Propellant -1 reply

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MR.X`

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30th April 2004

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#1 14 years ago

As im sure most of you know, much of the artillery and all naval guns needed a seperate propellant charge to fire. my idea is this. make inserting propellant an alternate fire. the reason is this, the trajectory on many artillery pieces is so flat that you can not fire over a mountain without either going out of bounds or hitting way behind the target. say you are the captain of the battleship on saipan, and you want to give support to an armored advance. but unfortunaly, a large hill blocks the traditional flat trajectory of the huge guns. instead of putting in the full four charges of propellant, you put in 2 or three. the shell is slowed down greatly, and you need a greater gun elevation to reach the target. but increasing gun elevation, you can fire over the hill and destroy the target. this would not work for the 105, as how they were one piece shells. but 155s (if they are ever in) needed seprate propellant charges to fire, as did the shore batteries.

this is not to make a battleship fire like a mortar, but to allow them to do their job, giving support with huge cannons.




terminal-strike

terminal-strike

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#2 14 years ago

Thats not a bad idea. I think I would go for having single fire a battery rather then the long reload time for barrage. It woulf be much easier to actually home in a arty spot then. As it is now its rare to be able to use aspot to hit anyrhing with ship moving and long reload time.

P.S USMA u never responded to my bit about the 163 in the pz3 thread man. I put a good link on its use there. (its on the same page as your intial reply i think)




MR.X`

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#3 14 years ago

hmm, ill do that now.

guns on battleships are fired at once, or at least they used to be. one of my uncles was stationed on the USS Missouri as an AA gunner, and he says that the 3 guns on a turret would fire at once.

what im saying is 1 click is 1 bag of propelland, 2 is 2 bags, 3 is 3 bags, and 4 is 4 bags. anything over 5 should either damage the ship or make it so that gun fire anymore, that much poweder would wreak the gun,




terminal-strike

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#4 14 years ago

If thats how they did it then thats how its gotta be then. I have vauge memory of some battle ship firing one cannon at a time though so maybe only some ships did this?Also, what about on the other turret though- i.e. did they fire both turrets or just one (even that would help target faster (time divided by 2). Some other ideas I had. Another idea would be to give the battleships the scopes similair to the tanks since some of the battleships have there recticel removed. Many of the ships, especially late-war should definately have radar as that was big part of naval engaments. perhaps a bridge postition for spotting arillery from the ship directly (especially if the guns never get there own sights) And finally,torpedo tubes: a lot of these ships especially the japanese ships had more toropedoes then they have now.




Frederf

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2nd March 2004

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#5 14 years ago

Do you mean using right click to load powder? Because that's artillery view switch and it needs to remain for indirect fire. Is it possible to have an ammo switcher for lob/straight shots? (2 steps instead of the proposed 4) Or switching to powder ammo you load powder then ammo switch back to the gun and fire the round. Could you even make primary fire the "hold to build up charge" type for the main gun and right click remains artillery?




terminal-strike

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#6 14 years ago
FrederfDo you mean using right click to load powder? Because that's artillery view switch and it needs to remain for indirect fire. Is it possible to have an ammo switcher for lob/straight shots? (2 steps instead of the proposed 4) Or switching to powder ammo you load powder then ammo switch back to the gun and fire the round. Could you even make primary fire the "hold to build up charge" type for the main gun and right click remains artillery?

Hmm intersting concept-- sort of like right click for nades is now. At the end of day I think this would just further complicate the already hard to aim naval cannons that dont have sights, tank a long time to reload, and move the ships so much as to require constant adjustment.,,,,,




MR.X`

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#7 14 years ago

ohh, good point frederf... ouch. but its not dead yet. maybe you could determine propellant by how long you hold down the primary fire key.




emonkies

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17th July 2003

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#8 14 years ago

I dont see how you could do 1-4 bags of powder but maybe use the same selectable code as the 88 to switch between 2 bag load and 4 bag load of powder?




Frederf

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#9 14 years ago

Either of the above two could work and would stand to be tested in code.




Arisaka

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#10 14 years ago

something should be done for the arty spotting on the big ships. i've already suggested a range finder on the highest point of the ship (triangulates distance). after finding the excact distance one sets the guns at that elevation (by means of indicator on the left or right). in addition maybe one of the smaller guns could serve as an aim device? if it gets the same trajectory, little recoil, faster loading time and far less damage. once it's homed inn on target the main artillery will be ready in the same position.