Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Nebakenezzer posted:

Are you sticking to the Second World war, or are you going modern? There's a *large* break in technology between those two eras. Especially as Armor becomes obsolete, replaced with active defense systems and reengineering so ships could take a missile hit and not be impeded.
This is a good question and will largely depend on how well I'm able to make my content scale. I put some modern equipment on the tech list; it may end up in the postgame though, or not get implemented due to there not being a point.

That said, how the tech behaves in-game and how it was actually used historically are going to be drastically different. Like, armor will never go obsolete because the combat assumes you're going to get hit repeatedly during missions.

quote:

Just throwing out random ideas:

if these ships involce battleships, there's an extremely good and nerdy old article out there that tries to answer "what WW2 battleship would win in a fight with another WW2 battleship." Might be a good source as it tries to assign numeric values to attributes like fire control and damage control.

http://www.combinedfleet.com/baddest.htm
Fantastic, thank you!

quote:

Another *major* change post world war 2 is that ship types get completely revised. The world war 2 era had a lot of bespoke classes for functions, (IE light vs. heavy cruisers, battlecrusiers vs. battleships, destroyer escorts vs. destroyers vs. corvettes) and this collapses into a few broad classes.
I'm going with the "few broad classes" approach solely for purposes of not confusing players who aren't really big on naval history. All destroyers are DDs even if they had different classifications originally. All cruisers are CAs, similarly. That doesn't mean I won't include a DE or CC or whatever, just that in-game they'll be referenced as e.g. "DD Edsall". I'm sure this will drive some players up the wall...but considering some of the other historically-inaccurate stuff I plan to include, lack of historically-accurate designations is trivial. :v:

quote:

One thing from the era that article mentions specificlly is that all battleships save American ones had an armored 'citidel' in their design; the best quality armor surrounding the most important systems. Only America was rich enough to build the entire ship out of this high quality but very expensive armor.

Something in modern ships to consider is if their superstructures (as opposed to their hulls) are made out of steel vs. aluminum.

Submarines similarly go through a complete revolution post war as nuclear power and nuclear weapons (not to mention submarines designed to stay underwater all the time) completely revise the type.

Oh, and I did a series of posts on the Soviet Kirov class battlecruisers a few years ago, might give you some ideas.

Thanks again! I want to include submarines as playable ships if I can manage it, but if nothing else they're always interesting to read about.

Adbot
ADBOT LOVES YOU

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.

TooMuchAbstraction posted:

That said, how the tech behaves in-game and how it was actually used historically are going to be drastically different. Like, armor will never go obsolete because the combat assumes you're going to get hit repeatedly during missions.
The reason armour went obsolete is not the assumption that one will never be hit, but that one will be hit so hard that no feasible amount of armour will make the blindest bit of difference.

A few further thoughts:

- There's lots of stuff to be done with the armour scheme and different places you can put armour, the two most important schemes for your purposes being Turtleback (German heavy ships and pre-Jutland ships of all nations) and All-or-Nothing (post-Jutland ships). There's plenty more nuance to it than that and I'm not really the guy to talk about it.

- You're going to really struggle to get useful stats for main battery guns above about 20" size, but I'd fill out the odd-numbered calibres between 6" and 16" size since all saw some description of service in WW2 (7.5" on Hawkins, 9.2" in land batteries, 11" on the Twins and the Deutschlands, 13" on the Dunkerques and 15" on most British battleships, Bismarck and Tirpitz and the Richelieus).
- Quad turrets were fitted with 13", 14" and 15" guns historically and frankly I don't see any reason not to allow them across the board. They let you get a lot of gun on not a lot of hull but they were all desperately finicky.

- Most ships with torpedo tubes didn't carry any reloads at all, so you'll have to purchase and find space for reloads before you buy an upgrade to make the reloading faster. Mind you, in an arcadey game reloading torps is about the first gameplay concession I'd make. It's no fun blowing your load and going home if you miss.

- Remember that the most important sort of missile you're going to have is the anti-ship missile, it's what necessitates the CIWS and pushes naval combat ranges out beyond visual range even without aircraft carriers. It also makes the carrier more deadly, yet more vulnerable, as each aircraft now has a significantly better chance of sinking a ship and is almost guaranteed to get home okay. These missiles can take many forms, between Penguin-style low end ones:

Which are small and can be fitted to aircraft, helicopters or tiny missile boats, and huge carrier killers like the P-700 Granit:

Which can only be fired from a few large vessels and carry either an explosive charge that weighs twice as much as an entire Penguin or a nuclear weapon that can annihilate a ship and anything stupid enough to be near it.

Missile combat is honestly a whole other ballgame and I would advise you to put a cutoff in your game before you get to it, because it just won't work with WW2 style systems.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

TK-42-1 posted:

modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed.

