Double Whisky
Member
Probably You are right, Sir :salute:Conway's says Ibuki was laid down 22 May 07, launched "less than six months later" on 21 Nov 07, and completed 1 Nov 09.
Anyway, not very big mistake for my statistics
Probably You are right, Sir :salute:Conway's says Ibuki was laid down 22 May 07, launched "less than six months later" on 21 Nov 07, and completed 1 Nov 09.
It has been and that is how it should be. Credit to the people posting in this thread!Dear Sirs,
in our long, and happily mostly friendly, discussion two schools emerged:
Hmmm...I understand what you want and where you want to go, but I wouldn't share myself under Jeune Ecole. I'd rather state my position as that of an empericalist. I want evidence, preferably quantitative. If there is a theory, then it needs to be supported by fact. I would also not classify you as Dreadnought, but more a theorist. Let me try and explain where I am coming from.One I will call The Jeune Ecole – as the way of thinking of this part of members, led boldly by Bullethead, and relentlessly seconded by PepsiCan, resembles the analysis of those French innovators.
Second I will call The Dreadnoughts, as we (have the honour to be on this side in the discussion) along with vs18, Rhetor and some others (see other posts, not only in this thread) believe rather that thicker armour and heavier guns are to win over weaker armour and lighter guns – at least if the make of the armour and construction of the guns are roughly comparable.
There is one more reason for this name and it will be selfexplained therefore.
Our discussion cover two different areas: the game reality, and the historical reality. Of course they have a lot of interference in our discussion, but for the sake of clarity I will try to address them separately, as far as possible at least.
As just explained, from a research point of view, the RJW *IS* a unique event in history. I challenge you to find another naval conflict that happened within 2 years of the war breaking out or ending. Any later or earlier and the speed of technological developments will invalidate the statistics.Regarding history:
The Jeune Ecole declares that SES made a thorough research of this historical period and up to this research:
- The RJW was short and unique moment of history, when all common rules for rating the combat value of the ships, like area, thickness and overall weight of the armour, number, caliber and ballistic characteristics of main guns and the mass of the shells, were not valid any longer.
- During the RJW the armour on capital ships was not so important as AP shells were unable to penetrate even relatively thin armour.
- Anyway the armour of Japanese ships was superior to the armour of Russian ships, and Russian ships were generally obsolete.
- The AP shells on both sides were faulty, but Russian shells were ill-faulty, and Japanese shells were well-faulty.
- Taking to the account the rate of fire it was no difference in battle effectivness between 12 inch, 10 inch, 8 inch and 6 inch guns. Each gun from 6 inch up was in the matter of fact of the same battle worth.
- The effectiveness of smaller guns was enhanced because of very short distances of the fight during RJW battles
- The big ships were largely immune to penetrating their hulls by shells, and the sinking of the ships was caused by accumulated effect of fires resulted from multiple hits of guns of all calibers, but mainly of light and medium caliber guns, as they were mounted on the fighting ships in much greater numbers and were quicker firing.
- Because of all the reasons above all the Japanese armoured cruisers were more effective fighting units that Russian battleships of Borodino, Peresvyet, Tsesarevitch and Retvizan classes (this problem was the cause of all discussion).
- It is even quite possible that for the time of RJW the most effective warship for the main body of the fleet would be the very large cruiser, with modest armour protection, and armed with a large number of medium caliber guns – something of a kind of French „Melinite croiseur”.
I just showed you that the RJW *is* unique. It is the only source of data we have to base Distant Guns on. So, the outcomes of that war should be the basis of it all. No other war can deliver reliable input.The Dreadnoughts insist on the follow:
- The RJW was by no mean special or unique period – it was completely normal stage of continous evolution of ships, armour, guns, shells and generally all naval warfare.
- The armour on capital ships was of great importance, as all shells could penetrate unarmoured parts of ships, and only thick armour could withstand heavy shells.
- Russian ships in question (namely battleships of Borodino, Peresvyet, Tsesarevitch and Retvizan classes) had uniform armour of Harvey type (Peresvyet class) or of Krupp type (other three classes) while Japanese ships sported mixed armours (of primary Harvey and secondary common nickel steel armour, or primary Krupp and secondary Harvey armour). Areas covered and thicknesses on Russian ships were on low side when compared to the Japanese battleships, but on high side when compared to the Japanese armoured cruisers.
