically was BB Machine gunned to death which is what we are seeing eg 100 * a min of 1 damage Or in the above case 80-100 hits doing 90 sys damage.

You could argue a single hit could cause a fire which can spread and i would agree with you ( fire should be small but can spread and be affected by DC) but none of these were single hits and in no case was a ship lost due to non penetrating damage unless a fire or ammo explotion ( mostly followed by a fire) was involved. In this case you can get 100 system damage ,no fire and sink.


quote:

ORIGINAL: Ryvan


quote:

ORIGINAL: bklooste

The code should be changed that cant you do more than 60 fire or 40 sys without penetrating period this would represent most of the super structure lost.



That's going a little bit too far. Ships could certainly be, and were sunk by non-penetrating fire. Some ships were sunk or severely damaged by weapons that missed. CA Suzuki was sunk without being hit when a near miss bomb set off an explosion of her own weapons. PoW was basically lost to a single torpedo that didn't penetrate her armor. It was struck by quite a few bombs and torpedoes, but the one that sank her actually struck her portside propeller shaft outside of the hull.

I do agree that there is something wrong with CD fire. I'm just want to point out that freaky things can happen to individual ships in combat. It is perfectly reasonable for any of the ships engaging the Soviet CD guns, including the battleships, to have been sunk by them. The problem is that it's unreasonable for them all to have been sunk or seriously damaged without even making an effort to withdraw.



< Message edited by bklooste -- 4/16/2010 6:28:23 AM >


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RE: CD fire issues - 4/16/2010 12:55:32 PM   
bklooste

 

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This is from Nemos AAR

quote:


2. The CD routine is not working as was historical but it is broken in a predictable and reliable way and thus cam be compensated for. I ran a little in-game test with three TFs, one comprising 2 BBs only, one comprising CAs, CLs and lots of DDs and another comprising BBs plus escorts.

End result. BB only TF had 1 BB trashed and only took out two enemy guns. Escorted BBs set to escorts do not bombard did poorly also and BBs rook too many hits, DD TF took very little damage ( 1 CA on fire, total of under twenty hits vs about eighty hits on the two unescorted TFs ) Nd took out twenty defending enemy guns and trashed the airfield and defending troops.

So, overall, I tried three solutions against a single island on the same day. CL TF went in first then unescorted BBs then escorted BBs. The Cl/DD TF took the least damage and destroyed the most guns. So if sending in shipping set escorts to Bo bard and load up on he fast small ships which can dodge a bit.


So CLs and DDs will destroy the guns and dodge/evade but BBs dont and get clobbered .

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RE: CD fire issues - 4/16/2010 1:14:47 PM   
jomni


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Will assigning a commander with low aggression to a Bombardment TF help in preserving BBs?



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RE: CD fire issues - 4/17/2010 12:33:58 AM   
Dili

 

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So there seems to be a problem.

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RE: CD fire issues - 4/17/2010 2:24:05 AM   
Klahn

 

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quote:

ORIGINAL: bklooste

All these issues are covered by Critical hits ( The Suzuki was probably a faulty detonator POW ) ...In no case historically was BB Machine gunned to death which is what we are seeing eg 100 * a min of 1 damage Or in the above case 80-100 hits doing 90 sys damage.

You could argue a single hit could cause a fire which can spread and i would agree with you ( fire should be small but can spread and be affected by DC) but none of these were single hits and in no case was a ship lost due to non penetrating damage unless a fire or ammo explotion ( mostly followed by a fire) was involved. In this case you can get 100 system damage ,no fire and sink.



PoW did not burn and none of the bombs that hit her penetrated her deck armor. She was sunk purely by her "system damage." The torpedo bent one of the port propeller shafts. The now-unbalanced spinning shaft ripped a hole through her causing her to take on 18,000 tons of water. She could not pump out the water because the spinning shaft also knocked out much of her electrical systems. There was no fire. Her ammo did not explode.

