RA 5.4

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Terminus
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RE: USS (CLV-1) Charlotte

Post by Terminus »

Also, the RL IJN loved their torpedo tubes. They hated having destroyers and cruisers without them, even when the ships' roles didn't call for any.
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Adolf Galland
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RE: USS (CLV-1) Charlotte

Post by Adolf Galland »

Hallo
Don't know if the quad Type 93 mount was more than 35 tons. Also, the field of fire for a fifth turret might be... cluttered.

EDIT: In fact, the mount was 18 tons. So no weight saving there.


Torpedo Launcher with 4 x Type 93 Long Lance Torpedos + 4 reserve Torpedos weight of a Type 93 was 2.700 Kg = 2,7 t x 8 = 21,6 t + 18 t = 39,6 t.........................

the T launcher with underplanting is the weight more than 18 tons...

bsp: the German Narvik class DD Type 36 A ( Z 23 )with a douppel 15 cm turret had a weight of 50 tons with underplanting 65 tons.
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Terminus
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RE: USS (CLV-1) Charlotte

Post by Terminus »

Still no weight saving, so thanks for proving my point.
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John 3rd
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RE: USS (CLV-1) Charlotte

Post by John 3rd »

Michael has the files and is working on the Allied Air Side. I'll get them back tomorrow and go to work on what I detailed in the above Post.

I expect Michael to Post his changes and fixes when he gets the chance.

Can definitely say that 6.0 will be much more Allied friendly then the early edition. The Japanese get scaled back some and the Allies get some nice starting PERKS!
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Adolf Galland
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RE: USS (CLV-1) Charlotte

Post by Adolf Galland »

Still no weight saving, so thanks for proving my point.

?

The T Launcher with his 8 x type 93 have a littel more weight than the double turret.

The shipcentre is a good place for Naval Guns and T launcher to share out the weight.

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MateDow
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RE: USS (CLV-1) Charlotte

Post by MateDow »

ORIGINAL: Adolf Galland

My Ideas:


A path for the Akizuki DD
Replace the torpedo launcher wiht a new turret 2 x 100/65 mm DP for more AA firepower and for light Naval ships...the torpedo Launcher ist very heavy with her reload Torpedos a new 100 mm turret is not the problem!

Weight isn't really the consideration with this modification. Torpedo tubes don't require below deck support other than the structure required for recoil and the weight of the mount itself.

With the 100mm mount, you would need a magazine below the mount and this would be difficult to provide with the engine rooms there.

I suppose you could use the existing magazines under the forward and after mounts. There are two problems with this. One, you would have to get the shells from the end of the vessel to the mount. The French tried this with some of their secondary mounts and it killed the rate-of-fire once the shells in the mount were exhausted. The other is the added volume at the ends of the vessel where volume is limited.

All and all, I don't think that it is a reasonable idea.


Sorry for my awful English.

It isn't bad and definitely better than my non-English in any language. [;)]
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Lecivius
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RE: USS (CLV-1) Charlotte

Post by Lecivius »

ORIGINAL: John 3rd

Can definitely say that 6.0 will be much more Allied friendly then the early edition. The Japanese get scaled back some and the Allies get some nice starting PERKS!

Cool. I'll play the new release & compare to the old one. should be fun [8D]
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RE: USS (CLV-1) Charlotte

Post by Cavalry Corp »

Could there be a full readme file for the changes so I can convince my allied player to like it?
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RE: USS (CLV-1) Charlotte

Post by Cavalry Corp »

It would be nic if you have recommended HR - I do not play with any at the moment but you may feel some are needed - easy to agree if its recommended with the mod?
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John 3rd
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RE: USS (CLV-1) Charlotte

Post by John 3rd »

There will need to be one HR regarding CLV Charlotte and her aircraft.

I change list is possible but would take time. The Allied additions are easily workable and would be glad to help you 'co-opt' a player into this.

Just home from work and plan to get the conversions done. Will detail those as well as any other work accomplished. Michael got some work done with the air side of this and he'll Post his change list when he can.

Also NOTE the discussion going on between JWE (Symon) regarding changes to land movement in CBI. I've gladly volunteered the Mod to serve as an experiment...
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John 3rd
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CV Air Group Resize

Post by John 3rd »

How do I KILL CV Air Groups automatically resizing?
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John 3rd
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Minor Changes: Japan

Post by John 3rd »

I did some simple stuff so I might feel a sense of accomplishment before I butt my head into the Conversions.

Japanese Changes:
1. With the changes in Merchant Fleet capacities, I moved about 60 AKs out to the various Invasion Centers so Japan SHOULD have enough for historical attacks. The chief winners here were Pescadores, Samah, CRB, and Saipan. A few ships were sent to Truk, Jaliut, Kwajalein, Babeldoap, and Saigon.

2. Moved some of the Tankers to more centralized Ports. Sent larger ones to Osaka, mediums to Pt Arthur, and created an AO Group at Babeldoap. Moved about 20-25 TK to do this. You'll still have to look around endlessly to get them where you want them but this might help some.