- The general inferiority of Russians shells is debatable. One of great sea battles (Yellow Sea) didn’t prove this. In second great battle, the Tsushima, superiority of Japanese artillery can be attributed rather to the hurried installement of British tlescopic sights. This disparity was valid for this and only this battle.
- The big guns had a much more devastating effect, as they could penetrate at least secondary armour. Guns of 8 inch and lesser caliber couldn’t do it at the historical ranges of fight.
- Historical distances of fight during the both big battles of RJW were much longer than expected pre-war and suggested in DG-RJW manual, battle scenarios of DG-RJW and some posts on the forum. The real distances for Yellow Sea battle were between 4.500 and 8.000 matres, for Tsushima between 4.500 and 6.500 metres (mainly 5.500 – 6.500). It means that both battles were fought on distances exceeding the possibility of penetrating even the weakest three inch Krupp platings on Russian battleships by the Japanese 8 inch shell, with the exception of very unprobable ideal 90 degree hit, and exceeding any possibility of penetrating such platings by six inch shells.
- Generally big ships were really quite immune to the shellfire, and this was the reason that only three capitals ships felt victim to shellfire during the war, all in Tsushima battle. All were Russian battleships. But the reason of sinking was the water flooding mainly, not the fires. All the Russian battleships of Second and Third Pacific Squadrons entered the battle very heavily overloaded by coal, spare ammunition, provisions, water and other materials. The overloads were enormous, amounted to 10 or even 15 % of normal displacement. It resulted in additional draft of 60 – 80 centimeters and practically complete immersion of main armour belt, and thinner armour belts on bow and rear parts of the ships. The Russian battleships in Tsushima battle presented to Japanese gunners only thinner, upper belts amidship, and unprotected bow and astern waterline. Of course, there were fires on Russian ships, but they were not the reason of sinking. To sink big warship by fires takes a very long time, rather days than hours and it is very high probability that a burnt out wreck will be drifting around, not sinking. It were the 12 inch big guns of Japanese battleships, which did the job. The 8 inch guns of armoured cruisers were not powerful enough to sink even overloaded and overimmersed Russian battleships. Without overload Russian battleships could withstand a lot of punishment. Retvizan in Yellow Sea battle was battered almost as – and taking into account the displacement may be even more than – Seydlitz in the battle of Jutland and survived. Also Slava (of Borodino class) withstood quite a lot of battering by German shells during WWI.
- The direct and sole confrontation between Russian battleships and Japanese armoured cruisers never occured during the RJW. Admiral Togo was very careful in using his battleships as main battlewagons against Russian capital ships. The armoured cruisers in Japanese battleline played important, but only secondary role of supporting their battleships. Even the firing order of Japanese fleet was subordinate to this principle. Concentration of fire on enemy flagships allowed for any current target to by engaged by own battleship/battleships, supported by armoured cruisers. The unevitable in the course of war exchanges of fire between the Russian battleships and Japanese armoured cruisers for limited time happened in both great battles and led to the results more devastating for Japanese cruisers rather. In the case of hypothetical paralell duel between the Russian battleship and the Japanese armoured cruiser, the chances of the last winning were rather minor, at least against the battleship not overloaded „Tsushima-style”.
- Happily for them none of opposing navies had any ships similar to "Melinite croiseur" in service. This kind of cruiser was regarded as obsolete even prewar. If used in RJW such a ships could easily confirm their nickname of „Ten Minute Cruisers”.
Sources that SES has used, amongst others, can be found on the website I put up earlier. You still have to quote your sources. As far as the next heyday was concerned, the RJW learned the British and the Japanese one thing that was far more important than the performance of ACs. Single caliber armament should improve gunnery and you want to hit the enemy with all you have at the furthest distance possible. So, why bother carrying a mixture of medium and heavy guns? Hence, dreadnought and Satsuma (although that was not completed as a all big-gun ship).Dear Members of The Jeune Ecole.
I didn’t find Your theories as prevailing in the literature. Most prominent source confirming them as coherent system is probably the known to You manual of the computer game – „Distant Guns. The Russo – Japanese War at Sea, 1904 – 1905”.
But for the sake of the discussion let’s assume You are completely right and The Dreadnoughts are completely wrong.
During the war all naval powers kept in touch with happenings, and shortly after war the detailed analysis and reports were delivered.
Each big naval war, and sometime even the single battle has an enormous impact on ship design, new orders, composition of the fleets. Each navy make its best to capitalise on the events and their results. Such was for example the impact of Battle of Lissa, after which all navies for quite a long time included ramming bows in the design of most – if not all – capital ships.
