Here is how I balance a big ship. Step 1. Max all armor values of the hull. Step 2. Add your modules. Make sure you create a small caliber gun (less than 2.6 inches or around 40mm, and install a couple) For anything that has to do with damage control, pick the best. Step 3. Reduce armor to balance and also to not be overweight. Also the turret and barbette armor. Don't hesitate to reduce the tech of modules to make them lighter and to see the effects on balance. Step 4. Play with turret positions so that you can have enough armor in the fore and aft sections of the ship. Step 5. Get this to a unbalance of 0.02 Step 6. Use your small caliber gun in its different versions to balance to 0.0 by placing them to get to 0.0 unbalance. For BBs and BCs, perfect balance = more accuracy.
Me playing Space engineer before watching brother munro *doing my own thing* After *FORE BELT ARMOR* *AFT ARMOR* *CONNING TOWER* *BARBETS* *CITADEL ARMOR* not one regret :)
Again, this shows that modern battleships are impossible to build at reasonable tonnage. The South Dakotas had 1 more gun, and only slightly less protection (keep in mind the SoDaks had an angled internal belt so it's hard to compare to UAD which only models external flat belts with modifiers to badly simulate angled belts) at over 10000 tons smaller full load displacement (about 43000 tons full load).
I managed to build a 40 knot battle cruiser with 6 dual 10 inch guns. It’s not the most armored but she’s faster than the destroyers so that doesn’t really matter. I’m playing Japan, the things you can do with Japanese hulls is ridiculous.
Also you would not want me in charge of a fleet in real life. I use every ship as a brawler until radar is developed. Historically you tried to out range the enemy, not out speed and fire broadside at ramming/boarding distance.
8:37: I can see the Funnel Station (Small) right in the middle of the funnel choices. If you matched that to a large or extra large funnel they would probably be closer to level.
BM follows his new route of no secondaries again and builds a 53,000 ton target for the first TB left hanging around from 1900 that it meets.
I so hope this turns out to be foreshadowing.
Hopefully when diesels are obtained some secondaries can be crammed in
You know you're playing a challenging campaign when you're worried about the Italian Army. :)
Here is how I balance a big ship.
Step 1. Max all armor values of the hull.
Step 2. Add your modules. Make sure you create a small caliber gun (less than 2.6 inches or around 40mm, and install a couple) For anything that has to do with damage control, pick the best.
Step 3. Reduce armor to balance and also to not be overweight. Also the turret and barbette armor. Don't hesitate to reduce the tech of modules to make them lighter and to see the effects on balance.
Step 4. Play with turret positions so that you can have enough armor in the fore and aft sections of the ship.
Step 5. Get this to a unbalance of 0.02
Step 6. Use your small caliber gun in its different versions to balance to 0.0 by placing them to get to 0.0 unbalance.
For BBs and BCs, perfect balance = more accuracy.
Me playing Space engineer before watching brother munro *doing my own thing*
After *FORE BELT ARMOR* *AFT ARMOR* *CONNING TOWER* *BARBETS* *CITADEL ARMOR*
not one regret :)
8 16in guns would be a Colorado class 😂 never change BM, never change.
I think you should have spaced the guns out more, it looks like a smaller BB on a way larger hull
Its nice to see mark 3 16 inch guns
The BB you built is actually more similar to the 1920 South Dakota class/Lexington class (as planned)
I'm sorry, but that hull really seems suitable for a Dunkerque-style turret layout, with secondaries aft...
15:42 well, could probably mount a catapult for spotter planes on that empty space astern to make more sense of its looks hehehe.
Italian navy is just like "war" in Fallout. War never changes. See Roman Empire's Navy.
Again, this shows that modern battleships are impossible to build at reasonable tonnage. The South Dakotas had 1 more gun, and only slightly less protection (keep in mind the SoDaks had an angled internal belt so it's hard to compare to UAD which only models external flat belts with modifiers to badly simulate angled belts) at over 10000 tons smaller full load displacement (about 43000 tons full load).
Very sad us South Dakotans couldnt have our battleship :(
We Just get Gun barrels and a radar tower >:(
This is in the DIP mod, it's a lot easier in vanilla, and the hull weights vary, so it's easier on some hulls and harder on others
@@glauberglousger956 Yea I think the armor changes in DIP make it much harder to build a balanced Treaty Battleship.
I managed to build a 40 knot battle cruiser with 6 dual 10 inch guns. It’s not the most armored but she’s faster than the destroyers so that doesn’t really matter. I’m playing Japan, the things you can do with Japanese hulls is ridiculous.
Also you would not want me in charge of a fleet in real life. I use every ship as a brawler until radar is developed. Historically you tried to out range the enemy, not out speed and fire broadside at ramming/boarding distance.
I find anitorp V very challenging to work with
It is quite heavy!
Yea it starts adding on alot of weight.
8:37: I can see the Funnel Station (Small) right in the middle of the funnel choices. If you matched that to a large or extra large funnel they would probably be closer to level.
!Olive oil war round 3 fight!
Who wants a video on hot to balance a ship to 0.0 unbalanced?
Gotcha covered 😎 th-cam.com/video/_LZXwqobYyA/w-d-xo.htmlsi=cx5xZ2Lsn-ngXsqo
Good design Spanish fast battleship San Francisco Javier (14:56)
I swear u build battleships like ur going to be playing pvp just for the AI to die 10k km from being in pen range.