This is why stealth has been touted for decades as the Next Big Thing. There's an aphorism about modern warfare: if you can see it you can hit it, and if you can hit it you can kill it. Stealth, depending on what exactly you're talking about, tries to prevent one or both of the first two conditions there from being true.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

FrangibleCover posted:

The reason armour went obsolete is not the assumption that one will never be hit, but that one will be hit so hard that no feasible amount of armour will make the blindest bit of difference.
Right, and part of making armor continue to be a consideration is nerfing the hell out of the one-hit-kill weapons systems that we have today. Think of it like an RPG system -- sure, the bid bad guy just exploded the continent you're standing on, but you're wearing diamond armor, so all you need is a potion (or a repair kit in this case) and you'll be OK.

quote:

- There's lots of stuff to be done with the armour scheme and different places you can put armour, the two most important schemes for your purposes being Turtleback (German heavy ships and pre-Jutland ships of all nations) and All-or-Nothing (post-Jutland ships). There's plenty more nuance to it than that and I'm not really the guy to talk about it.
Thanks. Even just having terminology is really useful, because it's hard to find information if you don't know how to search for it. My searches so far have mostly just turned up things like the armor thickness in various areas, not so much what the armor was made of.

quote:

- You're going to really struggle to get useful stats for main battery guns above about 20" size, but I'd fill out the odd-numbered calibres between 6" and 16" size since all saw some description of service in WW2 (7.5" on Hawkins, 9.2" in land batteries, 11" on the Twins and the Deutschlands, 13" on the Dunkerques and 15" on most British battleships, Bismarck and Tirpitz and the Richelieus).
- Quad turrets were fitted with 13", 14" and 15" guns historically and frankly I don't see any reason not to allow them across the board. They let you get a lot of gun on not a lot of hull but they were all desperately finicky.
These are both fair points. The limiting factor on adding more guns is my ability to make models for them, though I suppose I can always just re-use an existing model to cover multiple sizes of gun.

None of the guns in-game will be "desperately finicky"; they'll all work exactly as advertised. I suppose I could ding the multi-gun turrets on their accuracy or firing rate a bit, but I'm not sure they need a downside beyond being heavier. That's a question for playtesting.

quote:

- Most ships with torpedo tubes didn't carry any reloads at all, so you'll have to purchase and find space for reloads before you buy an upgrade to make the reloading faster. Mind you, in an arcadey game reloading torps is about the first gameplay concession I'd make. It's no fun blowing your load and going home if you miss.
Yes, 100% agreed. My thinking for torpedoes currently is that they'll have a very slow base reload time, but you can improve that by installing lifter/crane systems (how you reload if you don't have those installed is an unanswered question). However, you can always reload them (provided you have ammo).

quote:

- Remember that the most important sort of missile you're going to have is the anti-ship missile, it's what necessitates the CIWS and pushes naval combat ranges out beyond visual range even without aircraft carriers. It also makes the carrier more deadly, yet more vulnerable, as each aircraft now has a significantly better chance of sinking a ship and is almost guaranteed to get home okay. These missiles can take many forms, between Penguin-style low end ones:

Which are small and can be fitted to aircraft, helicopters or tiny missile boats, and huge carrier killers like the P-700 Granit:

Which can only be fired from a few large vessels and carry either an explosive charge that weighs twice as much as an entire Penguin or a nuclear weapon that can annihilate a ship and anything stupid enough to be near it.

Missile combat is honestly a whole other ballgame and I would advise you to put a cutoff in your game before you get to it, because it just won't work with WW2 style systems.

This is one of the areas in which I will be very intentionally ignoring how naval combat advanced historically. By a similar token, while enemy aircraft carriers will exist in-game, they won't be the dominant long-range attack platforms they are in reality. I feel these are necessary concessions to make the game play the way I want it to.

So, anti-ship missiles may well exist, but they won't be nearly so deadly as they are in reality. Probably the way this will work out is that I'll balance them against main guns that take up a similar amount of deck space. The missiles can't miss but can be shot down; they'll probably have more limited ammo...exact numbers will of course require playtesting.

TK-42-1 posted:

modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed.

I think you could make a fun game about modern naval warfare, but it'd be a very different kind of game from the one I'm making. You'd almost certainly have to do it at the strategic layer, controlling entire fleets plus aircraft, satellites, and ground-based radar systems. At the single-ship scale, it'd be a long cat-and-mouse game followed by one or both ships dying in a single shot.

Thanks again, y'all! This is really helpful stuff.

