So, interesting tidbit. Your battleship class is called "Indomptable" ; your armoured cruiser class is called "Bruix". Bruix was a napoleonic era naval officer who first became the captain of the "Indomptable" ship of the line.
I'd rather have a "invade this minor nation" button. Not being able to take over the one island in the Pacific owned by the Netherlands does my head in.
id love a "get your lazy asses in motion" button for the army. i lost count how many times i didnt get a landlocked province in time because the military attacks the wrong one or not at all.
@@AdamMGTF just saying you'd rather want to attack the mainland than trying to deal with our colonies in the Pacific and Asia, They did a lot more in WWII than we did against the Germans
The Colony class should have been called the Colonie class in my opinion. It is the same thing, but French. Otherwise, this is looking like it will be very fun.
I think you'll find that not retiring ships isn't too much of a restriction. Old slow ships stationed in fairly secure areas will protect your merchants from the raiding between turns, and can be used for minor invasions. They can also be used at straits to complicate enemy pathfinding. Upsizes the Colony class. "Being small is an advantage in and of itself." 😂 Good to see that you have designed both these and picket ships. Build Troudes while you can, they will go obsolete very quickly unless you've edited that tech. If you ever add mines back in DIP, they could be refitted to cost effective minelayers.
Re: Design of the Troude class of Frégates. Personnel de l'Amirauté: Division de construction navale: Bureau de conception: Rapport de bureau: 4-Mar-1889 The Troude class will consist of eighteen Frégates designed to a target displacement of 1,500 tons and a top speed of 18 knots. The Troude class will consist of eighteen Frégates designed to a target displacement of 1,500 tons and a top speed of 18 knots. The class has three steam engines powered by naturally aspirated boilers burning coal vented though two funnels generating 4,626 indicated horsepower turning two screws for the required top speed on a design displacement of 2,261 tons fully loaded with a balanced rudder turned by steam power for an operational range of 7,992 kilometers. The class' main battery is four single turrets mounted fore, aft, and one per side bearing 110mm/27 Mark 1 guns with 60mm face, 2.5mm top iron plate armor, turned by hydraulic power with enhanced reloading, and flash fire protective systems. The main magazine carries a balanced standard load of standard sized 50% Base Fuze HE and 50% standard AP shells using Brown Powder as the propellant and Black Powder as the bursting charge. The secondary battery is four casemates mounted two per sides bearing 40mm/36 Mark 1 guns with 40mm face, 2.5mm top iron plate armor. The secondary magazine carries a HE heavy standard load of standard sized 62.5% Base Fuze HE and 37.5% standard AP shells. Four underwater torpedo tubes launching 380mm Mark 1 compressed air aided torpedoes rounds out the armament. Iron Plate armor is clade 60mm on the main belt, 20mm on the extended belt, 3mm on the main deck, 3mm on the extended deck, 20mm on the superstructure, and 60mm on the conning tower. The Class has a single bottom hull, standard bulkheads separating extensive compartmentation. A crew of 235 officers and enlisted men will be provided standard quarters. The class will consist of the lead ship Colonie, Surcouf, and Suchet. Build time will be 9 months with a commissioning time of 2 months. Cost per ship will be $5,019,704, and monthly maintenance in port of $265,040.
Mr Munro i have a suggestion could you modify the year when tripple and quad turret are unlocked because by 1908 to 1912 historically most nations were choosing twins over tripples because the twins were more accurate but they could build them . Just an idea though .Thanks you for the video.
Totally agree with the suggestion, especially when knowing by that time the french were preparing two superdreadnoughs classes with 13,4 inch quads, the normandie class with 3 quads by 1912 and the lyon class with 4 quads by 1913, but were cancelled due to war efforts. 5 of the normandie were beeing built from 1913 to 1915, 4 were scrapped because they were left incomplete after ww1 and 1 was converted as an aircraft carrier, the béarn. The 4 units of the Lyon class were cancelled before they began the building process.
If the devs are watching, please tell them that in 1890 Alsace and Lorraine were part of the German empire (since the 1870 war). They were returned to France in 1918.
I think the issue is that the area is not split into a further region, it is just considered “Northern France” and is lumped into a larger region in game. It would need to be split off into something separate for it to be transferable by itself.