So, the period after the RJW – if You were right – should be, at least for a time, a heyday of armoured cruisers. If the armoured cruisers were not less effective in battle that battleships themselves, it made an armoured cruiser a very best cost-effective naval weapon system of the era. All navies should lay down as much armoured cruisers as possible, yards should work day and night building them.
And there are the data for main navies:
Not correct. The all big-gun version of the AC was named battlecruiser. And the Royal Navy designed and build Battlecruisers until after WW1. I believe Hood was (one of) the lastGreat Britain
Armoured cruisers laid down before the end of RJW – 35
Armoured cruisers laid down after the end of RJW – none
The Germans started a long tradition of big-gun ACs with Von Der Tann.Germany
Armoured cruisers laid down before the end of RJW – 8
Armoured cruisers laid down after the end of RJW – 1
Aircraft carriers Saratoga and Lexington were initially laid down as battlecruisers. And that was in the early 1920s. So, even after Jutland people still believed in the concept of the AC.France
Armoured cruisers laid down before the end of RJW – 24
Armoured cruisers laid down after the end of RJW – 1
United States
Armoured cruisers laid down before the end of RJW – 10
Armoured cruisers laid down after the end of RJW – none
Italy
Armoured cruisers laid down before the end of RJW – 9
Armoured cruisers laid down after the end of RJW – 1
Battlecruiser Akagi was later changed into a carrier. But the Kongos were initially laid down as Battlecruisers and later rebuild to battleships.Russia
Armoured cruisers laid down before the end of RJW – 11
Armoured cruisers laid down after the end of RJW – 1 (just few days after the war)
Japan
Armoured cruisers laid down before the end of RJW – 12
Armoured cruisers laid down after the end of RJW – none
Of course the BB was still the measure of any fleet. The concept of a BB hadn't been disproven. Let's not forget that the Japanese had a very modern and competent fleet of BBs.Totally for abovementioned seven navies
Armoured cruisers laid down before the end of RJW – 109
Armoured cruisers laid down after the end of RJW – 4
The period after RJW was not a heyday of armoured cruiser – it was its demise in an instant.
The reason for this was, that following were the lessons learned from RJW by all navies:Nope, it wasn't. Just like the BB it got reinvented in a new all big-gun shape. And even if it was the demise, it still doesn't change the facts that the Russian BBs were sunk and the Japanese ACs lived to sail another day. What happened after the RJW is irrelevant for what happens during the event itself. It is that, and that only that the game needs to model and simulate.
And so the „Dreadnought” emerged...
- The battleship is the measure of the power of any fleet.
- Only biggest guns are powerful enough to destroy enemy capital ships.
- The guns other than the largest play not any, or almost any role in the fleet battle, and are effective only against destroyers and small cruisers.
- The fighting distance in the battle was twice as long as expected and can be easily growing.
- The battleship should be armed only with main caliber guns and antidestroyer guns – all intermediate guns are useless.
- It will be good to have some faster units to work as vanguard and in anticruiser role, but they should be armed alongside the principles for the battleships.
- It will be necessary to have small, fast, lightly armed cruisers for screening and scouting work.
- The armoured cruisers are already obsolete class of ships.
You speak of over- and under valuation for ships but nowhere do you quote sources that the facts are not as they are. Maybe some fine tuning is in order, but I think it is, based on fact, a fair assumption that a modern Japanese AC could defeat an older Russian BB based on better speed and better rate of fire. I agree though that the AI could still be improved. Or maybe, as the AI will not be able to emulate a human player anyway, we should focus on online multi-player instead?Interesting is also, that McCully’s report, prepared for American Navy after RJW and confirming the domination of big guns on the battlescene allowed for continuing the – previously suspended – design of USS South Carolina (BB26) and USS Michigan (BB27), world’s first designed all-big-guns battleships.
Regarding the game:
In this aspect I will present my own opinions, as there is not enough materials posted to assume the position of the majority of The Dreadnoughts.
- Overvaluation of the Japanese armoured cruiser I consider to be a downside of the game, as making the game ahistorical to some extent, and allowing for a historical tactical use of these units, as main, not supporting, members of the battleline. Impact of this is apparent mostly in Ullung scenario (by its own ahistorical, but interesting speculation), Tsushima scenario and campaign game.
- Undervaluation of Russian battleships can be – to some extent only – attributed to their overload in Tsuschima Battle. As such, this undervaluation should be present only in the Tsushima scenario. In my opinion – nevertheless – the player is a Commanding Admiral in the game, and it is the right of Commanding Admiral to dump this bloody overload to the sea before entering Tsushima strait. So, in my opinion, the undervaluation of Russian battleship is the downside of the game.
- Overvaluation of fires on the ships (it is not only my opinion) exists in the game. This overvaluation (and this is my sole opinion) is not the downside of the game. For me, as long the general survivability of the ship under the enemy fire is historical - there is not problem. The flames on the ships are surely the eye-candy of the game, and for me it is important that ship can withstood some historically average level of battering and after this level is sinking – not important if I see a flames or a flooding on the screen (easier to show flames, and DG RJW is the first game of the series).
- The tendency of AI to fight on – historically – too short distances is really the thing which bothers me most. The result is that battle action tends to deteriorate into melee, which was really not the case in any of the battles of the RJW. (Tell us Bullethead, if You please – is it not a problem delaying the release of Jutland, may be?). Paradoxally it makes good for Russians in Tsushima scenario. This tendency, when exploited, is somewhat compensating in Tsushima Battle for undervaluation of Russian ships and overvaluation of Japanese ships, as Russians can exchange their last valuable assets for more valuable Japanese assets – the melee situation gives the opportunity for mutual destruction. This „close-the-distance-go-for-melee” tendency just spoils the game, is the obvious downside and should be excluded in Jutland and remedied in RJW without any doubt.
Always!I think, that three abovementioned problems should be remedied. It will give us even more interesting game, may be a little more difficult to play as IJN side, but being the more of tribute to Admiral Togo who really won the command of the sea in situation something more difficult than in the game.
By the way, „Distant Guns. The Russo – Japanese War, 1904 – 1905” is really fantastic game. And still can be a little better :joy: .
Hello, Pepsican :salute:Hmmm...I understand what you want and where you want to go, but I wouldn't share myself under Jeune Ecole.
I'm counting on it! :laugh:Hello, Pepsican :salute:
Sorry, I can not address Your post for the moment, but im on bussiness travelling now and just have no time to spare. I will be back
I understand that and I appreciate it. In the same way, my carve up of theorist vs practisioners is creating a stereo type.For the moment let me only tell, that of course calling You and Bullethead Jeune Ecole, and others The Dreadnoughts was only matter of humour.
Think that posts on forum shouldn't be deadly serious
Have a good trip. And for what it is worth, since Bullethead is involved with this thread as well, I hope some of the insights here do lead to fine tuning of both Distant Guns and Jutland. And some of the testing performed and discussed here certainly offers insight into how things work.By the way I have a lot of regard for Jeune Ecole. They could prove wrong in almost every aspect, nevertheless their speculations and theories were interesting, innovative and gave important impulse to "wake up" the theorists of the time. Especially their attitude to the importance of actions against enemy communication lanes was really valuable.
With my very best regards
Double Whisky
Actually, IIRC the manual states this.We know so little about the actual mechanics and SES has never been clear how things work, so we can only assume how certain things are handled in the Game. One example of that is that slowing a ship down, having it drop out of the battle-line and ceasing fire is supposed to increase its survivabilty chances. But we don´t know for sure. (Maybe you can have a look at that?)
Your speculation is incorrect. Each shells follows its own ballistic path from gun to impact. Each gun's trajectory is determined by its own ballistic properties, such as muzzle velocity, shell weight, elevation, etc. Thus, slower shells have more arc in their trajectories than faster shells. Each shell is also subject to dispersion off the desired flightpath based on some complicated formulae derived from actual test firings. You can see all this happen if you turn on the shell-following camera mode and watch the shells fly from gun to impact.Now back to the most important question at hand. What happens when a ship is hit in DG? To answer it we have to take a closer look at how ballistics work in DG. This is my speculative approach on how things work in DG:
1. Player orders to open fire.
2. Gun turns immediatly and fires a round.
3. Now we can observe the shell in the graphical layer. I´d suspect that the ballistics are similar for all guns with a notable exception for PA´s land based howitzers. The formula behind those ballistics seems to be hardcoded in a sense that it flys from A to B in the same manner again and again only to be influenced by a random number so that shells are dispersed near the target. (Take the random number away and it will probably always hit the same spot of the target... or where the target was when the shell was fired. Common problem you see in games where ballistics matter.)