TooMuchAbstraction fucked around with this message at 22:55 on Oct 12, 2019

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
Harpoon (the game) is still awesome.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

TK-42-1 posted:

modern peer warfare seems boring as hell. like there’s not a lot of room between ok and completely hosed.

Such is the history of naval warfare: it used to be fun and games, but then some dick came up with some novel ideas

like when someone invented the ram

fast forward, the Greek fire

or put a gun onboard

or fit a loving deck, nay, several decks with guns

and then they come up with more powerful guns and shells

But hey, someone comes up with an idea of making a ship of steel! Hooray! Except that steel ships sink like rock when pierced...

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.

TooMuchAbstraction posted:

None of the guns in-game will be "desperately finicky"; they'll all work exactly as advertised. I suppose I could ding the multi-gun turrets on their accuracy or firing rate a bit, but I'm not sure they need a downside beyond being heavier. That's a question for playtesting.
Ah, but they're not heavier. At least, not per gun. One quad turret will weigh less than two twin turrets of the same calibre because you don't have to have two armoured barbettes, two ammunition handling systems, two power and traverse systems or as much armour to cover the whole thing. The downside of quad turrets is that if they get hit then that's a lot of your firepower gone in one go and the more guns you put in a turret the more complicated it is and the more mechanical stuff tends to go wrong. If you want to ding them on anything, ding them on price.

Another thing worth talking about is belt length, the closer together you can put everything in a ship the shorter your belt needs to be to cover all the vitals and therefore you can either have a lighter ship or a thicker belt. You want to cover the propulsion spaces (boilers/engines) and the magazines, so if you have fewer turrets then you don't need as long a belt which saves you weight again and then if you put all of your guns at one end of the ship you can get an even shorter belt. The Dunkerques and Richelieus are the ultimate expression of this concept, while the KGVs have quad turrets more because the original plan of 3x3 14" made the ship unacceptably unstable, so 2x4 14" + 1x2 14" got pretty close while keeping metacentric height down.

quote:

I think you could make a fun game about modern naval warfare, but it'd be a very different kind of game from the one I'm making. You'd almost certainly have to do it at the strategic layer, controlling entire fleets plus aircraft, satellites, and ground-based radar systems. At the single-ship scale, it'd be a long cat-and-mouse game followed by one or both ships dying in a single shot.
Harpoon indeed, or Command: Modern Air/Naval Operations which is the spiritual successor and somewhat more accessible.

Squalid
Nov 4, 2008

Nenonen posted:

Such is the history of naval warfare: it used to be fun and games, but then some dick came up with some novel ideas

like when someone invented the ram

fast forward, the Greek fire

or put a gun onboard

or fit a loving deck, nay, several decks with guns

and then they come up with more powerful guns and shells

But hey, someone comes up with an idea of making a ship of steel! Hooray! Except that steel ships sink like rock when pierced...

on the subject of historic guns how on earth do you bore the barrel on a big bronze or cast iron gun in the 18th or 17th or 16th century? On a big naval gun I assume you have to remove several kilograms of material, like what kind of tool do you even do that with? They must have used wind or water mills or maybe mules to drive the drills, I can't imagine they had some poor sap manually doing all the labor. . .

Nebakenezzer
Sep 13, 2005

The Mote in God's Eye

Torpedoes are the great equalizer: potentially giant-killers (hence when destroyers were first invented, they were called torpedo boat destroyers) but also potentially deadly to the ship using them if your damage control isn't so good. (The Japanese had the best torpedoes in World War 2, nicknamed in the west the Long Lance. They had so much explosive they sometimes ripped away whole sections of warships below the waterline, or caused a ship to sink so fast it was like it had been vaporized. On the extreme other hand, they used pure oxygen as propellant, so if the torpedo magazine took a hit, it could destroy the entire ship in one big explosion.

I think if you keep asking people ITT about stuff we will subtly (or not remotely subtly) try and steer you down the route of "expressing historical truths via game mechanics.*" Me, I think exploring the armor/guided munition divide would be interesting, since it explains quite well why battleships vanished. Also keeping older ships around might produce some oddballs, like the 1980s Iowa class battleships. Bismark 1983 would be wild, as would the HMS Prince of Wales in Falklands kit

*Ask us how partially thanks to pen and paper/computer games, specifically their simulation of some aspects (like armor depth and gun power) and the neglect of others (breakdowns and servicing requirements) lead to a weirdly distorted pop culture view as to who's tanks were better.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
By dinging them on weight I meant vs. a turret with fewer guns. A 4-gun turret of course is going to be heavier than a 3-gun turret. I don't have price per gun or per-turret -- once you've unlocked a part, you can build as many of them as you like for free. However, there is a "price" (in terms of research points) for unlocking the part in the first place, and it's not prima facie unreasonable to make slamming four guns into a turret more expensive to figure out than the smaller configurations.