I have a request: Going forward, could you stick with historical calibers, only (at least until you reach guns that are bigger than anything France used)?
Stumbled upon your channel and this mod thanks to my sudden addiction to naval history and haven't been able to put down the game since. I love listening to funny English man play ship game, subscribed.
End of the Jeune École Le Républicain Provence, Marseille MDCCCLVIII, 12 October 1888 The Premier amiral de France (First Admiral) has laid forth his naval policy for the Marine Nationale the Troisième République Française (Third French Republic). It is an end to the power of the Jeune École (Young School) as the Amiral dictates “No Torpedo Boats”. Construction has begun on four basic classes of ships; Cuirassés de 1er Rang (Battleships of the 1st Rank). These ships will constitute the Vaisseau amiral (Flagship) of the three main Base navale principale (Main Naval Bases), Le Harve, Brest, and our own Marseille. For now the ships will be the three Indomptable class Cuirassés de 1er Rang, Indomptable, Belliqueuse, and Suffren. As naval design develops new ships will take over the task of being the Vaisseau amiral and the Indomptable class may be demoted to Cuirassés d’escardre (Battleship of the Squadron). Croiseurs Cuirassés (Armored Cruisers). These ships will constitutes the Vaisseau amiral of the five Base navale régionale (Regional Naval Base), Fort Bayard in Kwang-Chou-Wan on mainland China, Fort de France in the French Antilles in the Caribbean, Dakar in Senegal in western Africa, Libreville in Gabon in central Africa, and Tunis in Tunisia in northern Africa. The Bruix class has been designed and is being built for these missions, and will consist of the Bruix, Inpennable, Latouch-Tréville, Congrève, and Lave. Croiseur Léger (Light Cruisers). The ships will be assigned to the larger Station navale (Naval Station) around the world where such a presence is required. One will be assigned to Saint-Denis on Réunion in the western Indian Ocean. This will be the Colony class lead ship Colony, which takes its name from the fact it may also be referred to as a Croiseur de Colonie (Colony Cruisers). A second, the Surcouf, will be assigned to Cayenne in French Guiana on the north coast of South America on the Atlantic. The third being built at this time is the Suchet, to be assigned to Djibouti Station navale in Djibouti in eastern Africa off the Gulf of Aden and the Red Sea. Frégate (Frigates). Two ships of the Troude class will be started in 1889, but this will be the first ships of a very large class. The Troude will be assigned to Saint Florent on the Island of Corsica in the Mediterranean, and the Aréthuse will be assigned to Bonifacio on Corsica. As these ships are built and commissioned the Barbette ships Marceau, Neptune, Magenta, and Hoche will be decommissioned, as will all the torpedo boats to provide cadre for the Troude class. The personnel strength of the Marine Nationale will grow with modern training techniques and humane treatment. Monies will also be spent on increasing the size of French shipyards. No longer will the limit shipyard expansion be dictated by accommodating the next design proposal for a capital ship with no thought to future needs. The Marine Nationale will also support the expansion of transport and merchant ship capability.
11:00 Your designs are far better than mine but I feel you are missing a bet with your quick choice of "the largest funnel that fits". Look at the "bang for buck" of funnel capacity per unit weight. Here four "Mini Enhanced II" funnels give 104.4% engine efficiency for 120 tons less weight. 39:30 ALSO consider if (1, 2, 3, 4, 5) lighter less efficient funnels will give just over 100% efficiency. Two "Angled Funnels" = 106%, save 50 tons. 43:30 Sometimes the smaller funnels just fit really well on these cramped pre-dreadnought hulls. Four "Dual Funnels II" weigh 10 tons more but give 110% efficiency in less hull space, reducing citadel size, getting back the 10 tons. If you are aiming for just over 100% engine efficiency, comparing funnels is worth as much time as you spend considering different towers. Later on I often gain operational range AND spare displacement by reducing the explicit range and increasing engine efficiency towards 200%. Funnels for the win!
in War thunder 30 caliber (7.62mm) AP ammunition can penetrate 10mm of RHA. and 50 caliber (12.7mm) AP ammunition can penetrate 25mm of RHA. and according to my very limited knowledge WW2 RHA should be better than pre Great War Iron Plates.
