Normandy Community Task: Battleship Turrets

General discussion of the Project Reality WWII modification.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Normandy Community Task: Battleship Turrets

Post by AfterDune »

As you may know, the next version of Project Normandy has an updated Operation Overlord. The docks as they were in v1 are gone and are replaced by ships:

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(old image, but you get the idea)

The US get one battleship (cannot be moved) that has turrets attached to it. We tried to make them work the same as mortars, but doesn't work right and is not so epic.

We want to find a way to make the ship turrets useful without them being overpowered or spammy.


The task is for you to discuss away and come up with a solution - and make it happen, so we can implement it in the next version of Project Normandy!
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Pvt.LHeureux
Posts: 4796
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

We could simply use a normal system then? Like normal projectiles. You would have a HUD with a good amount of markings and numbers.

To shoot at 1000m you would put the 1000 bar parrallel to the horizon (water) then shoot.
To shoot at 1500m you would put the 1500 bar parrallel to the horizon (water) then shoot.
To shoot at etc, etc.

Could be fairly easy. Like the deployable SPG in PR, the markings work realistictly because it is static (or something like that), could be the same with those turrets. Simple I think.
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Knallkopp_02
Posts: 151
Joined: 2008-07-10 10:31

Re: Normandy Community Task: Battleship Turrets

Post by Knallkopp_02 »

Whats about to make them like the tank turrets, far looking distance with zoom,

1. strong power but long reload time
2. not so strong, and faster reload time

regards
CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: Normandy Community Task: Battleship Turrets

Post by CommunistComma »

Make it so the gunner has neither map nor sights, and someone else has to spot and call out adjustments. Possibly add a second slot with a high zoom spotting scope. Or make the gunner have no zoom but basic optics and have ballistics drop like the separatist said.
That would add teamwork, and balance the giant naval guns with huge report without nerfing them.
Dulce et decorum est pro patria mori
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iSmall
Posts: 82
Joined: 2012-02-26 23:23

Re: Normandy Community Task: Battleship Turrets

Post by iSmall »

How to do not make it spammy? Just put really long reload time but decent power.
Moszeusz6Pl
Retired PR Developer
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Re: Normandy Community Task: Battleship Turrets

Post by Moszeusz6Pl »

Make it working like AT cannon, so first you fire one shell in direction of enemy, and spotter tells you where it hit, so you can make a adjustment. Or show angle and write which angle had which range.

To don't make it so spammy, add overheating after shooting few runds, which can simulate, that soldiers must carry ammo form storage. Or even give it eg. 5 rounds, and slow auto resupply, so you can shoot all bullets quick, but will need to wait longer to fire again, or shoot less but more often.

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Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

CommunistComma wrote:Make it so the gunner has neither map nor sights, and someone else has to spot and call out adjustments. Possibly add a second slot with a high zoom spotting scope. Or make the gunner have no zoom but basic optics and have ballistics drop like the separatist said.
That would add teamwork, and balance the giant naval guns with huge report without nerfing them.
The zoom would be useless because of the fog and the view distance. I think the system I proposed is the best. And to avoid spamming, just have a long reload time.
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Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: Normandy Community Task: Battleship Turrets

Post by Kevokpo »

I don't think the zoom would be usefull as the ships are far away from the beach, maybe making the cannons work like the mortars on normal PR? but changing the configuration so the cannons don't have to aim that high to hit an objective at about 1km distance? or maybe to make it easy like a normal cannon with a lot of numbers as Lheureux said, just like an SPG.

ok So I just read the part that you tried making them like mortars so never mind, so I think best idea is the one Lheureux said
Last edited by Kevokpo on 2012-06-14 17:36, edited 1 time in total.
Reason: misread
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ledo1222
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Re: Normandy Community Task: Battleship Turrets

Post by ledo1222 »

The 16"/50 caliber Mark 7 ? United States Naval Gun is the main armament of the Iowa-class battleships.
In service 1943?1992

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The guns could be elevated from −5 degrees to +45 degrees, moving at up to 12 degrees per second. The turrets could rotate about 300 degrees at about 4 degrees per second and could even be fired back beyond the beam, which is sometimes called "over the shoulder"

Rate Of Fire 2 rounds per minute

The Mark 7 gun was originally intended to fire the relatively light 2,240-pound (1,020 kg) Mark 5 armor-piercing shell. However, the shell-handling system for these guns was redesigned to use the "super-heavy" 2,700-pound (1,200 kg) APC (Armor Piercing, Capped) Mark 8 shell before any of the Iowa-class battleships were laid down. The large caliber guns were designed to fire two different 16-inch (410 mm) shells: an armor piercing round for anti-ship and anti-structure work, and a high explosive round designed for use against unarmored targets and shore bombardment.

