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Old 01-08-06, 12:55 PM   #16
CBDR
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Join Date: Feb 2004
Location: Virginia, USA
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Horsa,

Here are my thoughts regarding what should be modeled for the ship's engineering plant.

* A realistic grouping of boilers by the compartment they are located in. For example, on a Fletcher class DD boilers 1A & 1B will be in the forward fireroom and boilers 2A & 2B will be in the aft fireroom.
* Incorporation of the correct number of cross connects between boiler groupings. On a destroyer there is usually only one cross connect between the forward and aft groups; on a capital ship there may be multiple cross connects.
* Realistic light off times for boilers, and the boiler supplies no propulsion power until it is actually on-line.
* The power required to propel the vessel is proportional to the cube of its speed, and conversely, the maximum speed available is proportional to the cube root of power available. For a four boiler ship, having one boiler on-line means the maximum speed available is about 60% of maximum speed; two boilers will get about 80% of maximum speed; three boilers will get about 90% of maximum speed and the fourth boiler is needed to attain maximum speed.
*Fuel consumption is proportional to power produced (reasonably true for most steam plants), modified somewhat by the plant line up. I ran some tests awhile back regarding the Fletcher's simulated endurance and it was way off.
* A bit more trealistic modelling of the numerous fuel tanks and their effect on the ship's stability, list and trim. On a capital ship it would be interesting for the player to counterflood to offset the results of a torpedo hit.
* For the real masochists: Since DC allows the player the man an AA gun, why not allow the player to operate a boiler (i.e., control fuel, air and water input to the boiler; produce steam at the correct pressure and superheater outlet temperature) or the main engine throttle (maintain ordered RPM without dragging the boiler off-line)?

Aside from the engineering plant, another feature I think would be used quite a bit would be a terrain modifier utility, similar to what X-Plane has. I can imagine some dedicated modders simulating the Panama and Suez canals, detailed ports, etc..

I have seen the dreadnought project site and you are absolute correct - it is a fantastic sight!
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