@@owenschulz9504 it’s only this low in this era, it ramps up considerably later but is still much lower (and more historical) than the base game. I’m (somewhat deliberately) setting myself up for a major overhaul issue later this year
I already give you an idea for the next campaign. Italy, Britain or U.S.A. with ships that, at least on the exterior, are obligatory historical (same gun layout, caliber and external look. You still can do what you want on the interior and the equipment). Your objective is to defeat your country long date Enemy (if Britain, it's Germany or France, if Italy, it's Austria or Britain or France, if U.S.A., it's Japan or Spain or Russia).
Doing a UK campaign with real ships, it's good fun. Nearing the end so my current fleet is the 5 KGVs, Vanguard, 6 Lions and a pair of super-Lions with 4x3 16". Plus Renown, Repulse and Hood. Nelson, Rodney and the 5 Queen Elizabeths mothballed in Scapa Flow. Supported by a range of real light cruisers, Tribal class destroyers for hunting and then some lighter J and O class fleet destroyers which I've been building in flotillas of 8. Only thing I haven't found a good way to build is the County class cruisers, there's no hull or funnel set that really looks right. Mostly the real ships do pretty well although end-game Germany and US have been showing up with monster battleships. Germany skipped from weirdly under gunned super-sized dreadnoughts to a 118k ton H-class with 4x4 16" guns, completely missed out on anything like the Scharnhorst or Bismarck. And America has an 83k ton battleship with 3x3 16" and a 36kt top speed.
Hey Brother Munro and channel denizens. I came here for inspiration and to get some of that old spark of excitement I used to have for this game back. I have put in almost 1,400 into this game at the moment, but I've been playing it in complete vacuum and, well, I have to say that while the ship design mechanics are quite entertaining for a short time, I've found the campaign to be very disappointing. Looking forward to following this campaign.
you should try handicapping yourself in the terms of as many refits but you cant change the hull, armour and engines so on but you can change guns and other aux stuff
Would love a ”please invade this landlocked region” button. Right now it’s stupid when I’m getting constantly invaded by a region with 30k soldiers against my own with 500k soldiers in it.
Hey. I love your ship designs. I wont lie I used your method and was finally able to beat a Spanish campaign on this game. Another game you might possibly enjoy with the design aspect is Automation. It's very in depth in the design aspects. If you decide to do it. I would live to see that.
When you were talking about like the theme of this campaign I was thinking the French would have more guns on the back than the front for running away. Maybe next time. And that might be a good strategy to build ships like that for the AI since they like to run away.
A word to my fellow Americans going on about using metric measurements. A) The guns listings in the shipbuilder are in the exact same slots as we're used to seeing when imperial measurements are used, so you can read across and figure it out; but B) The math ain't hard. It's 25.4mm to an inch. That being said, seeing 5mm (1/5th of an inch) of armor put on in places makes me laugh.
On the light cruiser funnel conundrum: does being 40% over max funnel cap actually give you anything? Otherwise you could've gone with the lighter funnels, still gotten 100% engine efficiency and reduced smoke penalty to boot, no?
Could you in design part put just a text box or something on the sceen showing the guns caliber in inches as fir aome of us seeing milli meter is messing with our heads
Changing the shipyard thing like you’ve suggested would be not a good idea. Max shipyard size 12.5is the max size ship you can build where the ship building capacity is how many ships you can build at the 12.5t cap. Saying you can build a 30t ship with a 30mins cap would mean you can only build one ship till it’s done not only stupid but would hinder you
@@Silentservice77 fine. If one gets generated I’ll allow it to exists but if it explodes or dies in some other inglorious way the name is cursed forever
Well I have to disagree with you about the torpedo boat, IMO they are useful particulary at 1890 (until 1905 more or less) as they are cheap, fast (kinda), almost undestructable because of the accuracy of the ships and carry torpedos which are very useful at the beginning. But it also works without them I have to admit ^^
Oh, Brother Munro, whenever I try to use the 1.7 version of the DIP (Dreadnought Improvement Project) with the open beta for 1.5 (the current open beta is 1.5, right? Whatever the current beta branch is), it doesn’t load, all that comes up when opening the game is a light grey screen that never changes. I’ve followed all the steps correctly, I’ve got the beta working on vanilla, but trying to load the mod doesn’t work. Do you know what might be happening or how I could get it to work? I love your videos by the way, they’re my go-to when I have nothing else to watch and you have a nice/soothing voice
I always dislike how overpowered the French Economy is Ina most all my campaigns unless I conquer a part of mainland France before 1920, if they get to right wing Democracy it feels broken, they mostly outgrow USA and any other nation in crazy tempo, I hope you can somehow fix it with this mod
I wish they'd actually fix some of the issues plaguing the game, especially in the campaign, rather than add the umpteenth ship hull for China or Spain.