Also, where are you seeing that they are getting 100 system damage and sinking without fire? In the example you gave in the first post, it looked to me like pretty much all of your ships burned.

quote:


BB Mutsu, Shell hits 118, heavy fires, heavy damage
BB Nagato, Shell hits 133, heavy fires, heavy damage
CA Chokai, Shell hits 78, heavy fires, heavy damage
CA Takao, Shell hits 79, heavy fires, heavy damage
DD Shiranui, Shell hits 24, heavy fires, heavy damage
DD Hayashio, Shell hits 19, heavy fires, heavy damage
xAKL Kofuku Maru, Shell hits 12, heavy fires, heavy damage
xAKL Turusima Maru, Shell hits 1
xAKL Kurama Maru, Shell hits 2, heavy fires, heavy damage
xAKL Nanko Maru, Shell hits 4, on fire
PB Taiko Maru, Shell hits 10, heavy fires, heavy damage
PB Saiko Maru, Shell hits 9, heavy fires, heavy damage
PB Myoken Maru, Shell hits 11, heavy fires, heavy damage
PB Kure Maru #5, Shell hits 7, heavy fires, heavy damage
PB Keiko Maru, Shell hits 10, heavy fires, heavy damage
PB Kamitsu Maru, Shell hits 6, on fire
PB Edo Maru, Shell hits 6, heavy fires
PB Busho Maru, Shell hits 8, heavy fires, heavy damage
xAK Yamafuku Maru

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RE: CD fire issues - 4/17/2010 7:29:47 AM   
bklooste

 

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1. When does a Torpedo ever not penetrate the armour ? At best some ships had some 50-75 mm bulges to reduce the damage. My comment was on non penetratinf hits. The game engine prob views a hit on the props as a penetrating or critical hit.
2. In the POW case how is this not a critical hit.? With her own prop doing most of the damage. She also sustained 4 Torp hits and a bomb . She was not sunk by system damage at all but by flooding sure she had a lot of sys damage ( no pumps , steering etc) but it was the flooding that sunk her.
3. Even if all these ships burned that is also an issue. Not every ship burned when hit by gunfire... The surviving BB had 90 sys , 90 fire , no flooding the rest sunk immediately so we dont know.

quote:

ORIGINAL: Ryvan


quote:

ORIGINAL: bklooste

All these issues are covered by Critical hits ( The Suzuki was probably a faulty detonator POW ) ...In no case historically was BB Machine gunned to death which is what we are seeing eg 100 * a min of 1 damage Or in the above case 80-100 hits doing 90 sys damage.

You could argue a single hit could cause a fire which can spread and i would agree with you ( fire should be small but can spread and be affected by DC) but none of these were single hits and in no case was a ship lost due to non penetrating damage unless a fire or ammo explotion ( mostly followed by a fire) was involved. In this case you can get 100 system damage ,no fire and sink.



PoW did not burn and none of the bombs that hit her penetrated her deck armor. She was sunk purely by her "system damage." The torpedo bent one of the port propeller shafts. The now-unbalanced spinning shaft ripped a hole through her causing her to take on 18,000 tons of water. She could not pump out the water because the spinning shaft also knocked out much of her electrical systems. There was no fire. Her ammo did not explode.

Also, where are you seeing that they are getting 100 system damage and sinking without fire? In the example you gave in the first post, it looked to me like pretty much all of your ships burned.

quote:


BB Mutsu, Shell hits 118, heavy fires, heavy damage
BB Nagato, Shell hits 133, heavy fires, heavy damage
CA Chokai, Shell hits 78, heavy fires, heavy damage
CA Takao, Shell hits 79, heavy fires, heavy damage
DD Shiranui, Shell hits 24, heavy fires, heavy damage
DD Hayashio, Shell hits 19, heavy fires, heavy damage
xAKL Kofuku Maru, Shell hits 12, heavy fires, heavy damage
xAKL Turusima Maru, Shell hits 1
xAKL Kurama Maru, Shell hits 2, heavy fires, heavy damage
xAKL Nanko Maru, Shell hits 4, on fire
PB Taiko Maru, Shell hits 10, heavy fires, heavy damage
PB Saiko Maru, Shell hits 9, heavy fires, heavy damage
PB Myoken Maru, Shell hits 11, heavy fires, heavy damage
PB Kure Maru #5, Shell hits 7, heavy fires, heavy damage
PB Keiko Maru, Shell hits 10, heavy fires, heavy damage
PB Kamitsu Maru, Shell hits 6, on fire
PB Edo Maru, Shell hits 6, heavy fires
PB Busho Maru, Shell hits 8, heavy fires, heavy damage
xAK Yamafuku Maru




