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This post has been edited 1 times, last edit by "Sachmle" (May 12th 2010, 6:17pm)
Quoted
Originally posted by Marek Gutkowski
My first comment is that this ship length is high.
You will need a type 1 slip to build it.
Its one of the reasons why so many ships have lengths of 70m ,120m 170m, 220m and so on.
150 105mm shells is pretty low number.
You will have only 10 to 15 minutes of sustained fire with it.
Twice that number is preferable.
Steadiness is high,
Seaboat quality is high
with is good.
But recoil is high also with is fine but I try to avoid it as much as possible.
Stability is low with is something most people on this board will point out.
the overall hull strength is well unusual.
Quoted
Originally posted by thesmilingassassin
I agree with Marek, you may have a few more 10 minute battles if she's escorting a convoy thats being harrassed by multipul subs. I'd up the ammo to 350 rounds or even higher if the design allows.
Quoted
Originally posted by BruceDuncan
The historical ROF for the main armament is 15 rounds per minute - which gives her 10 minutes to fire off the entire outfit. However, given her role as an escort - either she kills her opponent in 10 minutes or she is dead - she's not intended to fight sustained gun duels, more to kill submarines and light craft, or fight off small numbers of aircraft (1930s tactical doctrine)
Quoted
Building her on a Type 1 Slip would under-utilize the slipway, but as it was more of a learning exercise, I am not worried about that. Also, I am less concerned about most efficient use of slipways than I am about building effective fighting units for a given tactical role.
Quoted
I am still learning the foibles of Springsharp. What impact does 'Stability' have? The design is above the 1.0 breakpoint, and I quite catch the difference between a stability of 1.08 and 1.10. Likewise the hull strength - yes, more 'stuff' could be crammed into the hull, but could it all be worked under combat conditions and would such a ship we livable in real life?
Quoted
Originally posted by RLBH
Quoted
Originally posted by BruceDuncan
The historical ROF for the main armament is 15 rounds per minute - which gives her 10 minutes to fire off the entire outfit. However, given her role as an escort - either she kills her opponent in 10 minutes or she is dead - she's not intended to fight sustained gun duels, more to kill submarines and light craft, or fight off small numbers of aircraft (1930s tactical doctrine)
For this mission, I don't see a problem with the limited armament and small magazine capacity. Actually, I'd be tempted to trade off the forward superfiring 4" for another twin 40mm, but keep the same 4" magazine capacity (rearranged slightly, of course, but SpringSharp doesn't model that directly).
Quoted
Building her on a Type 1 Slip would under-utilize the slipway, but as it was more of a learning exercise, I am not worried about that. Also, I am less concerned about most efficient use of slipways than I am about building effective fighting units for a given tactical role.
That'll change once you start trying to fit things on slipways.
Quoted
I am still learning the foibles of Springsharp. What impact does 'Stability' have? The design is above the 1.0 breakpoint, and I quite catch the difference between a stability of 1.08 and 1.10. Likewise the hull strength - yes, more 'stuff' could be crammed into the hull, but could it all be worked under combat conditions and would such a ship we livable in real life?
As Marek said, increased stability improves the survivability of the ship. Basically, it's an indication of how easy the vessel is to capsize; I don't know how the SpringSharp stability index is calculated, but the metacentric height (the usual measure of initial stability) is quite low at 0.3 metres. About 5% of beam is a decent minimum for a ship of this size - that comes out at 0.4-0.5 metres.
On examining the sim, you've got a L/B ratio of 9.43:1. That's well into the destroyer range, and isn't really justified for a 24 knot, 1,000 ton ship. Since beam is one of the main determinants of stability, trading off length for beam would be a good course of action. It'll probably increase your powering requirements somewhat, but at 24 knots it probably won't be too severe. If machinery production were a constraint (it isn't in WesWorld) you could get away with reducing speed somewhat.
On the subject of machinery, a combined steam/diesel powerplant seems rather unusal for these power levels. Assuming that the diesels are for cruising power, that'll probably be two units of about 1,500 horsepower, which means about a 7,000 horsepower, two-shaft steam plant. If two turbines are provided, that'll be quite demanding of space; if only one, you'll have a splitter gearbox which doesn't make you popular with the marine engineers. I don't know why - gearboxes aren't my thing - but they're generally avoided.* Either way, you finish up with two different types of prime movers on one small ship, plus your generators. All I can think of is that this is a work creation scheme for marine engineers.
*On a side note, such a feature is being seriously considered for Type 26 in a CODLOG arrangement.
Quoted
Originally posted by ALVAMA
I actually do have an image to accompany this, but would someone explain how I go about attaching it?
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might need an upload account...
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