I've put together a spreadsheet that takes 20 values from the springstyle design and uses them to craft speed, damage and a critical hit breakdown for the given ship. The values are;
Light Displacement
Stability
Flotation
Speed
Steadiness
Seaboat rating
All armour values
The number of guns; main, secondary, tertiary and light.
Number of main turrets
The speed section is as laid out earlier. The damage is too but now includes values for a ship's list to effect gunnery and a point at which a ship capsizes. It also includes speed loss due to flooding. These values are linked to a ship's stability rating.
The critical hit area is broken down to be roughly half critical (turret, bridge, boiler) and half non-critical (crew mess, boat deck, captain's head(toilet). Armour over many critical hit areas is infered from the springstyle. Taking non-critical first, it is divided into 30% no armour, 10% flooding (with armour being 3 times the torpedo bulkhead) and 10% upper belt. The critical hit area is divided into 30% machinery, fire and main armament, 20% for the rest.
For each main gun is 1%. Fire is fixed at 4%. What is left from the 30% is 2/3 Boilers and 1/3 engines. Main turret armour is as the springstyle except that the turret roof is 1/3 of the face armour. Fire is unarmoured while boilers and engines are covered by belt and deck values.
For the final 20%, secondaries are rated at the number of guns divided by six and a hit will destroy 15% of the guns. They are covered by the casement armour and the deck value. Tertiary and AA guns are divided by nine and a hit will knock out 30% of the guns. No overhead armour but may have face armour for tertiary and AA. The conning tower is rated as 1%, the bridge 2% and the director 1%. Only the CT is armoured with the roof being 1/3 the sides. The Rudder is fixed at 1% and is armoured at half the belt and roof equal to the main armament. A magazine is also rated at 1% and is 1.2 times the main turret face and roof armour. Whatever remains of the final 20% is divided half each to bow and stern that can be protected by end armour and half the deck thickness.
Salamis
Dulio
The gun penetration was from Rick Robinson's Biggun but penetration was estimated for every 2000yards rather than the Biggun values of the range it will penetrate a whole inch value. Given the 14" shell, Dulio's 9.8" Belt can be penetrated at under 20,000yards although the 4" deck is proof out to 26,000yards.
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This battle involves multiple ships and a refinement of the system tried with a one on one. There is no plot, both sides steamed on parallel converging courses to test the hit and damage aspects.
War has broken out between FAR and the Iberian-Italian alliance. The main Italian fleet units are engaged in reducing the French Med Fleet while the older ships are involed in protecting the Eastern Med against Russian forces. The Alliance is in trouble and smelling blood in the water, Greece has been induced to join the war on FAR's side.
Greek operations have begun with the aim of a quick decision in the eastern and central Med. A Greek squadron of 2 battleships seeks to destroy a division of the Italian battlefleet centred on 3 older battleships. The Italians desire a morale boosting victory and a chance to blunt any threat from the east.
Battle opens at 903 at 25000 yards. The chance of hitting at this range was 14% for the Greek ships and 11% for the Italians. This was mainly due to the Greek ships being steadier gun platforms. If a ship was an excellent gun platform (steadiness of .7) then this hit % would be up to 19%.
Both lines converge slightly with the range dropping 250yards every 3 minutes. The Greek ships at 24 knots and firing 10 14" guns each with the Italians at 21kts and a broadside of 13 12"guns. Salamis targets Cavour while Navarino takes on Cesare, Dulio is untargeted. Cavour and Cesare are both shooting at the lead Greek ship Salamis while Dulio targets Navarino.
A hit was determined by a random number between 1-100 and the current range in yards. A modifier was also applied that involved ship size, speed, steadiness and target size, if manoevering and speed. These effectively move the percent to hit up and down a range bracket so a cruiser at 21000yards at 31knots is just as hard to hit as a battleship at 24000yards doing 25knots. Damage to directors will affect your ability to hit.
Here is the first part of the battle.
The number of hits was based on guns fired and the range. This number drops if the firing ship is badly effected by flooding. I have plans for this also being effected by seastate but I haven't worked that in yet.
For each shell hit, two random numbers are generated. The first tells you where the shell hits, the second tells you if it hits belt or deck armour. As the range increases, the likelyhood of a deck hit increases.
Firing continues till 912 when both sides score their first hits at 24250 yards. Cesare takes one forward reducing her speed by 1 knot while Navarino takes 2 12" shells. One that causes flooding and a second in the stern that also cuts her speed by a knot.
Cesare is hit again at 915 on Q turret but the armour is sufficient to deflect the shot and no damage is done.
At 918 Salamis takes a hit that causes some flooding and a second hit in a non-critical area. Cavour also takes a hit in a non-critical area.
Over the next 15 minutes Salamis, Cavour and Cesare all take a number of non-critical hits and hits that failed to penetrate including a hit on Cesare's magazine and on one of Cavour's boiler rooms. Salamis received non-penetrating hits on her rudder, X Turret and a boiler room.
At 927, with the range down to 22750yards, a fire breaks out on Cavour. A second fire breaks out at 942 and togetehr these fires are not brought under control until 1000. At 942 the Greek ships push to close the range to achieve a decision to this battle using their speed advantage to close the range 500yards every 3 minutes. Cesare recieves a hit to her bridge that reduces her hitting ability by 15%.
At 957 the Italian line visibly slows as Cesare has her belt penetrated and one engine disabled. The range is 17750 yards. A second shell penetrates Y turret, putting it out of action. At the same time Cavour loses Q turret followed by A turret at 1000. At this stage probably Cesare would have to drop out of line and Cavour and Dulio would have to seek the relative safety of their their immunity zone. After an hour of combat the following damage has been achieved:
Cesare was hit 12 times, 10 that penetrated caused 13720 points of damage and 428 tons of flooding. Cesare is 21362 points so she is 66% damaged and would probably survive if not for the engine hit that has reduced her to 14knots.
Cavour also suffered 12 hits but only 7 penetrated causing damage. She suffered 13009 points of damage in addition to 1907 tons of flooding for a total of 14916 points. Cavour suffered badly from fires. She is 70% damaged and lost two turrets but with almost full power available can withdraw and probably survive.
Dulio was undamaged.
Navarino was hit four times, each one in relatively unarmoured areas. She lost 4100 points out of a total of 32190 (8% damage) including 644 points of flooding.
Salamis had two battleships firing on her and was hit 17 times. Only 11 of these penetrated to cause damage. This was 7776points of damage and 3660 points of flooding (total 11436 or 28% damaged). The flooding at the end of the action would be sufficient to degrade her gunnery such that fewer shells would hit. It would also cost her 2knots of speed in addition to the knot lost with the bow hit at 939.
Neither side has the result they wanted. The Italians may lose one ship so that the other two can escape while one Greek ship is out of action for some time.
This action highlights the fact that you can't protect everything in a ship with armour. It also highlights the effect of larger guns vs numbers of smaller guns interms of both hitting power and penetration.
So far so good?
Cheers,
PS. Red Admiral, sorry for battering your battleships. The next battle will have names changed to protect the innocent.