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Old 11-30-17, 05:45 PM   #1
Hitman
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Glad you got into a new stage

The idea of combining firedirector/rangefinder is good and practical, Iguess you will be adding a panel to control individual or salvo shots from al turrets?

It would also be great to be able to switch to any turrent for local firing in case the director gets knocked down.
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Old 11-30-17, 07:52 PM   #2
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Quote:
Originally Posted by Hitman View Post
Glad you got into a new stage

The idea of combining firedirector/rangefinder is good and practical, Iguess you will be adding a panel to control individual or salvo shots from al turrets?

It would also be great to be able to switch to any turrent for local firing in case the director gets knocked down.
Hi Hitman!
Yes, the switches are allready there, in the right hand panel!
The switches just hasn't got labels yet. I'll demonstrate them in a video at some point.
But basically there is a switch to choose which of the three firedirectors the gun should be connected to.
You can also teleport between the three firedirectors; fore, foretop and aft.
So each gun can be connected to it's own firedirector, or all of them to one firedirector.

The three bigger rounded compass-ish things indicates to where the guns are pointing.
The red button fires that individual gun.
The big handle in bottom right corner fires all guns!

edit:
Easier to see with colors:
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Old 12-04-17, 09:32 AM   #3
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The fire control should comprise also the target plotting and computing the necessary lead angle, because if you shoot f.e. at 15 to 20 kms the target will have moved consideably when the shell arrives there. I think that a specific station for the full fire control would be great, then having smaller simplied pannels that present the results in the fire director (This one with binoculars for observation, range finder and fire command) and the individual turrets.

Battelships worked very much like a submarine in that regard (Or rather the opposite lol) and there was a specific part of the crew in charge of being the brain of the ship's fire direction, plotting and calculating (Slide rulers or mechanical devices like the TDC in a submarine).

This is WW1 but the base is common, and the site is probably the most serious resource around:

http://www.dreadnoughtproject.org/tf...y:Fire_Control
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Old 12-06-17, 06:24 PM   #4
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Yes, the FCC (Fire Control Computer) is mandatory to have.
It is incorporated, atleast in code at the moment with a few inputs, range and bearing to target. I'm currently searching info on have advanced the german FCC's were.
Over the war years they could get veeeery complicated, taking inputs such as temperature, wind and humidity to account for the airpressure in the ballistic curve!
You'll definitly get to input target course, bearing, speed and distance. Info about own ships speed and course will be automatic from the gyroscopes.
Not sure if there will be a different station or if all fits in the firedirector screen! We will see!
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Old 01-15-18, 06:46 PM   #5
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Time to take a look at what's new:
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Old 01-16-18, 12:59 PM   #6
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That's fantastic progress! Love the concept and the battle looks so involving

Looking forward to blowing ships from the arctic convoys, that has always been my favourite theater

And I guess the concept can be easily ported to control destroyers and other surface units.

One thing I see is not yet implemented is ship inertia, seems to almost instantñy come to sp4eed as well as turn, in real life such a big ship would certainly need much more time and room to change to a precise course.
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Old 01-16-18, 02:16 PM   #7
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Thanks Hitman!! I'm fairly excited myself, that I reached this far.
No, I have not worked alot on turn rates or inertia. I will for sure do it at some point!
I think you will help me out, because I'm looking at compiling a simple prototype demo and let people give it a spin...
I have a few problems to solve first just!
Cheers
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