Hosting/Technical etc
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Just a FYI
All 6 platoons of the Fiat tanks that went missing & then were placed back lost 5.6% of fuel. Most are within radius of supply & were at 100%.
Its no big deal, they'll be back to 100% next mission & just something to be aware of if ever a next time.
cheers
Ikey
All 6 platoons of the Fiat tanks that went missing & then were placed back lost 5.6% of fuel. Most are within radius of supply & were at 100%.
Its no big deal, they'll be back to 100% next mission & just something to be aware of if ever a next time.
cheers
Ikey
WTE_Ikey
The Chimpmeister
Bogan Gamer
The Chimpmeister
Bogan Gamer
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- Location: Central Coast NSW Australia
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"Only multiengined bombers and Swordfish (trained for this) can be used."
Stuka
"Dedicated nightfighters (Blenheim MkIF & CR.42CN) are used.(also Fulmar) "
Bf-110's
No big drama Emil , even I forgot & hopped into a 110 & only realised it 8 hours later. But we both better not repeat it.
So it means you can only plan CR 42's (CN no longer available) for cap duty over Axis territory & bombers restricted to Ju88,SM79 & also Ju 52.
Cheers
Ikey
Stuka
"Dedicated nightfighters (Blenheim MkIF & CR.42CN) are used.(also Fulmar) "
Bf-110's
No big drama Emil , even I forgot & hopped into a 110 & only realised it 8 hours later. But we both better not repeat it.
So it means you can only plan CR 42's (CN no longer available) for cap duty over Axis territory & bombers restricted to Ju88,SM79 & also Ju 52.
Cheers
Ikey
WTE_Ikey
The Chimpmeister
Bogan Gamer
The Chimpmeister
Bogan Gamer
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I've seen the roughness factor working for the last mission. I haven't checked the distance the ships traveled, but the top speed was reduced in the planning tool. Despite the weather isn't bad for sea ops, the roughness factor increased up to 21% wich I believe is caused by the incoming night.IV/JG7_4Shades wrote:There are 2 new features inside the MP now, for testing.
1/ According to weather conditions, a "Sea Roughness" factor is calculated, dependent on wind speed, visibility and gust. As sea roughness increases, the maximum speed of shipping is reduced in percentage terms. Examine the weather forecast icon for sea roughness information.
2/ ...
Please have a look at these features and let me know what you think.
Cheers,
4S
The darkness was never a major handicap for war ships, and speed was never reduced too much or even at all when there was no visibility.
Rough seas use to affect small ships speed, like destroyers, when the sea conditions are severe, like high waves. Appart of causing water flooding through air intakes to the boiler rooms, crackings were observed in the hull and structure due running at high speed in heavy seas. Tribal class destroyers crew used to ask every morning "How wide is it this morning?"
So while I believe a 21% roughness factor at heavy conditions is a good value, due night or low visibility conditions, no more than 5% factor should apply.
Submerged submarines should remain out of this reduction factor.
Thanks
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I find the weather-roughnes-ship-speed-modification a very good thing.LW/JG10_Luny wrote:I've seen the roughness factor working for the last mission. I haven't checked the distance the ships traveled, but the top speed was reduced in the planning tool. Despite the weather isn't bad for sea ops, the roughness factor increased up to 21% wich I believe is caused by the incoming night.IV/JG7_4Shades wrote:There are 2 new features inside the MP now, for testing.
1/ According to weather conditions, a "Sea Roughness" factor is calculated, dependent on wind speed, visibility and gust. As sea roughness increases, the maximum speed of shipping is reduced in percentage terms. Examine the weather forecast icon for sea roughness information.
2/ ...
Please have a look at these features and let me know what you think.
Cheers,
4S
The darkness was never a major handicap for war ships, and speed was never reduced too much or even at all when there was no visibility.
Rough seas use to affect small ships speed, like destroyers, when the sea conditions are severe, like high waves. Appart of causing water flooding through air intakes to the boiler rooms, crackings were observed in the hull and structure due running at high speed in heavy seas. Tribal class destroyers crew used to ask every morning "How wide is it this morning?"
So while I believe a 21% roughness factor at heavy conditions is a good value, due night or low visibility conditions, no more than 5% factor should apply.
Submerged submarines should remain out of this reduction factor.
Thanks
In General Quarters 3 (a tabletop game with tiny ship miniatures that are scale 1/6000, which you basically play either on a 3mx5m or larger surface) we have a table http://www.odgw.com/forums/index.php?/f ... her-chart/
it´s very simpified but plausible.
The speed restrictions there start at Force 5 (29-38km/h) for small vessels.
In some cases ships some ships turn into the wind and stop.
In real life it all is -like rocket science- a bit more complex.
A good document I found is:
http://www.wseas.us/e-library/conferenc ... COS-01.pdf
or here a graph showing a performance curve prepared for an 18-knot vessel:
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WOW, Emil.
Thanks for the links and diagram. I'm sure the diagram is much more close to what we are looking for.
The second link is too much technical and include parameters the game do not simulate and not need to. Of course, the diagram included in the link helps a lot and data can be picked up from this.
Note the simulation was done using a large bulk carrier with a top speed of 15.5 knots wich can not be surpassed due hull shape and some other factors like engine power output, propeller's design and mostly very high fuel comsumption. A war ships has much more power compared to her dead weight than a bulk carrier, power needed just for speed. Therefore external wind force, sea current and waves can be easily counterweighted by opening main steam valve to the turbines, no matter how much fuel is needed for if you really need that speed.
But structural damages may occur if the ship is exposed to severe stressing forces, like hammering high mass waves at high speed during a long time, for example.
This last one is what we are trying to simulate. Anyhow, the ship commander can force his vessel to such efforts if needed paying some crackings and floodings for, but I think is much more real to reduce the top speed as 4Shades did no matter what the Mission Planner wants.
Thanks for the links and diagram. I'm sure the diagram is much more close to what we are looking for.
The second link is too much technical and include parameters the game do not simulate and not need to. Of course, the diagram included in the link helps a lot and data can be picked up from this.
Note the simulation was done using a large bulk carrier with a top speed of 15.5 knots wich can not be surpassed due hull shape and some other factors like engine power output, propeller's design and mostly very high fuel comsumption. A war ships has much more power compared to her dead weight than a bulk carrier, power needed just for speed. Therefore external wind force, sea current and waves can be easily counterweighted by opening main steam valve to the turbines, no matter how much fuel is needed for if you really need that speed.
But structural damages may occur if the ship is exposed to severe stressing forces, like hammering high mass waves at high speed during a long time, for example.
This last one is what we are trying to simulate. Anyhow, the ship commander can force his vessel to such efforts if needed paying some crackings and floodings for, but I think is much more real to reduce the top speed as 4Shades did no matter what the Mission Planner wants.