@@BrotherMunro I’d say the biggest issue for me is one that’s exemplified by a lot of more specific issues, the overall being: lack of player agency. There are so many campaign mechanics that are there, that players can see, but not really interact with. Like minor nation alliances, which seemingly occur at random, or the nation’s government, which basically makes some countries better than others. There’s a half-measure to shift things, by hovering unrest such that you can shift party support, but the parties seem to be fixed such that you’ll only ever really flip between two options, unless you get a revolution. Which, depending on government type, may end your game, as I understand it. Which is another problem of the game, that it doesn’t ever explain much of anything. The worst I would say, if I had to pick one specific thing that always bothers me, is army logistics. The devs offer pretty much nothing on what determines it, other than a vague ‘have enough convoys and ships I guess’, and the AI always seems to cheat it like crazy, pulling off 100% logistics with practically no surface fleet left and having lost dozens of convoys. There doesn’t seem to be any hard rule on x-tonnage of ships for y-number of provinces, or z-percentage of convoy capacity. It seems to require, at least in the campaigns I’ve played, way more ships than any economy could afford for the player to have 100% logistics, meanwhile, France AI’s got 1 ship for every 5 provinces and still has 100%.
@@natesiress1057 valid criticisms! Sadly I can’t fix most of those because I also do not know how army logistics works, or have access to adding cool new things like minor interactions etc. one thing I was able to do with DIP and your government is make all the governments closer together in terms of their effects so you shouldn’t have the ‘oh crap I have a government that sucks’ problem
@@BrotherMunro I appreciate all the work you and other players are doing to make the game better! If wishes were on the table, I’d honestly like the ability to spend Naval Prestige to sway minor nations and to back political parties. Because, even if we aren’t the head of state, naval administrations did and do affect internal politics and foreign diplomacy. Especially in a game like Dreadnoughts, where they seem to ask our Admiral for an opinion on everything, except the actual important stuff, it seems only sensible that we could put our fingers on the scale, so to speak.
@@natesiress1057 one thing I’m yet to look into is events - I think they might be moddable and it might be possible to use them to give players a bit more control over things
@@jabberwock2517 this is a good rule of thumb, also means 50mm ~ 2 inches and 100mm ~4. So a 300mm gun is roughly a 12” gun (it would actually be 11.8 or so but close enough)
@@BrotherMunro 😂😂. Ill try to understand with time... Btw I really love seeing you design ships, I'm also surprised by how much I got left behind just after 1 month... I'm so excited to catch up luv your content!
Why set arbitrary restrictions on yourself like the Artisan campaign, or making all ships stay in until they’re sunk? Maybe I’m crazy, but I’d rather you turn up the difficulty above normal than set unrealistic restrictions. 🤷🏼♂️
So, interesting tidbit.
Your battleship class is called "Indomptable" ; your armoured cruiser class is called "Bruix".
Bruix was a napoleonic era naval officer who first became the captain of the "Indomptable" ship of the line.
But still no, " Just shoot the bloody torpedoes", button. 😞
I'd rather have a "invade this minor nation" button. Not being able to take over the one island in the Pacific owned by the Netherlands does my head in.
@@AdamMGTF agreed, even if it drew you into a war or raises tensions to nearly that and stuff that would be so good
Another badly needed button!
id love a "get your lazy asses in motion" button for the army.
i lost count how many times i didnt get a landlocked province in time because the military attacks the wrong one or not at all.
@@AdamMGTF just saying you'd rather want to attack the mainland than trying to deal with our colonies in the Pacific and Asia, They did a lot more in WWII than we did against the Germans
The Colony class should have been called the Colonie class in my opinion. It is the same thing, but French. Otherwise, this is looking like it will be very fun.