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RE: CD fire issues - 4/17/2010 12:51:51 PM   
Klahn

 

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quote:

ORIGINAL: bklooste

1. When does a Torpedo ever not penetrate the armour ? At best some ships had some 50-75 mm bulges to reduce the damage. My comment was on non penetratinf hits. The game engine prob views a hit on the props as a penetrating or critical hit.
2. In the POW case how is this not a critical hit.? With her own prop doing most of the damage. She also sustained 4 Torp hits and a bomb . She was not sunk by system damage at all but by flooding sure she had a lot of sys damage ( no pumps , steering etc) but it was the flooding that sunk her.
3. Even if all these ships burned that is also an issue. Not every ship burned when hit by gunfire... The surviving BB had 90 sys , 90 fire , no flooding the rest sunk immediately so we dont know.



1.) That's what I'm saying though. The game won't assign critical hits to weapons that shouldn't otherwise penetrate the armor. If a 6in naval AP round struck the PoW on her belt, it wouldn't be able to do catastrophic damage in the game. In real life, it could if it hit something like a turning propeller shaft, or weapons stored on deck outside of the armor plating, etc... Another thing the game can't take into account is cumulative damage to armor plate by successive non-penetrating strikes.

2.) Of course she was sunk by flooding. You were saying that non-penetrating hits cannot cause sinking except by fire or internal explosion. PoW was indeed critically hit. She was critically hit by a weapon that did not penetrate her armor. AFAIK, this game does not allow non-penetrating hits to do critical damage. (Non-penetrating is being used as an in-game term here. In real life, torpedoes were not designed to penetrate ship armor on large combatants. They did their damage by concussive force pushing against the hull, not through it like a gun round. The game assigns penetrative value to a torpedo as a munge for the damage system. Not because it's what torpedoes actually did.)

3.) Which is again what I said above. A battleship being struck by over 100 6" gun rounds should be able to be sunk by them regardless of whether it starts a fire or not. This isn't unrealistic. If we incorporated your changes we would need to add critical hits for non-penetrating rounds. I absolutely agree with you that small caliber rounds are probably causing more fires than they should. I also agree that with you about the machine-gunning effect of small caliber hits causing too much cumulative system damage. What I disagree with is your solution. Putting a hard cap on the maximum system damage a ship can take from non-penetrating rounds isn't a good solution. And you're right, we don't know what sunk them or even what caused the majority of the system damage. It may have been the fire, or it may have been the "machine gunning" of the large number of small rounds. Sinking by fire is entirely appropriate, but the large number of ships with "heavy fires" is not. It's quite possible that the game engine only assigned 20 system damage from all of the small hits, and the rest was done by fire.

My points:

1.) Any of the battleships you lost could have been sunk by the number of hits they sustained even if none of the hits actually penetrated the armor.

2.) While 1. is true, it should be a rare occurence and should not have happened to all of your BB / CA ships.

3.) When such cumulative damage was being realized, the ships should have withdrawn. That this didn't happen is the single biggest problem with the results of your engagement.

4.) I agree that the results of your combat are out-of-whack, but I disagree with your proposed solution because I feel it would make BBs and CAs unrealistically immune to sinking from non-penetrating hits unless we also allow for non-penetrating hits to cause critical hits.

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Post #: 142
RE: CD fire issues - 4/17/2010 3:38:20 PM   
John Lansford

 

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Last night another bombardment TF composed of 5 more BB's, two CA's, a CL and 8 DD's hit Mili.  I set every floatplane in the TF to recon Mili as they approached, and it may have made some kind of difference.

Mississippi took 77 (!!) hits by 8cm to 15cm guns and had significant fires and secondary/AA weapon damage, but only 16 System damage.  All fires out the next turn.

West Virginia hit 10 times, no damage.
Oklahoma hit 15 times, secondary and AA damage, loss of radar, about 10 System damage.
Colorado hit 8 times, loss of a secondary battery, about 10 System damage
California, not hit at all
The two CA's were hit fewer than 10 times, for negligible damage.