Again, your speculation is incorrect. It really works like this:4. Now we will either have a splash or a hit. The only interesting thing to look at is the hit and the question what happens when the graphical layer registers a hit? It seems you expect the game now to calculate the corresponding damage based on shell weight, angle the shell hit the armor, penetration value and so on. Personally i don´t think so.
Um, no... Damage control is a continuous process of competing rates. The crew is continuously fighting the fire, removing flooding, fixing systems damage, etc. Fire is continuously trying to grow, kill crew, and inflict systems damage. Subsequent hits are killing crew, inflicting systems damage, and starting more fires. As the crew size decreases, it becomes less effective at controlling fires and fixing damage, meaning that the rate at which these fixes happen decreases. If this rate drops below the rate at which the fire is growing, then the crew won't be able to put it out. You can see how continuous the damage control process is by watching the game run while you have the Ship Information Screen open.5. Game keeps track of Flooding and Fire levels by periodically calculating the collected damage amounts and comparing them to the Damage Control Rating of the Vessel. It then decreases the number of available Crew so that the DC capabilities are reduced for the next Check.
And here is the only point in which I criticize DG's damage model, fire kills the crew much too fast. But we've already discussed this.Fire is continuously trying to grow, kill crew, and inflict systems damage.
Hi, Bullethead. I've just sent such a logSeeing it spelled, my natural inclination would be to pronounce it "Bliska Wicka". Any English-speaker with a liking for drink, such as your typical RN sailor, would automatically transliterate this as "Blissful Whisky". However, given that the 2 parts of the name nearly rhyme, and given the Brit penchant for rhyming slang, I can easily see this becoming "Whisky Whisky" and thus, "Double Whisky", which itself is a common order at bars. In case Poles never ask for "doubles", that tells the barkeep to put twice as much whisky as normal into 1 glass. And that's another thing sailors like.
Shooting or not doesn't matter. The battle should continue as long as opposing ships can see each other.
If you still have a game_log.txt for this battle, send it in to support and state why you think the battle ended prematurely. If you don't have a game_log.txt for that battle, run it again until you think it ends prematurely, then send in that log. (The game_log.txt file overwrites each time you run the game, so if you've run the game since you had this happen, you don't have the log for it anymore.)
Hi PepsiCanDouble
You may also want to raise an official support request with SES. I believe their mail address can be found on their website. That way it gets officially registered.
Dear PepsiCanI'm counting on it! :laugh:
DW, I'm beginning to think you keep bumping this thread just so its negative title stays up near the top of the forum.At given distance 8 inch gun of Yakumo could penetrate some 80 mm of Krupp plating, if hitting at 90 degrees.
BULL****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :freak:
I disagree. Double Whisky has raised some important points about the artillery and damage model; especially convincing for me is his argument that no navy in the world seems to have learned from the Russo-Japanese war that a fast-firing medium gun has more combat value than slow-firing heavy gun - which seems to be the cornerstone of the firing and damage model as shown in Distant Guns.DW, I'm beginning to think you keep bumping this thread just so its negative title stays up near the top of the forum.
For the last time at this place Bullethead - I don't want to move it to new thread.DW, I'm beginning to think you keep bumping this thread just so its negative title stays up near the top of the forum.
Did it ever occur to you, for instance, that perhaps the ship data structure models the varying armor levels of the whole turret/barbette assembly, but the ship info screen only shows the max value of the turret?
Double Whisky, don't take it so personalJust played Yellow Sea scenario.
Yakumo by second or third salvo scored lucky hit on Poltava. Could happen.
Distance > 7000 m.
Aft turret on Poltava destroyed. Not damaged - DESTROYED !!!
Turrets on Poltava were of 10 inch Krupp plating with 2 inch coupolas also of Krupp.
At given distance 8 inch gun of Yakumo could penetrate some 80 mm of Krupp plating, if hitting at 90 degrees.
BULL****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :freak:
Like random number generator?there are a huge number of variables in the damage model, to give the full range of outcomes that are documented to have happened in real life.
According to my tests the reason is abnormal 8" accuracy for Japanese armored cruisers - at the distances between 30 and 40 cables (5500 - 7400 meters) average hit ratio is 15 - 7% comparing to 8 - 3% for Russian 10"... No reason to test distances below 5500 meters since Russian ship receiving more than one heavy shell hit per minute and in 20 minutes can not respond to fire (guns damaged), in 30 minutes has fire level > damage control capacity and in 40 minutes is doomed.SOMETHING HERE IS WRONG FOR SURE :upset: