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About BB3_Oregon_Steel

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  1. Crazy in game event idea

    No, group cowering is a team effort.
  2. Guardian54's Boat Feasibility Checks

    Well all is fair in fiction. :) Since it is fiction, you can pretty much do anything you want, however if you want to use the actual technology historically available in 1906, you're not going to find a diesel electric motive power combination that is really going to make sense for any type of significant cargo ship. Those few ships which did use diesel engines during the period tended to be fairly small river or harbor craft. You could extrapolate that advances in the technology with historically occurred in the 1950's were able to be implemented half a century early in which case it really doesn't matter what was realistic for 1906. Good luck with your project.
  3. Guardian54's Boat Feasibility Checks

    Wow, I have to admit that I'm kind of honored to be included with the likes of LWM (of which I am a huge fangirl). Unfortunately while I know enough to have a general understanding of the terminology you are using, you're really going to need someone who has a far deeper background in naval architecture than I have so I'll defer to those who actually know what they are talking about with this. From a historical and technological standpoint however, I do have a couple of comments. 1) It looks like you are designing something like a modern container ship and really, "container" shipping didn't evolve as a thing until after World War II. Prior to that, Break Bulk cargos (which is what container ships carry) were loaded individually one at a time. For example, if a cargo consisted of 100 crates of various types, each crate would be winched aboard the vessel and stowed individually instead of loading all of those crates into a single container and that container then being loaded aboard the vessel in a single lift. Since the ships in 1906 were loading lots and lots of smaller individual cargo items, the radial cranes you might see in a more modern vessel really weren't an efficient answer, instead the ships of that era would mount a number of smaller booms, generally with a capacity of from 5 to 15 tons which would pick cargos off the dock and swing then into hatches to be stored below the main deck or lashed to the main deck itself if required. Heavier cargos were generally loaded by dockside cranes. Since these booms were far smaller and had a lesser capacity, there was no need to greatly strengthen the deck where they were mounted and they tended to be operated from the deck and used deck mounted winches for their lifting power. 2) Marine diesel engines of the diesel electric type were first pioneered in 1903 but proved to be impractical for larger vessels due to their high space to power ratio (this would begin to be solved in later decades by more efficient designs and turbocharging but this would not happen to any significant degree until the 1950's). This greatly slowed the adoption of this type of engine in these vessels until after WW II so they really wouldn't be normally seen in a 1906 ocean going cargo vessel. In 1906, the most likely powerplant for a Cargo vessel would be the compound reciprocating steam engine which would be capable of driving the normal cargo vessel at around 10 knots with faster vessels, like ocean liners, topping out at around 18 to 20 knots. In 1906, you are probably looking at either two cylinder double expansion or three cylinder triple expansion engines. These engine worked a lot like that of a steam locomotive, high pressure steam would be forced into a cylinder to expand forcing a piston up (or out depending on how they were arranged) and then back down when the steam was vented. The the piston would be attached to a drive shaft, much like a massive version of what an automobile would use, which would connect to and drive the propellers. Dual or triple cylinder engines would have additional steam chambers where the steam from the first cylinder (the smaller diameter "high pressure" cylinder) would be forced into a second cylinder to drive an additional piston (thereby doubling the power of the vessel by reusing the same steam) and, in the three cylinder variety, that steam would then be forced into a third cylinder to drive yet another piston. Generally the most efficient mounting for the cylinders would be mounted to move up and down vertically, hence the term "Vertical Triple Expansion" engines (for the three cylinder variety, Vertical Double Expansion for the two cylinder types). This type of mounting generally required a much higher engine room than is required by modern diesel engines or the steam turbine engines which eventually replaced this type. This required a "break" in the main deck with the top of the engine room rising to that of at or near the main deck. This would typically be situated amidships with cargo holds arranged in front and behind it. You could also mount these at the aft end of the ship, however the weight of these engines could cause the ships to then be heavy to the aft which could cause significant long term structural problems using the technology of the times. A good example of what these types of vessels looked like, were arranged and operated would be the Liberty Ships built during WW II. While these ships were built well after 1906, there were only so many manufacturers which could build more modern type vessels and these were all fully committed to warship construction so a simpler to produce WW I type of cargo ship was used as a starting point for their design so they were, in most respects, early 20th century cargo vessels being constructed in the 1940's. You can find a good Wikipedia article about them here ... https://en.wikipedia.org/wiki/Liberty_ship and there are lots of other resources you should be able to find on these ships. If you want a 1906 freighter, these would be a good starting point. Hope this was helpful.
  4. Confused

    Ok, Premium time is kind of cool, it give you more money and more experience for every battle you fight for a period of time. Sometimes you can earn it by completing certain tasks or accomplishing certain things, or you can buy it in the premium shop. If you manage to earn it , chances are it will last only about 24 hours. Congrats The Wolf emblem. See all the nifty patches under everyone's name. Yours for example show a patch with a black background and a fouled anchor, mine is more of an octagonal patch with a blue background and a rattlesnake. You can design your own patch from the Profile screen, just click through the tabs until you find one where your current patch is displayed. Click on it and it will take you to the patch design screen where your options are displayed. Your intial options are kind of limited but as you progress in the game, you may earn special items you can include on your patch, like the wolf emblem you received. You can incorporate that into your patch and make it sort of a semi-personalized identifier for you which will display here on the forum, and will also show up in game in a number of instances. Anyway, congratulations and hope this is helpful.
  5. What do you want from me?

    I'll just take a cheeseburger please.
  6. Country I would like added to WoWS

    Not bad from the list of destroyers and as I thought you probably could get the DD line all the way to tier 10. That being said, any ship which has a name starting with HMS is not a Commonwealth vessel even if she had a largely Commonwealth crew or was based out of Commonwealth ports. These ships still belonged to the Royal Navy, not the navy of any of the Commonwealth countries. Then there is HMS New Zealand which did not belong to New Zealand anymore than the Battleship HMS Canada belonged to Canada. Next, pushing the light carriers of the Majestic class into Tier VII is probably a higher tier than they belong to. They were very slow when compared to fleet carriers and they were built partially using civilian merchant levels of protection and underwater subdivision which made them potentially exceptionally vulnerable to torpedo attack. About the only reason the would even be Tier VI vessels would be their fairly large air group and their ability to carry fairly modern aircraft. That being said, you'd kind of need to bump the types of aircraft carried to Saipan levels to get her to Tier VII.
  7. Country I would like added to WoWS

    Same here. Look forward to your follow on post.
  8. Overmatching: Game Mechanics Guide

    Ok that is very good information, thanks for taking the time to provide it. +1, I'd give +3 if I could. So here's a related question. Obviously this formula doesn't apply against shell strikes against flat surfaces such as a shell striking a vessel's main armored belt at a 90 degree angle so it must assume some degree of angling. Is there a calculator or some rule of thumb which applies to that situation? Further while the stern doesn't have the same angling as a ships bow, there is some angling involved there as well, are you aware of any metric that would help players better understand how that works so they can better judge how resistant their armor is while running away? Thanks again.
  9. Country I would like added to WoWS

    Well that's interesting information but I've done a bit of looking at these and I really really think you are stretching on a lot of these. For example the best carrier that the Commonwealth nations ever operated were the UK Collossus class light carriers which are at best a Tier VI and you have them up to tier X? That's a lot of wishful thinking or postulating what if scenarios I think. Sure, a lot of these nations have rich naval traditions, but none of them really had any capital ships that could go beyond the mid tiers, maybe T7, on the outside T8. I mean, I've seen people try to stretch these by arguing that paper WWI designs are really T9 or T10's or thinking hand me down CV's which really are T5 or T6 at best can be T10's. Smaller vessels like cruisers and dd's you can sometimes go a bit further but even then, you'll be straining to reach Tier 9 or Tier 10 even with a lot of paper, that is unless you take into USN transfers to places like Greece of old WWII destroyers and such in the 1960's. It's really not that I haven't "seen this coming", it's more that I've looked at it and reached a far different conclusion than you have. I think you could do some interesting things with some of these ships and that many deserve inclusion in the game, but entire tech trees for a number of these minor navies just isn't going to work that well because there simply aren't enough ships, either actual or paper, to actually make them work. By consolidating some in the way WOWS has done with that Pan-Asian line, I think you have a much better chance of actually building a set of lines extensive enough to warrant their inclusion as tech tree ships.
  10. How would YOU design the USN BB split.

    I'm all for including the US Battleship classes that have been bypassed by WOWS. You have the Delaware and Florida (the classes after South Carolina but before Wyoming) Nevada (Ten 14 inch guns like New York but arranged in two triple turrets and two dual turrets with protection more like that of Arizona. Only ship at Pearl Harbor which managed to get underway and out of battleship row, was also present at Suriago Strait in a highly modernized form) Tennessee (Similar to New Mexico but with better torpedo protection and higher elevation for her main battery giving her better range. Ship was also extensively modernized) Lexington I (Original design with Ten 14 inch/50 caliber guns in an arrangement much like Nevada's) Lexington II (Final design of 43,000 tons with Eight 16 inch/50 caliber guns). South Dakota I ( 47,000 ton battleships laid down in 1920 with Twelve 16 inch/50 caliber guns but which were scrapped on the slips to comply with the Washington Naval Treaty). As for tweaking them to make them a brawling line, I'm more in favor of just giving them the performance they would have had (at least in WOWS terms) in real life. For Nevada and Tennessee, it would be easy to differentiate them from New York and New Mexico by giving them their late WWII rebuild with their dual 5 inch/38 caliber secondaries and other improvements made at that time. The Lexington's and the South Dakota are different enough from existing line BB's that they would need no further differentiation.
  11. Joined 100 club with Bogue

    Congrats. I agree with you that tier 4 and tier 5 carriers can be a lot of fun to play once you get the hang of working with your airgroups, Tier 6 and above is far more challenging with the introduction of strafing and manual drops. You can play a T6 or better like you would a T4 or T5 but you'll always be at a severe disadvantage when facing a player that has mastered these skills. Right now I'm working with Independence in Co-op mode trying to get a better handle on these skills and I'm starting to become adequate with manual torpedo drops, but doing the same with dive bomber and strafing with fighters is still very much a work in progress.
  12. I had a chance last night to play this mode on the test server. I was really impressed with how much work was done on this mode, especially since it's only going to be around for a short time. The effects and sounds made it feel like a different experience even though how things worked was identical to WOWS. It did occur to me that with a bit of tweaking, WG could actually use WOWS as a basis for creating an actual starship combat game, hopefully not by using starship variants of WOWS vessels but actual unique starships which I think could be a lot of fun.
  13. Any Tips with the Huang He?

    Oh my, where do I start? I started off my relationship with this ship by reading LWM's review of the vessel (which you can read here) where she had very little nice things to say about this ship and a whole lot of bad. Then, like you, I picked this ship up from a crate and, not being someone to waste a perfectly nice looking ship, I cringed, closed my eyes, and hit the "Start Battle" button. Literally five seconds later the Huang He was heading to the bottom. The thing is seriously a floating citadel with little to no protection, I mean, the magazines for the main batteries are outside what little citadel she does have being protected by no more than the thin steel of the forward bow and deck. However, not being one to give up, I decided to try and figure out how to actually survive a battle and maybe even win a game or two in her. The first step in my strategy was to realize that if a ship is shooting at me, I'm dead I just haven't figured it out yet and the 2nd realization is that, unlike other British cruisers, the Huang He can fire a respectable HE round. Her torps aren't bad either but surviving long enough to use them could be a problem. My plan with this ship is to hide and hide often. My first step in any game is to look for the best places to do that and head there as fast her her little churning props can get her there. Once there, I look for targets of opportunity and sling a bit of HE their way, hopefully while they are shooting in the opposite direction. If I think the red ships have figured out where I am and it looks like I might draw some unwelcome attention, I then look for hiding spot #2 and speed my way there. There have been a few times when I've successfully brought her out into the open but I try to do this only when all of the red ships that might notice me are either out of range to spot me or behind some convenient island and that there is an advantage that's worth the risk of something unexpected happening (or if bad things are heading my way and it's either flee of die). If I'm lucky I can get to a torp launching position for some battleship on the far side of an island, let the fishies go and flee before the heavy metal slides around the corner and exploderates me. The other times I've went into the open is when we are obviously losing and somebody simply has to do something. In one of those encounters I found an Alabama cruising to our cap without any escorts so I came out into the open dodging it's shell fire as I approached, then somehow managed to survive until I reached torpedo range, fired off a spread and then used her torpedo boost reloader to quickly reload and send another spread her way. Fortunately for me this particular Alabama driver was not a very good shot and a firm believer in sailing in straight lines. Sometimes God is kind that way. Now, somehow all of my skulking, hiding, hiding again and occasional bouts of ill advised aggression have netted me around a 2/3rds win rate with this floating scrap pile but I have no earthly idea how that happened. So, if you are looking for a real challenge and are eager to develop a plan to survive and prosper in a ship where that is just not very easy, then this is the ship for you. She has enough gimmicks (such as her very short term but fast deploying smoke and the afore mentioned torpedo booster) that if you are determined, you can probably figure out a way to at least hold your own in this ship. On the other hand, if you just want a cruiser who can fight like the other cruisers for more than a few seconds or you're looking for the OP Premium that brings horror and dismay to all you face then run, do not walk away from this ship. Sell it, get the silver and work on picking up something that you'll like better. Hope that's helpful.
  14. What line of cruisers are good for what?

    Ok, here goes. United States: Sort of my baseline. These are pretty much all about the guns with a slight dabbling with torpedoes at Tier 4 and 5. At tier III, Tier VI and Tier VIII - X, US cruisers are well protected. At Tier IV - V and Tier VII they will explode if breathed upon. Some of the best AA out there, good guns which are a bit floaty at times but can make shooting at targets over islands rewarding. Probably the easiest line for a new player to play. Japan: The Japanese like their torpedoes and their cruisers carry some of the longest ranged and most effective in the game. Unfortuneately, after tier VI these pretty much can only be trained off the stern end of the ship requiring you to turn away from your opponent to use them. Good guns but with slow turret rotations and relatively slow reload speeds. Protection is adequate until you get around Tier V where it becomes ... less so. Tends to improve as you move past Tier VI it becomes progressively better. Use of lots of twin turrets can make it difficult to bring all guns to bear on any particular target or to angle your armor while still bring all your main battery to bear. AA is less than stellar bordering on inadequate. Germany: A really solid cruiser line, good guns with really good AP shells, generally fairly flat trajectories (except for Yorck at T7), good medium ranged torpedoes. Tier V and Tier VI have an odd turret arrangement which can make it more challenging to bring most of your main battery to bear over the forward arcs of the ship. High citadels at these tiers but otherwise solid armored protection. Good all around ships. Russia: Mixed bag. Early ships have powerful guns but very floaty firing arcs through Tier III, Tier IV is sturdy with lots of flat trajectory guns but the guns themselves are weak and the ship is slower than the norm, Tier V is fast maneuverable with hard hitting guns but lightly protected, maneuverability at T6 and beyond is really poor but the guns become laser flat arcs and accurate. Torpedoes are only useful in a close range knife fight. AA is useful but often short ranged. The do fire Stalininium shells and are powered by the Will of the People so keep that in mind. Britain: Very very squishy cruisers throughout. Can only fire AP shells which makes it very hard for them to successfully engage heavy units with gun fire. Most can lay smoke which they really do need. At lower tiers they are almost destroyer-like hard to hit bow on and they have pretty good torpedoes which is useful since these are the only weapons you have that really have a good shot a taking out a battleship. At low tiers you need a bit of DD captain in you to fight them to their full potential. Never get the 8 inch guns of heavy cruisers which limits them somewhat. Some of the ships do not have the AA consumable which limits their effectiveness in the AA role. They gain a repair party pretty early in the game at T4 I think . These ships really have to use a different approach from any other line requiring a mix of skills to play successfully. France: Up through Tier V these ships practically have no armor and I mean none to almost none. They are fast and maneuverable, have some of the best arrangements for their main batteries in their tiers and especially at Tiers III and IV are torpedo launching machines with lots of tubes with long range capable fish and amazing firing arcs which make them easy to use. At Tier VI, the become well rounded capable vessels with good firepower and protective schemes. Torpeodoes remain present but you don't get as many of them but the ships themselves are some of the best all around ships in their tiers.
  15. Idea for a French premium CV

    There really wasn't a paper predecessor to Bearn unless you count the old Torpedo Boat Tender Foudre which the French converted into a makeshift seaplane tender during WWI. Unlike the British, as far as I know, the French never put much effort into aircraft carrier testing or development during that period