In return, the bombardment inflicted 260 casualties and destroyed/damaged 25 guns.  Other than the Mississippi outcome (what did she do, tie up at the dock?), the others appear to be what I'd expect when heavily armored ships bombard a base defended by destroyer sized guns.

(in reply to Klahn)
Post #: 143
RE: CD fire issues - 4/18/2010 12:10:09 AM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
quote:

When does a Torpedo ever not penetrate the armour ? At best some ships had some 50-75 mm bulges to reduce the damage.


That is not true torpedos, don't hit only at midship. In general after main guns there is no space for protection systems and many specially older ships don't have a
full, to the bottom, torpedo protection either.
Maybe you should look at armor schemes and i am talking only at BB's for other lesser classes is even worse if you start to compute their real vulnerability. At Taranto 2 of 3 the hits in Littorio were outside armor and torpedo defenses. Cavour was sunk by a magnetic torpedo fuze that for once it worked under the hull means it didn't even hit the ship. Nelson was hit by an aerial torpedo near torpedo tubes, nothing there. There are certainly many other examples.

< Message edited by Dili -- 4/18/2010 12:11:24 AM >

(in reply to John Lansford)
Post #: 144
RE: CD fire issues - 4/18/2010 12:14:40 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
I can now confirm that the uber CD issue is not related just to capital ships in an invasion TF.

I sent Hyuga, Ise, Fuso, Yamashiro and 4 DDs into Sovetska Gavan on a night bombardment/ Escorts set to not bombard so the ships would stay at range. I had multiple SNLF units in the hex for several turns in land combat plus multiple air recons and several days level bombing using netty.

Again the 6" Soviet batteries had their way with the Japanese battleships.

Fuso was sunk outright. Hyuga and Ise were damaged pretty good. Yamashiro got off with only 9 sys. Hyuga lost both of her aft main turrets.

Did virtually nothing to the CD battery.

--------------------------------------------------------------------------------
Naval bombardment of Sovetskaya Gavan at 124,42 - Coastal Guns Fire Back!

1004 Coastal gun shots fired in defense.

Japanese Ships
BB Hyuga, Shell hits 110, heavy fires, heavy damage
BB Ise, Shell hits 92, heavy fires
BB Yamashiro, Shell hits 76, on fire
BB Fuso, Shell hits 153, heavy fires, heavy damage


Allied ground losses:
71 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 1 destroyed, 13 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (0 destroyed, 1 disabled)


BB Hyuga firing at Sovetskaya Naval Fortress
BB Ise firing at Sovetskaya Naval Fortress
BB Yamashiro firing at De-Castrinsky Naval Fortress
BB Fuso firing at Sovetskaya Naval Fortress







Attachment (1)

(in reply to John Lansford)
Post #: 145
RE: CD fire issues - 4/18/2010 12:15:29 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Damage detail on Hyuga




Attachment (1)

(in reply to seydlitz_slith)
Post #: 146
RE: CD fire issues - 4/18/2010 12:16:11 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Sovetska Gavan....graveyard of ships.






Attachment (1)

(in reply to seydlitz_slith)
Post #: 147
RE: CD fire issues - 4/18/2010 3:58:56 AM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline

ehh thats what i was saying Torpedos always penetrate whether its bulges or otherwise there is no belt to stop it. bulges just limit the damage.
quote:

ORIGINAL: Dili

quote:

When does a Torpedo ever not penetrate the armour ? At best some ships had some 50-75 mm bulges to reduce the damage.


That is not true torpedos, don't hit only at midship. In general after main guns there is no space for protection systems and many specially older ships don't have a
full, to the bottom, torpedo protection either.
Maybe you should look at armor schemes and i am talking only at BB's for other lesser classes is even worse if you start to compute their real vulnerability. At Taranto 2 of 3 the hits in Littorio were outside armor and torpedo defenses. Cavour was sunk by a magnetic torpedo fuze that for once it worked under the hull means it didn't even hit the ship. Nelson was hit by an aerial torpedo near torpedo tubes, nothing there. There are certainly many other examples.



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Underdog Fanboy

(in reply to Dili)
Post #: 148
RE: CD fire issues - 4/18/2010 4:05:41 AM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline


You better watch out for some of the much bigger defences like Vladivostok :-)

quote:

ORIGINAL: seydlitz

Sovetska Gavan....graveyard of ships.