My apologies! Yes that would be a much more French spelling
I think you'll find that not retiring ships isn't too much of a restriction. Old slow ships stationed in fairly secure areas will protect your merchants from the raiding between turns, and can be used for minor invasions. They can also be used at straits to complicate enemy pathfinding.
Upsizes the Colony class. "Being small is an advantage in and of itself." 😂 Good to see that you have designed both these and picket ships. Build Troudes while you can, they will go obsolete very quickly unless you've edited that tech. If you ever add mines back in DIP, they could be refitted to cost effective minelayers.
The tumblehome is back
Re: Design of the Troude class of Frégates.
Personnel de l'Amirauté: Division de construction navale: Bureau de conception:
Rapport de bureau: 4-Mar-1889
The Troude class will consist of eighteen Frégates designed to a target displacement of 1,500 tons and a top speed of 18 knots. The Troude class will consist of eighteen Frégates designed to a target displacement of 1,500 tons and a top speed of 18 knots.
The class has three steam engines powered by naturally aspirated boilers burning coal vented though two funnels generating 4,626 indicated horsepower turning two screws for the required top speed on a design displacement of 2,261 tons fully loaded with a balanced rudder turned by steam power for an operational range of 7,992 kilometers.
The class' main battery is four single turrets mounted fore, aft, and one per side bearing 110mm/27 Mark 1 guns with 60mm face, 2.5mm top iron plate armor, turned by hydraulic power with enhanced reloading, and flash fire protective systems. The main magazine carries a balanced standard load of standard sized 50% Base Fuze HE and 50% standard AP shells using Brown Powder as the propellant and Black Powder as the bursting charge. The secondary battery is four casemates mounted two per sides bearing 40mm/36 Mark 1 guns with 40mm face, 2.5mm top iron plate armor. The secondary magazine carries a HE heavy standard load of standard sized 62.5% Base Fuze HE and 37.5% standard AP shells. Four underwater torpedo tubes launching 380mm Mark 1 compressed air aided torpedoes rounds out the armament.
Iron Plate armor is clade 60mm on the main belt, 20mm on the extended belt, 3mm on the main deck, 3mm on the extended deck, 20mm on the superstructure, and 60mm on the conning tower. The Class has a single bottom hull, standard bulkheads separating extensive compartmentation. A crew of 235 officers and enlisted men will be provided standard quarters.
The class will consist of the lead ship Colonie, Surcouf, and Suchet. Build time will be 9 months with a commissioning time of 2 months. Cost per ship will be $5,019,704, and monthly maintenance in port of $265,040.
A good start to a hopefully interesting campaign.... Your videos (and mod) are always something to lighten my day....
Mr Munro i have a suggestion could you modify the year when tripple and quad turret are unlocked because by 1908 to 1912 historically most nations were choosing twins over tripples because the twins were more accurate but they could build them . Just an idea though .Thanks you for the video.
Totally agree with the suggestion, especially when knowing by that time the french were preparing two superdreadnoughs classes with 13,4 inch quads, the normandie class with 3 quads by 1912 and the lyon class with 4 quads by 1913, but were cancelled due to war efforts. 5 of the normandie were beeing built from 1913 to 1915, 4 were scrapped because they were left incomplete after ww1 and 1 was converted as an aircraft carrier, the béarn. The 4 units of the Lyon class were cancelled before they began the building process.
I cannot wait to potentially see a Munrovian style Danton as the campaign progresses! Viva la France!
* vive
If the devs are watching, please tell them that in 1890 Alsace and Lorraine were part of the German empire (since the 1870 war). They were returned to France in 1918.
I think the issue is that the area is not split into a further region, it is just considered “Northern France” and is lumped into a larger region in game. It would need to be split off into something separate for it to be transferable by itself.
I watched your French long campaign (1890-1950) and I hope to see more of this new series
Floating hotel campaign lets gooooooooooooooo
I'm in love with the ironclad designs they are so beautiful
I have a request: Going forward, could you stick with historical calibers, only (at least until you reach guns that are bigger than anything France used)?
15:26
Just enough to keep Jacques and Henri from falling through the deck.
I like the challenge.