I know about armor belts; what I don't know is how to handle hits to the unarmored, non-vital parts of the ship. No HP damage, just chance of fire/flooding/stuck rudder? :shrug: Actually what I may end up doing is have armor just add a flat amount of HP, and how much mass the armor demands scales depending on ship layout. So you get e.g. +100 HP per inch of armor, but how much that costs you in mass depends on where you put things.


Nebakenezzer posted:

Torpedoes are the great equalizer: potentially giant-killers (hence when destroyers were first invented, they were called torpedo boat destroyers) but also potentially deadly to the ship using them if your damage control isn't so good. (The Japanese had the best torpedoes in World War 2, nicknamed in the west the Long Lance. They had so much explosive they sometimes ripped away whole sections of warships below the waterline, or caused a ship to sink so fast it was like it had been vaporized. On the extreme other hand, they used pure oxygen as propellant, so if the torpedo magazine took a hit, it could destroy the entire ship in one big explosion.

Torpedoes are something I'm a bit torn on. It's great to have destroyers have weapons that can let them sink bigger ships; it means I can throw those bigger ships at the player when they're still in a destroyer. I don't think I want to do "your munitions got hit so your ship exploded" as a game mechanic though, mostly because it's not really something the player can make meaningful decisions on. "If you install this weapon there's a small chance your ship will explode" doesn't strike me as a fun game mechanic. However, if I don't have that kind of counterbalance to them, then why wouldn't a player make a battleship that's all torpedoes, all the time? Especially once long-range guided torpedoes become available. Maybe it's not a problem though.

quote:

I think if you keep asking people ITT about stuff we will subtly (or not remotely subtly) try and steer you down the route of "expressing historical truths via game mechanics.*" Me, I think exploring the armor/guided munition divide would be interesting, since it explains quite well why battleships vanished. Also keeping older ships around might produce some oddballs, like the 1980s Iowa class battleships. Bismark 1983 would be wild, as would the HMS Prince of Wales in Falklands kit
This game is...not really going to be historically accurate. At bare minimum, the player is tooling around the world with a combination floating dry dock / manufactory in tow, which lets them completely replace their ship between missions. And they'll be fighting dozens of enemy ships singlehandedly each mission. But where I really want to send things off the rails is with the boss fights -- I have all kinds of plans for ridiculous gigantic superweapons like flying battleships, submersible aircraft carriers, a colossal artillery piece that uses a volcano as its gun bore, etc.

quote:

*Ask us how partially thanks to pen and paper/computer games, specifically their simulation of some aspects (like armor depth and gun power) and the neglect of others (breakdowns and servicing requirements) lead to a weirdly distorted pop culture view as to who's tanks were better.

OK. How did pen & paper / computer games lead to a distorted view of whose tanks were better?

TooMuchAbstraction fucked around with this message at 00:04 on Oct 13, 2019

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Quote is not edit.

Milo and POTUS
Sep 3, 2017

I will not shut up about the Mighty Morphin Power Rangers. I talk about them all the time and work them into every conversation I have. I built a shrine in my room for the yellow one who died because sadly no one noticed because she died around 9/11. Wanna see it?

Cythereal posted:

The Coast Guard also aren't part of the Department of Defense anymore.

It's outrageous that they're gonna have to pay the $5 cover at the strip club of their choosing!

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

TooMuchAbstraction posted:

OK. How did pen & paper / computer games lead to a distorted view of whose tanks were better?

Video games, as a rule, showcase tanks as being about two, sometimes three things: firepower, armor, and sometimes speed. This is a big part of the wehraboo worship of the Tiger and Panther families, and why tanks like the Sherman are often pooh-poohed.

Anyone who knows some actual military history about tanks, though, knows that there's a lot more to what makes a good tank than the size of their cannon and how thick their armor is. Things like reliability, fuel mileage, off-road mobility, optics, ergonomics for the crew, etc. These things just don't come up in video games, but they were extremely important in real life, and unsurprisingly they're things that, say, the Sherman and T-34 excelled at.

Video games tend to put nerds in a mentality of two tanks head to head in an open field shooting each other in a vacuum, when that scenario basically never happened in real life.


Read that Best Battleships page, for example. A huge part of what made the Iowa class so good wasn't even their armor or guns (though their armor and guns were excellent), it was their speed and especially their fire control. Sure, the Yamato is a beast in a Final Destination match, but the thing was a net detriment to Japan operationally in real life and accomplished nothing except guzzling Japan's limited fuel supplies.