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Underdog Fanboy

(in reply to seydlitz_slith)
Post #: 149
RE: CD fire issues - 4/18/2010 4:15:34 AM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline
torps are always penetrating hits and hence can cause criticals ...
(if not they should be) so POW is out of the equation and she sunk by CH and or flooding.


Maybe 100 6" but i still doubt it ,
re your points

1. Disagree . Bismark probably took this many smaller rounds and was still floating. You can level a ships super structure bismark style burn her
completely but you still have a ship ( hulk) you can tow to port and repair. But in the game 100 45mm rounds probably have the same effect.. All torps should be penetrating.

2. True . I dont mind a very rare non penetrating hit for a shell that results in a CH which could lead to fire etc.

3. True they would have withdrawn.

4. Not imune 60 fire and 50 sys is still BAD , I dont mind them being immune to non pen fire though torps are IMHO always penetrating.


quote:

ORIGINAL: Ryvan


quote:

ORIGINAL: bklooste

1. When does a Torpedo ever not penetrate the armour ? At best some ships had some 50-75 mm bulges to reduce the damage. My comment was on non penetratinf hits. The game engine prob views a hit on the props as a penetrating or critical hit.
2. In the POW case how is this not a critical hit.? With her own prop doing most of the damage. She also sustained 4 Torp hits and a bomb . She was not sunk by system damage at all but by flooding sure she had a lot of sys damage ( no pumps , steering etc) but it was the flooding that sunk her.
3. Even if all these ships burned that is also an issue. Not every ship burned when hit by gunfire... The surviving BB had 90 sys , 90 fire , no flooding the rest sunk immediately so we dont know.



1.) That's what I'm saying though. The game won't assign critical hits to weapons that shouldn't otherwise penetrate the armor. If a 6in naval AP round struck the PoW on her belt, it wouldn't be able to do catastrophic damage in the game. In real life, it could if it hit something like a turning propeller shaft, or weapons stored on deck outside of the armor plating, etc... Another thing the game can't take into account is cumulative damage to armor plate by successive non-penetrating strikes.

2.) Of course she was sunk by flooding. You were saying that non-penetrating hits cannot cause sinking except by fire or internal explosion. PoW was indeed critically hit. She was critically hit by a weapon that did not penetrate her armor. AFAIK, this game does not allow non-penetrating hits to do critical damage. (Non-penetrating is being used as an in-game term here. In real life, torpedoes were not designed to penetrate ship armor on large combatants. They did their damage by concussive force pushing against the hull, not through it like a gun round. The game assigns penetrative value to a torpedo as a munge for the damage system. Not because it's what torpedoes actually did.)

3.) Which is again what I said above. A battleship being struck by over 100 6" gun rounds should be able to be sunk by them regardless of whether it starts a fire or not. This isn't unrealistic. If we incorporated your changes we would need to add critical hits for non-penetrating rounds. I absolutely agree with you that small caliber rounds are probably causing more fires than they should. I also agree that with you about the machine-gunning effect of small caliber hits causing too much cumulative system damage. What I disagree with is your solution. Putting a hard cap on the maximum system damage a ship can take from non-penetrating rounds isn't a good solution. And you're right, we don't know what sunk them or even what caused the majority of the system damage. It may have been the fire, or it may have been the "machine gunning" of the large number of small rounds. Sinking by fire is entirely appropriate, but the large number of ships with "heavy fires" is not. It's quite possible that the game engine only assigned 20 system damage from all of the small hits, and the rest was done by fire.

My points:

1.) Any of the battleships you lost could have been sunk by the number of hits they sustained even if none of the hits actually penetrated the armor.

2.) While 1. is true, it should be a rare occurence and should not have happened to all of your BB / CA ships.

3.) When such cumulative damage was being realized, the ships should have withdrawn. That this didn't happen is the single biggest problem with the results of your engagement.

4.) I agree that the results of your combat are out-of-whack, but I disagree with your proposed solution because I feel it would make BBs and CAs unrealistically immune to sinking from non-penetrating hits unless we also allow for non-penetrating hits to cause critical hits.



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Underdog Fanboy

(in reply to Klahn)
Post #: 150
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