3. Made sure there were MERCHANTS in the three Warp Speed movement Merchant TFs in Japan: Osaka, Tokyo, and Nagasaki now have an AK in them while the SS (what the HELL were they doing there??!!) are now moved to the DEI for raising some havoc.

4. BIG MOVE: Placed BBs Yamashiro and Fuso in Pescadores. Rumor has it that FORCE Z is reinforced and these old BBs are sent to shore-up one of the Invasion TF.


Moving to the American Side of things...
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Cpt Sherwood
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RE: CV Air Group Resize

Post by Cpt Sherwood »

ORIGINAL: John 3rd

How do I KILL CV Air Groups automatically resizing?

For each CV air group, set resize to a date of 4112 and a size of the current size. That will
set them to the current size but allow manual resize for the entire game.
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John 3rd
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RE: CV Air Group Resize

Post by John 3rd »

Thanks!

Will go through the air groups and try that.
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John 3rd
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Allied Work for 6.0

Post by John 3rd »

I got hopelessly entangled with making sure the French Fleet WORKS.

Done:

1. Pago Pago Reinforcement TF: CLs Raleigh and Detriot with 4 DDs escorting 3 AP and 3 AK. TF is fully unloaded and disbanded in Port. CV Lexington is 4-6 hexes NE amd headed back to PH.

2. DD Le Triomphant moved to Noumea joining CA Algerie, CL Jean de ???, and 4 L'Adroit DDs. There are also 4 French SS present. HOW ABOUT THAT DIFFERENT??!! Don't know what happened but I had to rebuild the ship classes and then do the individual ships themselves. PAIN!

3. PM Reinforcement TF (Townsville) A force of 1 CA and 3 CL are prepared to escort 6 AP with the remainder of the PM Brigade, support units as well as aircraft if wanted.

4. Pensacola TF at Darwin loaded and ready to depart carrying all the historical units. The Force contains CA Pensacola, CLV Charlotte, and 3 DDs plus AKs and APs.

5. CA Houston, CL Boise, and 4 4 Pipers at Tawi Tawi ready to move wherever the player wants.

6. Should Note that there are different ships at PH as well as a pair of the normal PH BBs at San Fran getting their upgrade that was planned but never happened...


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RE: Allied Work for 6.0

Post by Cavalry Corp »

All sound very interesting and lots of options for both sides - assume then there will be some new art for these ships. It will be interesting to see how the french measure up. Does the CA have a sp?
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RE: Allied Work for 6.0

Post by Cavalry Corp »

Maybe be you could have an optional hard version set up with say 3 or 4 allied CV at PH?
fcharton
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RE: Allied Work for 6.0

Post by fcharton »

ORIGINAL: John 3rd
CL Jean de ???, and 4 L'Adroit DDs.

Full name is probably Jean de Vienne, like the Algérie, it was scuttled in Toulon. In RA, they might have escaped, having been sent to Indochina et New Caledonia.

For the DD, the ship is named l'Adroit, but class name is Adroit. Note that Adroit is a pretty old class, and that only three were scuttled in Toulon. You might want to look at more modern classes, like Melpomène, which were fast and large torpilleurs (TB), and Hardi which were the most modern contre torpilleurs (DD) the French had at the time.

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ny59giants
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RE: Allied Work for 6.0

Post by ny59giants »

Allied Air corrections and changes:

CLV Charlotte - The DB (SBD-1s) don't withdraw, but can upgrade to multiple SBD types.

San Fran - Two Replenishment air groups (had Corsairs and Hellcats) have been moved to San Diego and changed over to be Marine training groups of 36 planes each (Buffalo and Devastators). The Americans now have three Army, three Navy, and now two Marine training groups. Should help out with pilot skills overall.

Trincomalee - The 12 plane Fulmer air group is decreased to 8 planes and can upgrade to Sea Hurricanes in Jan '42. This group can be places on CVL Hermes (12 Swordfish) to provide limited fighter support.

American FP groups - Most of them can upgrade to DBs (SBD-5). I changed the VS-1D14 thru VS-8D14 group to go over to Avengers. After the Americans re-equip their CVs, most of the Avengers just stay in the pool. This will allow the American Navy to have some shore based TBs and can be used to bomb bases as you are short of Army bombers in mid to late 42.

EDITOR QUESTION - When you look under the "Air Groups" the "Upgrade" has option of "upgrade 3 thru 11" but I was unable find out which one each of those stands for. Does anybody know where I can find this?? I think it some of the common upgrade paths for American air that includes Army fighters and bombers, Naval DB and TBs, etc.

John - CVL Hermes needs some sort of AA upgrades at some time. She has none for the whole war.
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RE: Allied Work for 6.0

Post by Cpt Sherwood »

EDITOR QUESTION - When you look under the "Air Groups" the "Upgrade" has option of "upgrade 3 thru 11" but I was unable find out which one each of those stands for. Does anybody know where I can find this?? I think it some of the common upgrade paths for American air that includes Army fighters and bombers, Naval DB and TBs, etc.

This allows you to set up non standard upgrade paths. If you look at some of the RAF air units you see they go from one types of aircraft to another and sometimes to another, like level bomber -> fighter -> recon. Things like that.
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