Cythereal fucked around with this message at 00:22 on Oct 13, 2019

FuturePastNow
May 19, 2014


Nebakenezzer posted:

I read that for a second as 'F-4 Phantom II' and then got irrationally angry at USN aircraft nomenclature

I was sad when the Tomcat got canceled in part because I hoped they'd circle the numbering scheme back around to F14F

Hobo on Fire
Dec 4, 2008

TooMuchAbstraction posted:


This game is...not really going to be historically accurate. At bare minimum, the player is tooling around the world with a combination floating dry dock / manufactory in tow, which lets them completely replace their ship between missions. And they'll be fighting dozens of enemy ships singlehandedly each mission. But where I really want to send things off the rails is with the boss fights -- I have all kinds of plans for ridiculous gigantic superweapons like flying battleships, submersible aircraft carriers, a colossal artillery piece that uses a volcano as its gun bore, etc.


...So basically, you're remaking Warship Gunner 2, but minus the goofy endgame energy weapons.

That would actually be pretty awesome.

Hobo on Fire fucked around with this message at 00:35 on Oct 13, 2019

Nebakenezzer
Sep 13, 2005

The Mote in God's Eye

TooMuchAbstraction posted:

But where I really want to send things off the rails is with the boss fights -- I have all kinds of plans for ridiculous gigantic superweapons like flying battleships, submersible aircraft carriers, a colossal artillery piece that uses a volcano as its gun bore, etc.

Oh. Oh!

I'm now picturing some sort of giant robot anime but with battleships

In that case I also wrote a thing on the Ratte

Also, realtalk, in the 1950s the Iowa class got atomic shells

The Lone Badger
Sep 24, 2007

I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Hobo on Fire posted:

...So basically, you're remaking Warship Gunner 2, but minus the goofy endgame energy weapons.

That would actually be pretty awesome.

Warship Gunner 2 is in fact basically my design document! I want to play it again, but less grindy and on something with better resolution than the PS2...so, here we are.

Nebakenezzer posted:

Oh. Oh!

I'm now picturing some sort of giant robot anime but with battleships

In that case I also wrote a thing on the Ratte

Also, realtalk, in the 1950s the Iowa class got atomic shells

The Ratte would fit right in if it weren't for the fact that it doesn't float. A superweapon that's a gigantic tank with floaties would be pretty funny though. :v:

Atomic shells...I kinda don't want to include atomic weapons? For similar reasons as why aircraft carriers and long-range missile strikes are downplayed, but also I don't really want the player to be thinking about the Cold War or nuclear annihilation. But yeah, I'd heard of the atomic artillery cannon, but I hadn't realized that some genius decided to put them on ships.

(never mind that there'll be nuclear reactors to power your ship, those just help you go fast)

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

TooMuchAbstraction posted:

Torpedoes are something I'm a bit torn on. It's great to have destroyers have weapons that can let them sink bigger ships; it means I can throw those bigger ships at the player when they're still in a destroyer. I don't think I want to do "your munitions got hit so your ship exploded" as a game mechanic though, mostly because it's not really something the player can make meaningful decisions on. "If you install this weapon there's a small chance your ship will explode" doesn't strike me as a fun game mechanic. However, if I don't have that kind of counterbalance to them, then why wouldn't a player make a battleship that's all torpedoes, all the time? Especially once long-range guided torpedoes become available. Maybe it's not a problem though.

So the US did actually consider this, but gunnery kept getting longer ranged, and it never was able to contend with battlecruisers.

Here's one of my ship design posts:

quote:

Fun concepts in ship design: The Torpedo Battleship

The US laid down a whole bunch of dreadnoughts that were on the whole pretty similar in concept. Big armor, big guns, and a low speed. This is not about them. This is about an idea that got seriously considered and wargamed as a supplement to them.

The US had a bit of a love-hate relationship with torpedoes on large ships, putting them on and then taking the above water tubes off their early battleships following the Spanish-American War. However torpedoes kept getting better and by late 1903 the General board was recommending them on every armored vessel of the Navy under construction, one or preferably two as they started proving decisive in war games at ranges of 3,000 yards or even more.

But if one was good, why not more? In 1903, that was answered by advances in fire control taking gunnery out to considerably longer ranges. In 1907 a Lieutenant Commander Schofield proposed a 23 knot ship that used weight that would otherwise go to guns to become essentially proof to shellfire, above a 16 21-inch torpedo tubes, with only 12 5 inch guns to cover from torpedo ships. A torpedo hit was reasoned to probably sink and certainly cripple its target, and such a ship would be able to launch an entire school of fish at once. While battleships would be firing at longer ranges and unlikely to be able to fire their torpedoes and lighter torpedo ships could be held at bay, such a ship could fire torpedoes into an 18-knot fleet with ease, with armor to deal with the shellfire that represented the only major threat. Gaming showed that a fleet with two such ships could always attack an enemy line with torpedoes.