It's like it's an All Hands On Deck campaign.
im just so glad that finally the brooklyn class is a thing now
Your ships have tumbleholm bows. If it collided with a Spanish destroyer that ship was under the waves in ten minutes
As a French speaking belgian it s really funny earing you destroying French names 😅
I aim to entertain so… good? 😂
I think we can say objective complete 😆
Stumbled upon your channel and this mod thanks to my sudden addiction to naval history and haven't been able to put down the game since. I love listening to funny English man play ship game, subscribed.
Welcome aboard! 😄
Be interesting to see how the torpedo boat stay relevant in the future
I like the tonnage used in vs max to a port feature
I'm very happy u are starting a new campaign I love new starts and new ships
Should be plenty of designs coming up in the first few episodes ☺️
glad to be on the ground floor for this one! bonne chance!
Yaeh!!! our mighty captain sets out to conquer the world once more very excited for french campaign❤
Call it the "No steel wasted" campaign
End of the Jeune École
Le Républicain Provence, Marseille
MDCCCLVIII, 12 October 1888
The Premier amiral de France (First Admiral) has laid forth his naval policy for the Marine Nationale the Troisième République Française (Third French Republic). It is an end to the power of the Jeune École (Young School) as the Amiral dictates “No Torpedo Boats”.
Construction has begun on four basic classes of ships;
Cuirassés de 1er Rang (Battleships of the 1st Rank). These ships will constitute the Vaisseau amiral (Flagship) of the three main Base navale principale (Main Naval Bases), Le Harve, Brest, and our own Marseille. For now the ships will be the three Indomptable class Cuirassés de 1er Rang, Indomptable, Belliqueuse, and Suffren. As naval design develops new ships will take over the task of being the Vaisseau amiral and the Indomptable class may be demoted to Cuirassés d’escardre (Battleship of the Squadron).
Croiseurs Cuirassés (Armored Cruisers). These ships will constitutes the Vaisseau amiral of the five Base navale régionale (Regional Naval Base), Fort Bayard in Kwang-Chou-Wan on mainland China, Fort de France in the French Antilles in the Caribbean, Dakar in Senegal in western Africa, Libreville in Gabon in central Africa, and Tunis in Tunisia in northern Africa. The Bruix class has been designed and is being built for these missions, and will consist of the Bruix, Inpennable, Latouch-Tréville, Congrève, and Lave.
Croiseur Léger (Light Cruisers). The ships will be assigned to the larger Station navale (Naval Station) around the world where such a presence is required. One will be assigned to Saint-Denis on Réunion in the western Indian Ocean. This will be the Colony class lead ship Colony, which takes its name from the fact it may also be referred to as a Croiseur de Colonie (Colony Cruisers). A second, the Surcouf, will be assigned to Cayenne in French Guiana on the north coast of South America on the Atlantic. The third being built at this time is the Suchet, to be assigned to Djibouti Station navale in Djibouti in eastern Africa off the Gulf of Aden and the Red Sea.
Frégate (Frigates). Two ships of the Troude class will be started in 1889, but this will be the first ships of a very large class. The Troude will be assigned to Saint Florent on the Island of Corsica in the Mediterranean, and the Aréthuse will be assigned to Bonifacio on Corsica.
As these ships are built and commissioned the Barbette ships Marceau, Neptune, Magenta, and Hoche will be decommissioned, as will all the torpedo boats to provide cadre for the Troude class. The personnel strength of the Marine Nationale will grow with modern training techniques and humane treatment.
Monies will also be spent on increasing the size of French shipyards. No longer will the limit shipyard expansion be dictated by accommodating the next design proposal for a capital ship with no thought to future needs. The Marine Nationale will also support the expansion of transport and merchant ship capability.
I like the Porcupine class light torpedo cruisers.
"When Hotels go to War."
That was my first Drachinifel video.
@@stormy0307 mine also
@@stormy0307also mine
@@stormy0307same
I caught that the patch notes mentioned "Chinese Large Torpedo Warship" as a new hull. Now that sounds interesting. :)
It is absolutely hideous
Ha ha! Even better! I can't wait to see it.
@@BrotherMunrohideous but an interesting idea nevertheless
It's the Japanese heavy cruiser that can carry lots of torps, but as a battleship with max 13 inch guns.
So this start to: what if french were competent in their desing, unlike IRL at same time.
Glad you sensibly kept the Colonies , although you spelt it wrong
Well guess in that case you need pocket battleships Munro
I'm super excited for the start of a new series!
