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-   -   Time scale (https://www.subsim.com/radioroom/showthread.php?t=223802)

JHS 01-14-16 06:07 PM

Time scale
 
What is the time scale for the "Atlantic Fleet" tactical game---each turn represents how many seconds or minutes?

Killerfish Games 01-14-16 07:42 PM

It is a very approximate system as it was difficult to time gun firing rates with ship movement speeds etc. Somewhere around 2-3 minutes might be representative.

In Battle of the Atlantic mode, each turn at the strategic later is ~3.5 days or half a week.

JHS 01-15-16 03:06 AM

Thanks for the information.

I assume you are calculating more than one salvo into the game results for each turn? Are rates of fire for different calibers modeled, in other words, in 2 to 3 minutes a battleship using deliberate fire can shoot three rounds per gun while a light cruiser using deliberate fire can shoot at least nine?

There is one thing I would like to see in this game, and this would be the ability to choose tight or loose salvoes, in other words, tight or loose shell patterns. The former is fine when you are on target, the latter is useful if you are trying to hit a zigzagging ship or you can't seem to get a straddle.

I think shooting star shell ought to be automatic when firing main batteries, especially in the light of the long length of the turns (a ship-to-ship duel can be decided in three minutes). A single battleship can be hammered if it has to forego shooting its main battery to let a secondary battery fire star shell. If it is opposed by a mixed force of destroyers and heavier ships, they can keep it pinned under star shell and beat it to pieces. The single battleship has to break off shooting its main battery to refresh the star shell. I find this a bit too gamey and very unrealistic because it hands the initiative to a mixed force. If you are modeling the time it takes to get a ship illuminated and for the gunners to get a solution, you ought to have star shell take effect in the following turn. This way there is no advantage for a mixed force. If star shell firing is made automatic, cancel the ability to fire star shell if the ship has lost its secondary guns or if they are being used to fire explosive shell at a target. P.S. There was never a 6-inch star shell round. British light cruisers should not be able to fire star shell from their main turrets.

I would really like to see a ship's roll reflected in the director sight---this would buck the game up exponentially in realism. Try laying guns when you are in a heavy sea!

Where are the searchlights?!

Hope you use this system for the Mediterranean. The naval war there was much more interesting and there were more varied ships for the Axis.

This is the only game on the market which makes the players take a hand in the shooting of ships' guns in a very realistic way and demonstrates the art of naval gunnery---miles better than WOW. I would cheerfully pay $70 if you ratcheted up this system to a full monty simulator.

Killerfish Games 01-25-16 01:50 AM

Unfortunately rates of fire are not modeled directly as we had to strike a balance between playability and realism.

Quote:

Originally Posted by JHS (Post 2373601)
I would cheerfully pay $70 if you ratcheted up this system to a full monty simulator.

A full monty simulation is something we'd very much like to do. We have begun creation of such a simulation which is in real time with historical gun firing rates and turret/barrel train rates. Tight and loose salvo spread was also available long with single guns and full salvo fire.

But it quickly became clear that it would not be possible to fully fund the development of such an ambitious project, so it had to be reigned in and Atlantic Fleet is the current result. Our next step has been bringing Atlantic Fleet up to PC quality which gives us many more options for future titles.

Agree with star shells being a little gamey.
Very interesting about the lack of a 6" star shell, was not aware of that.

No searchlights due to limitations on mobile hardware.

Quote:

Originally Posted by JHS (Post 2373601)
This is the only game on the market which makes the players take a hand in the shooting of ships' guns in a very realistic way and demonstrates the art of naval gunnery---miles better than WOW.

Awesome to hear this! Especially from someone as yourself who clearly has a deep interest/knowledge of the subject matter. So good to see all the hard work that has gone into our games being appreciated.


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