So the idea went on to the main games, where the ships were given a charitable rating of equivalence in underwater resistance to damage (charitable in that a university system of torpedo rooms like that would've meant the TDS would be a torpedo detonation syndrome rather than a torpedo defense system, but this wasn't realized until years later, when it led to the removal of submerged torpedo tubes). The ship was given a 50% greater life than a usual battleship, since it would still be vulnerable to conning tower and smoke pipe hits even if it wasn't actually sunk. In games with such ships replacing battleships 1-1, one such ship could never succeed but two nearly always resulted in victory. There were other unconventional ships being touted however, and the battlecruiser as represented by HMS Invincible and a more heavily armored example the Naval War College had devised in 1904 offered a serious problem, since the design depended on a surfeit of speed. The Invincible was already faster by two knots, and could carry a significant torpedo load as well as a battery superior to any battleship except the Dreadnought. By the time a reworked torpedo battleship was submitted, gunnery had gained ground yet again, and an enemy fleet with battlecruisers was able to wipe them out before they entered torpedo range. Further attempts to gain sufficient speed led towards unsustainable sacrifices. Late drafts could hit 31 knots, with four 14 inch guns and a very large number of 6 inch guns, with a protected cruiser armor scheme, and it took mounting all four guns in a single thin turret to get a belt. It just wasn't going to work.

However, the torpedo was still considered very strongly as a battleship weapon even in 1914, when the General Board wanted four tubes a side, and when C&R started screeching about how the torpedo bulkheads would be compromised and structural bulkheads near No. 1 turret would have to be cut, they accepted a cut of half a knot. Thankfully war experience showed soon that it turned out that firing the things at speeds over 16 knots was pretty much impossible, damage showed they were a weakness, and in the end they were omitted. In 1921 the above water tube was set to make a comeback with the South Dakota class (not that one, the one that got canceled by treaty), but by the end of the treaty era the battleship torpedo tube was not in the US' design ideas.

Link to more at the bottom if you have archives: https://forums.somethingawful.com/showthread.php?threadid=3731563&userid=194809&perpage=40&pagenumber=2#post464774341

The Lone Badger posted:

I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel.

Yes. AP shells have a very small payload, but if it's punched through the sort of armor that it takes a 16" shell to get to, it's in a small place with a lot of valuable things.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

The Lone Badger posted:

I thought you could only fit a tiny payload into the 16" shells because of the thickness of the steel.

That's only true of armor-piercing shells, and even then "tiny payload" is a relative term. Ships also carried high-explosive ammunition.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




"Tiny" is relative. The 1900 pound HE shell from a 16" had 193 pounds of explosive filler. This is similar to the amount of explosive in a Mk 82 500 pound bomb, but the extra kinetic energy will have an effect on harder targets, and fragmentation will be greater.



As for the nuclear shells, they only needed about 100 pounds of fissionables and some explosives to generate the blast, which the 16" shell could handle easily.

SimonCat
Aug 12, 2016

by Nyc_Tattoo
College Slice

Cythereal posted:

Video games, as a rule, showcase tanks as being about two, sometimes three things: firepower, armor, and sometimes speed. This is a big part of the wehraboo worship of the Tiger and Panther families, and why tanks like the Sherman are often pooh-poohed.

Anyone who knows some actual military history about tanks, though, knows that there's a lot more to what makes a good tank than the size of their cannon and how thick their armor is. Things like reliability, fuel mileage, off-road mobility, optics, ergonomics for the crew, etc. These things just don't come up in video games, but they were extremely important in real life, and unsurprisingly they're things that, say, the Sherman and T-34 excelled at.

Video games tend to put nerds in a mentality of two tanks head to head in an open field shooting each other in a vacuum, when that scenario basically never happened in real life.

It wasn't just the games. There's a great old war movie called "The Tanks are Coming" (1951), written by Sam Fuller. It follows the adventures of a Sherman crew in France and it's got all the greatest hits: 88s, the Sherman has inferior armor and armament compared to the German tanks, every German tank is a tiger, and the crew upgrades to a Pershing by the end of the film and takes on a Tiger head to head and wins.

There's even a scene where a junior member of the crew, while suffering from shell shock, goes to the rear to talk to the general and explains to him how deficient the US tanks are.

Being made in 1951 it has a lot of period correct equipment, and is a lot more fun to watch than Fury.

https://www.youtube.com/watch?v=s6IAFYQHmwA

GotLag
Jul 17, 2005

食べちゃダメだよ

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^


So who are the Avengers after this time?

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

xthetenth posted:

So the US did actually consider this, but gunnery kept getting longer ranged, and it never was able to contend with battlecruisers.

Here's one of my ship design posts:


Link to more at the bottom if you have archives: https://forums.somethingawful.com/showthread.php?threadid=3731563&userid=194809&perpage=40&pagenumber=2#post464774341


Yes. AP shells have a very small payload, but if it's punched through the sort of armor that it takes a 16" shell to get to, it's in a small place with a lot of valuable things.

Thanks for the reading!

EDIT: thinking about it some more, I suspect that by the time the player is tooling around in a battleship, they're going to find that the main guns they can mount are more convenient for taking down large groups of enemies vs. trying to line up torpedo shots. Non-tracking torpedoes are tricky to hit with outside of very close range, and players will probably want to be doing damage before they get that close...so they'll have plenty of big guns on the ships anyway. If they want to put some torpedoes on too, I guess that's not a problem.


Here's one of my ships from the Warship Gunner 2 postgame:



Why yes, that is two battleship hulls welded together, with 10 100cm cannons bolted to the deck.

TooMuchAbstraction fucked around with this message at 01:32 on Oct 13, 2019

Don Gato
Apr 28, 2013

Actually a bipedal cat.
Grimey Drawer

Ok you have my attention, how much will it cost for me to equip an entire fleet based on this idea

Chamale
Jul 11, 2010

I'm helping!



For an example of a design flaw that doesn't translate into gameplay, look at the Panther tank. It was a 45-tonne tank with a drivetrain designed for a 30-tonne tank, which meant it was ridiculously vulnerable to breaking down. It broke if the tank made a sharp turn on rough terrain, it broke if the driver switched gears while going downhill, it broke if the tank went 100 kilometres without being checked by a mechanic. But in a video game that doesn't simulate that, the Panther's heavy armour and gun make it an objectively superior tank even though its weight was the thing making it unreliable .

You should take care not to spread similar myths, although you're not trying to make an accurate simulator. For instance, to not neglect the very real risk of ammunition explosions, what if you had a "critical hit" system? Installing an armour belt would reduce the chance of a critical hit against the player, and installing a bunch of torpedoes would raise that chance. A critical hit could take out a chunk of the player's health, but spectacularly blow up an enemy ship. For another example, to show the importance of fire control, the player could have a fire control system that gives them an aiming reticule, and losing the system would make them lose the reticule.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Now we can face Leviathan at last.

Nebakenezzer
Sep 13, 2005

The Mote in God's Eye

Radar guided firepower is a major deal in World War 2 as well. One reason why the American battleships become such overdogs compared to other nations is that they had great radar, and fire control computers that could plot accurate firing solutions while manuvering. Ever radar guided AA cannon was a large deal. It comes online during the Guadalcanal naval battles, and very suddenly the Japanese Naval air units are taking hideous casualties just from AA.

TooMuchAbstraction posted:

The Ratte would fit right in if it weren't for the fact that it doesn't float. A superweapon that's a gigantic tank with floaties would be pretty funny though. :v:

um hello my article has that, Rattes made more practical via pykrete boat hull addons?!

Argas
Jan 13, 2008
SRW Fanatic




One fictional example of how on-paper numbers vs actual circumstances is Battletech, where a lot of mech designs reference the reliance on energy weapons for long or sustained field operations versus projectile weapons which generate less heat and can thus be fired with less heat management, etc. I was never part of the tabletop crowd but these considerations basically have a variety of impact on the video games. In particular, the recent Battletech strategy game by HBS are just individual missions. While the campaign does have a few missions where you have no time between missions to repair and rearm, the procedurally generated missions don't.

I haven't kept up with it but I hear one of the later DLCs does include more missions that won't let you resupply between missions, another element that's often lost in these games is the idea of a lighter formation of vehicles/mechs as recon. Because the player is usually just commanding a group of four mechs and are immediately dropped into the battle location, there's rarely any reason not to deploy with your heaviest/most combat-capable mechs. The fiction of Btech likes to emphasize more diverse formations and deployments rather than just big heavy slugging matches, but when a game just depicts the short lead-up to a fight and the fight itself, big heavy slugging matches tend to be all you get.

Personally I'm curious at certain, uh, numbers. That is, if you lined up all the panzers of the western front and just had them square off against Shermans as they streamed in, would they run out of ammunition/useable equipment before the next shipment of Shermans arrives?

GotLag
Jul 17, 2005

食べちゃダメだよ

Chamale posted:

For an example of a design flaw that doesn't translate into gameplay, look at the Panther tank. It was a 45-tonne tank with a drivetrain designed for a 30-tonne tank, which meant it was ridiculously vulnerable to breaking down. It broke if the tank made a sharp turn on rough terrain, it broke if the driver switched gears while going downhill, it broke if the tank went 100 kilometres without being checked by a mechanic. But in a video game that doesn't simulate that, the Panther's heavy armour and gun make it an objectively superior tank even though its weight was the thing making it unreliable .

And even that nice gun is directly impacted by another flaw that very few games include: the gunner is looking at the world through a drinking straw as he has no 1x sight, and the commander can't override the turret traverse and so has to call out instructions to the gunner until the gunner can see the target in his sights.

Nebakenezzer
Sep 13, 2005

The Mote in God's Eye

One thing about games vs. reality is that sometimes one side gets big advantages, and that's typically the winning side

Squalid
Nov 4, 2008

bewbies posted:

crosspost from the baseball thread:

here is a cool video of dudes shooting arrows at armor: https://www.youtube.com/watch?v=DBxdTkddHaE

200 lbs bow, jesus christ

I watched this video and its pretty cool. I've followed the Todd's Workshop channel for a bit and it always posts good content.

Things that surprised me were how easily the arrow pierced both chain mail and a padded jack. Someone just wearing that equipment would clearly be at major risk to arrows.

Also noteworthy were how much force arrows retained after striking a chest piece and glancing off. Thinking about how bows were used in the medieval period I knew they were usually used in direct fire and shots into the face or other gaps in the armor were the primary way they killed or injured, however I always had a bit of a hard time believing it was possible to reliably hit such small targets in actual combat environments. However this video makes it clear you didn't have to be that precise. It's enough to aim at the center of mass. Even if you hit an impenetrable piece of armor there's a good possibility the arrow will deflect into something more vulnerable. It's also cool to see how the armor was obviously designed with this vulnerability in mind and incorporated clear countermeasures to deflect shots away from the body.

Beardless
Aug 12, 2011

I am Centurion Titus Polonius. And the only trouble I've had is that nobody seem to realize that I'm their superior officer.

Squalid posted:

I watched this video and its pretty cool. I've followed the Todd's Workshop channel for a bit and it always posts good content.

Things that surprised me were how easily the arrow pierced both chain mail and a padded jack. Someone just wearing that equipment would clearly be at major risk to arrows.

Also noteworthy were how much force arrows retained after striking a chest piece and glancing off. Thinking about how bows were used in the medieval period I knew they were usually used in direct fire and shots into the face or other gaps in the armor were the primary way they killed or injured, however I always had a bit of a hard time believing it was possible to reliably hit such small targets in actual combat environments. However this video makes it clear you didn't have to be that precise. It's enough to aim at the center of mass. Even if you hit an impenetrable piece of armor there's a good possibility the arrow will deflect into something more vulnerable. It's also cool to see how the armor was obviously designed with this vulnerability in mind and incorporated clear countermeasures to deflect shots away from the body.

One of the coolest things about that video for me was learning that breastplates had differing thicknesses, much like tanks, thicker at the center, and thinner at the sides where the curve would redirect blows.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
My understanding of chain armor is that it's intended to stop cutting blows, not piercing ones. The links do OK when force is distributed across all of them, but they're individually weak, so an attack that focuses force into a small area is liable to break things. If an arrow, or a stiletto / bodkin, hits chain, there's good odds it'll punch through.

Platystemon
Feb 13, 2012

BREADS

Squalid posted:

on the subject of historic guns how on earth do you bore the barrel on a big bronze or cast iron gun in the 18th or 17th or 16th century? On a big naval gun I assume you have to remove several kilograms of material, like what kind of tool do you even do that with? They must have used wind or water mills or maybe mules to drive the drills, I can't imagine they had some poor sap manually doing all the labor. . .

Here’s a charming video from the seventies that covers this.

https://www.youtube.com/watch?v=e60CAAAhshI

Acebuckeye13
Nov 2, 2010

Against All Tyrants

Ultra Carp

This design is terrible! Not only would the hanger spaces be compromised by the turret spaces (And anything on the flight deck would be blasted off any time the guns fired, significantly reducing the number of aircraft carried), but the smoke from the stacks would interfere with landing aircraft and make recovery extremely difficult, if not impossible (see also the HMS Furious)

this fantasy carrier is completely unrealistic, 2/10, see me after class :mad:

Platystemon
Feb 13, 2012

BREADS
O.K. but what if we put turrets on the outside?

Adbot
ADBOT LOVES YOU

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I got an idea! ...which I might actually use if the animation isn't too painful. Use electromagnets to hold any airplanes down to the flight deck, then spin it about the long axis to reveal the guns that are cunningly mounted to the underside! Fire the guns, then while they're reloading you spin everything back to the flight deck side and get some more planes in the air. It shouldn't take more than, what, fifteen seconds to launch an airplane? Twenty?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply