holden88 said:For example, the navy Frigate I serve on performs tighter turns at 28 knots than at any other speed. When the ship is conducting a high speed turn like this, you are literally walking on the bulkheads.
holden88 said:You're right, 28 knots is not the top speed of my ship. But it is very close. The official top speed is rated at 32+ knots (the real top speed is secret). And you are also correct, my ship does have some modern advantages that the older vessels didn't have.
For example, the prop blades have variable geometry. Which means that the prop blades rotate by means of a hydraulic actuators inside the prop hub. This allows the prop pitch to be constantly adjusted as speed changes. You see, for any given speed, there is a most efficient propellor blade pitch angle. If you conduct a hard turn with a variable pitch system the prop blade pitches will be adjusted accordingly (full ahead on one shaft and full astern on the other for example). On older ships, the prop pitch angles were fixed. Which means that manueverability and responsiveness were not what we can achieve today.
Also, nowadays the ships engine outputs to each shaft are computer controlled. Which, one again means must faster and more accurate response to helm movements and speed changes.
Modern advantages aside, I still hold that WWII era vessels would achieve a tighter turning radius more towards their high end speeds rather than their low end ones.
Did we actually get an official answer to the original question? Can a ship in VAS move only 1" and then conduct a turn, or must a ship be moved a minimum of 3" (and at least 1/2 its base move score) before being allowed to turn?
Like Bullshot said, large warships will have their forward momentum resist a turn thus forcing a wider turning circle. There are several terms that I'm learning today after doing some research.
Was that the actual intent of the answer?BuShips said:Mongoose Acolyte answered David S's question of: For a ship to be able to turn, must it move at least half its Speed stat or half its intended move for the turn before executing a turn? with: Half its Speed score. So you would have to move 3 inches in order to turn with a Speed 6 ship. With what I've researched today, I'd rather the answer have been the other positionbecause of the great argument that a damaged ship with a lowered speed score will be able to navigate right through a loophole in that directive. Being able to halve the desired speed does not cause this contradiction. A way to close the loophole with the current ruling would be to say that the limitation is based upon the original speed rating so that tricky players don't have damage repair crews turn off steam power temporarily :shock: . :lol:
DM said:Like Bullshot said, large warships will have their forward momentum resist a turn thus forcing a wider turning circle. There are several terms that I'm learning today after doing some research.
Not always. As I think was mentioned above (please bear with me - I've just spent 9 hours driving from Edinburgh to Bristol through the storms and I'm knackered, as well as badly behind on messages), rudder effectiveness is the key. Here's some interesting notes:
HMS York - tactical diameter of 750 yards with 35 degrees of rudder applied, 14 knots into the turn.
HMS Nelson - tactical diameter of 620yards with 35 degrees of rudder applied, 14 knots into the turn.
Nelson had very nicely designed rudders (as well as a good hydrodynamic form)
underling said:Was that the actual intent of the answer?BuShips said:Mongoose Acolyte answered David S's question of: For a ship to be able to turn, must it move at least half its Speed stat or half its intended move for the turn before executing a turn? with: Half its Speed score. So you would have to move 3 inches in order to turn with a Speed 6 ship. With what I've researched today, I'd rather the answer have been the other positionbecause of the great argument that a damaged ship with a lowered speed score will be able to navigate right through a loophole in that directive. Being able to halve the desired speed does not cause this contradiction. A way to close the loophole with the current ruling would be to say that the limitation is based upon the original speed rating so that tricky players don't have damage repair crews turn off steam power temporarily :shock: . :lol:
I interpreted the answer as the restriction on having to move half of the speed score before turning will remain constant during the game, even after sustaining engine damage.
So a ship with a starting Speed score of 6 would still have to move three inches even after sustaining engine hits slowing its maximum Speed to 4.
Kevin
Soulmage said:In my experience it is not uncommon for ships to be reduced to a speed of 1 or 2 by engine criticals. Seems like the most common. This would mean that frequently a ship would be unable to turn.
Soulmage said:In my experience it is not uncommon for ships to be reduced to a speed of 1 or 2 by engine criticals. Seems like the most common. This would mean that frequently a ship would be unable to turn.
holden88 said:Soulmage said:In my experience it is not uncommon for ships to be reduced to a speed of 1 or 2 by engine criticals. Seems like the most common. This would mean that frequently a ship would be unable to turn.
Hows that? The most that a ships speed can be reduced by is 3". The engine criticals are not cumulative. Most ships have a move of at least 6", so many ships would be able to turn no matter what.
Chernobyl said:holden, I'd think that the distnace needed to make a turn is based on the current maximum speed, so in your example above, wouldn't the ship be able to turn after 1" (half its current maximum of 2?) Thats the rule in ACTA...
Chern
Fitzwalrus said:Any ship that has been Crippled has it's Turn reduced to 1 and it's Speed permanently reduced by half [pg. 8]. Add in speed reductions from Criticals and it's very possible to get a ship down below half it's normal speed, and we're saying a ship that cannot make at least half it's normal speed cannot turn at all? :shock:
Doesn't work, guys: it's factual and historic nonsense, as the posts here about ships turning at various speed have shown.
Make it so a ship that cannot do half it's original speed can only turn at the end of it's movement and you've got something: say it can't turn at all and you'll have folks throwing the rules in the air and walking away again.
holden88 said:A ship has had it's superstructure crippled. It has engine, props and turbines damage....
..... Certainly ships that are moving slowly are going to be limited in their turning ability.
Fitzwalrus said:holden88 said:A ship has had it's superstructure crippled. It has engine, props and turbines damage....
..... Certainly ships that are moving slowly are going to be limited in their turning ability.
A ship in the first instance above can still move, albeit slowly, and still has use of it's rudders (unless it has also taken the "Rudders" crit.)
In other words, it is now in the circumstance described in the second instance: a slow-moving vessel whose turning ability is limited, but not lost entirely.
As BuShips mentioned earlier, "bare steerageway" will allow a vessel to still turn (so long as her rudders are operable) at a bare minimum of speed, so long as she can move enough water past her rudders to effect the position of the hull. I'm not saying a damaged ship shouldn't be limited: that's why I suggested the idea of only turning at the end of movement if you no longer can move half of your original Speed. I'm saying a game mechanic that says a ship that drops below a certain speed cannot turn at all runs counter to reality, "bare steerageway", and common sense.
As to the fact that a slow moving ship in this situation is making a tighter turn than it could if it weren't damaged, that is offset (IMHO) by the fact that it is moving very little distance in the process, and has nowhere near the tactical flexibility it does when undamaged.
The problem is really caused by the differences in game mechanics between an angle-turn system (like VAS) and one that uses a set turning radius guide to move ships: in the latter case a ship in this situation would be making a verrrrry slow turn, and the perceived difference in turning ability at the two speeds wouldn't come up.
I can deal with the problem in VAS: a ship that badly damaged has better things to worry about than the relative angle it's making a turn at. What I don't want to deal with is a mechanic that says a ship that can make headway and has functioning rudders suddenly cannot turn at all because her speed has dropped below some mythical number at which point her rudders somehow don't work any more. That simply makes no sense.