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  1. #1
    Thread killer Member Rodion Romanovich's Avatar
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    Default Historical questions for a freeware (probably ww2) naval sim!

    I might be able to program a small freeware naval sim game as part of my education, but I think I might need some historical help to decide which features and content it should contain!

    - Time: early ww2, but if anyone can convice me that another period would be more interesting I'm open for suggestions
    - Factions: Britain and Germany
    - Ships for Britain: battleships, cruisers, destroyers, carriers, torpedo boats
    - Ships for Germany: battleships, cruisers, destroyers, torpedo boats, submarines

    Questions:
    - If possible, is there a full list available containing all ships that Britain and Germany had at the outbreak of the war, their names and armament, and a list of all ships introduced throughout the war? Also, in which cases is it possible to use identical skins for several ships that belong to the same class? If I have time to skin/model say 8 ship classes per faction, which classes should I bunch them into?
    - What type of weaponry did the different classes of ships have? Torpedoes, depth charges, turrets, AA etc. I'll try to reuse some turret models and skins so if possible tell me in which cases different ship classes used identical turrets etc. Stats for the turrets - range, spread (preferably in angles but distance between impact points will also suffice), what vertical angle the turrets were normally fired at (I suppose something below 20 degrees since they were cannons and not howitzer/mortars etc.?), max angles for turrets, position of turrets on the ships etc.
    - Some info about necessary non-combat equipment, such as radar, sonar etc. You can assume I'm a complete newbie at this part Which parts of this equipment must affect gameplay to make the simulation somewhat historically correct?
    - Different types of hits should cause different effect for the opponents: the engines might get trouble, shoreline hits can lead to water intake (but where can I find info on how the ships were built up so I know which damage would be caused by hits where, and how much would be required before the ship sinks?), turrets may be damaged, fires might break out. Can anyone suggest an as simple model as possible for how to calculate which damage is to be made by each type of hit without the model being too unrealistic?
    - How to best make the AI - I don't know how to create multiplayer so I'll stick to singleplayer. What would be a good model for how the AI controlled commander should think? I can add some randomness and similar so the commander can choose between different possibilities in situations, so it won't be an entirely predictable AI. What I need is some expertise on naval tactics of the period and some "typical situations" and how to normally act in them, much like this thread, but for ww2 naval situations:
    https://forums.totalwar.org/vb/showthread.php?t=56330
    - The first thing I'll do are the battles. If I get time and the battles are popular I might make an interesting dynamic campaign for it (I have some really great ideas for that btw ).
    - Release date: I hope to have some type of demo available before summer but no promises, and don't get any illusions - the game will probably be very simple
    - Name of the sim: working name is "Royal Navy vs Kriegsmarine"

    I hope this is in accordance with forum rules because this is a freeware and no commerical stuff etc. If not I'm sorry it wasn't my intention...
    Last edited by Rodion Romanovich; 03-16-2006 at 13:35.
    Under construction...

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    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Historical questions for a freeware (probably ww2) naval sim!

    That sounds very interesting and I would love to playtest the demo.

    I don't expect it to be to hard to find data on ships and armament.
    And about the AI, just like in the link, post some situations and the answers will come in abundance.

    Good luck with it
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  3. #3
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Historical questions for a freeware (probably ww2) naval sim!

    Thank you! I've created a small forum for this game:
    http://s12.invisionfree.com/Kriegsma...ex.php?act=idx

    I'll try to create a small list of typical situations... Also I'll make a small demo/screenshot of the water surface very soon.
    Last edited by Rodion Romanovich; 03-16-2006 at 18:29.
    Under construction...

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    Member Member cunctator's Avatar
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    Default Re: Historical questions for a freeware (probably ww2) naval sim!

    Do you know this site: http://www.german-navy.de/ . It should contain many of the informations about Kriegsmarine ships you are searching for.
    Last edited by cunctator; 03-17-2006 at 12:52.

  5. #5
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Historical questions for a freeware (probably ww2) naval sim!

    No I didn't know it. Thanks, it seems like a good source to begin with!
    Under construction...

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    " Hammer of the East" Member King Kurt's Avatar
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    Default Re: Historical questions for a freeware (probably ww2) naval sim!

    Legio

    Like the sound of the project and happy to help.
    A model for damage etc is to give all ships a points total which is the same as its tonnage, so a 10,000 tonne ship is 10,000 points. Then all weapons are given a damage rating of one value for a non penertration hit and a higher value for penertration hit. For example a cruiser with 8 inch guns fires at another cruiser. Its first hit is on the superstructure - no armour, so non pertrative hit, does say 150 points, second hit is on a turret - armour here, at this range can penertrate so hit does say 450 points - 3rd hit is on the main belt, can't penertrate, so damage is 150.
    You can really ring the changes with this system - for example german ships were more modern, had more compartments, so increase their points to reflect this - for example 25%. If damage is at long range and is by plunging fire or divebombing - penertrative damage is increased to reflect lack of horizontal protection.
    This system is the basis for most naval wargames using models - it may be an idea to see if you could find a set from somewhere as they would have a ready built system for points, damage, weapons etc.
    The other area to think off is special hits - e.g. steering, magazines, radio room, engine rooms etc.
    Finally , for the AI, you might think of building some national characteristics - the British navy tended to engage on all occasions, while germany might be a little more cautious and France and Italy could be a little fragile on morale - happy to engage, but looking to withdraw if damaged. Another aspect could be the Japanese would be good at night. I know you have only talked about English and german, but, once the model is established, it should be easy to extend to other nations.
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