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As it states 2 round per minute, or for balancing sakes make it 1 round per 3mins.
This can be achieved. And would allow for even more teamwork and Communication
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aurimas
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Re: Normandy Community Task: Battleship Turrets

Post by aurimas »

you could make them strong with big spread radius and longer time to wait :)
rodrigoma
Posts: 1537
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Re: Normandy Community Task: Battleship Turrets

Post by rodrigoma »

ledo1222 wrote:The 16"/50 caliber Mark 7 ? United States Naval Gun is the main armament of the Iowa-class battleships.
In service 1943?1992

Image

The guns could be elevated from −5 degrees to +45 degrees, moving at up to 12 degrees per second. The turrets could rotate about 300 degrees at about 4 degrees per second and could even be fired back beyond the beam, which is sometimes called "over the shoulder"

Rate Of Fire 2 rounds per minute

The Mark 7 gun was originally intended to fire the relatively light 2,240-pound (1,020 kg) Mark 5 armor-piercing shell. However, the shell-handling system for these guns was redesigned to use the "super-heavy" 2,700-pound (1,200 kg) APC (Armor Piercing, Capped) Mark 8 shell before any of the Iowa-class battleships were laid down. The large caliber guns were designed to fire two different 16-inch (410 mm) shells: an armor piercing round for anti-ship and anti-structure work, and a high explosive round designed for use against unarmored targets and shore bombardment.




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As it states 2 round per minute, or for balancing sakes make it 1 round per 3mins.
This can be achieved. And would allow for even more teamwork and Communication
i agree with this taking in consideration we could have a artillery squad manning the cannons and fire in bursts 1 round each 3 min would be fine i think
=HCM= Shwedor
Posts: 432
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Re: Normandy Community Task: Battleship Turrets

Post by =HCM= Shwedor »

Or you could simply make it like the lasing system in PR. Have a spotter "designate" a target with the binoculars (shows as a conventional PR lase, through SL binos) and the projectile will track it. Projectile itself would be launched from above the ship (above visual level), but sound and visual effects would still be visible from the ship's guns. If you could add dispersion to the projectile, that would make it seem less accurate and it would not hit the lase every time dead on like a Hellfire, maybe a 50m spread. Maybe make it so gun would need to be pointed in the general direction (give or take 50 degrees) to "lock on" to the lase? If you wanted something to look at and assist as gunner on battleship for aligning the lase, you could use the Mk.38 fire control as an example.
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Last edited by =HCM= Shwedor on 2012-06-15 19:02, edited 1 time in total.
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speedazz
Posts: 108
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Re: Normandy Community Task: Battleship Turrets

Post by speedazz »

I think the best idea to do is to make a shell fall, so that way turrets can be used all over the map, not for bombing beach only..
Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

speedazz wrote:I think the best idea to do is to make a shell fall, so that way turrets can be used all over the map, not for bombing beach only..
That's the intention :)

The boats will be able to shell most flags and parts of the maps.
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CommunistComma
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Re: Normandy Community Task: Battleship Turrets

Post by CommunistComma »

Thus effectively augmenting the mortars for fire support.

That's pretty cool.
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Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

Would like the shells to have some kind of penetration ability, so they could kill people inside buildings and some bunkers, like the JDAM in PR.
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CommunistComma
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Re: Normandy Community Task: Battleship Turrets

Post by CommunistComma »

Kill people in SHALLOW bunkers, the deeper ones remaining safe.
That way after the bombardment stops the Germans would have to rush out to get to the defences.
Just like IRL, at least in the great war.
Dulce et decorum est pro patria mori
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Pvt.LHeureux
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Re: Normandy Community Task: Battleship Turrets

Post by Pvt.LHeureux »

Yeah, I guess the "penetration ability" can be tweaked so it doesn't kill people far down in bunkers.

But I was thinking mainly about the Command Center, since it's so freaking hard to take for the U.S.
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lucky.BOY
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Re: Normandy Community Task: Battleship Turrets

Post by lucky.BOY »

Well you could have two types of ammunition as described, high-exposive for general bombardments and piercing for antistructure work, that could be used against bunkers alike JDAM.

I agree that best will be to make the shell fall, so it can hit most of the map.

Should all 4 turrets be entarable? I think its better to have half of them enterable and give them this 30sec reload then have all enterable and the make the reload longer for the balance, as anything above 30 sec seems guite boring to me.
I am thinking that maybe two turrents should be used to shell "another beach", maybe turned 45 degrees to the west of east and just firing away, off the map, just to increase the ambience. Then you would have two turrets to be used by players to aid the team.

How were the guns fired? IRL they had 3 guns, ingame one turret has two guns, but were they fire at once, or one at a time? Im just asking, i dont know much about it.

-lucky

PS: While im thinking, wasnt this map originally supposed to be a north-south attack for U.S., but it got accidentally turned? ;-)
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