Babe wake up, new Brother Munro series just dropped
Always liked French ships from this era, even if they were terrible in reality. Looking forward to this campaign.
11:00 Your designs are far better than mine but I feel you are missing a bet with your quick choice of "the largest funnel that fits".
Look at the "bang for buck" of funnel capacity per unit weight. Here four "Mini Enhanced II" funnels give 104.4% engine efficiency for 120 tons less weight.
39:30 ALSO consider if (1, 2, 3, 4, 5) lighter less efficient funnels will give just over 100% efficiency. Two "Angled Funnels" = 106%, save 50 tons.
43:30 Sometimes the smaller funnels just fit really well on these cramped pre-dreadnought hulls. Four "Dual Funnels II" weigh 10 tons more but give 110% efficiency in less hull space, reducing citadel size, getting back the 10 tons.
If you are aiming for just over 100% engine efficiency, comparing funnels is worth as much time as you spend considering different towers.
Later on I often gain operational range AND spare displacement by reducing the explicit range and increasing engine efficiency towards 200%. Funnels for the win!
Well, the Troude is very much just an oversized destroyer with that many torpedo launchers. xD
Nice a new campaign
A 5mm or >0.2 inch deck is hilarious you could jump really hard and probably punch a hole in the ship
in War thunder 30 caliber (7.62mm) AP ammunition can penetrate 10mm of RHA.
and 50 caliber (12.7mm) AP ammunition can penetrate 25mm of RHA.
and according to my very limited knowledge WW2 RHA should be better than pre Great War Iron Plates.
Nickel steel is roughly the game equivalent of RHA and from memory I think that’s +53% quality
@@BrotherMunro ik I just found it amusing how thin you could make it
@@BrotherMunro in all, I love the reduction in deck pen from the mod but this makes me think that maybe it should be increased by 10-20 percent
@@owenschulz9504 it’s only this low in this era, it ramps up considerably later but is still much lower (and more historical) than the base game. I’m (somewhat deliberately) setting myself up for a major overhaul issue later this year
I already give you an idea for the next campaign.
Italy, Britain or U.S.A. with ships that, at least on the exterior, are obligatory historical (same gun layout, caliber and external look. You still can do what you want on the interior and the equipment).
Your objective is to defeat your country long date Enemy (if Britain, it's Germany or France, if Italy, it's Austria or Britain or France, if U.S.A., it's Japan or Spain or Russia).
Doing a UK campaign with real ships, it's good fun. Nearing the end so my current fleet is the 5 KGVs, Vanguard, 6 Lions and a pair of super-Lions with 4x3 16". Plus Renown, Repulse and Hood. Nelson, Rodney and the 5 Queen Elizabeths mothballed in Scapa Flow. Supported by a range of real light cruisers, Tribal class destroyers for hunting and then some lighter J and O class fleet destroyers which I've been building in flotillas of 8. Only thing I haven't found a good way to build is the County class cruisers, there's no hull or funnel set that really looks right.
Mostly the real ships do pretty well although end-game Germany and US have been showing up with monster battleships. Germany skipped from weirdly under gunned super-sized dreadnoughts to a 118k ton H-class with 4x4 16" guns, completely missed out on anything like the Scharnhorst or Bismarck. And America has an 83k ton battleship with 3x3 16" and a 36kt top speed.
@@AlexConnor_
Only the design are historical.
Id doesn't mean you have to follow their actual History.
You don’t have a fleet so much as a scattering of ships across the globe 🤣🤣🤣
Finally a French campaign!!!
Hey Brother Munro and channel denizens. I came here for inspiration and to get some of that old spark of excitement I used to have for this game back. I have put in almost 1,400 into this game at the moment, but I've been playing it in complete vacuum and, well, I have to say that while the ship design mechanics are quite entertaining for a short time, I've found the campaign to be very disappointing. Looking forward to following this campaign.
Give the mod I'm using a try, or the Naval Arms Race mod, both make the game a lot more fun (I am biased but still)
Everytime I see brothermunro my mind sees Perturabo I am sorry to say.
you should try handicapping yourself in the terms of as many refits but you cant change the hull, armour and engines so on but you can change guns and other aux stuff
Would love a ”please invade this landlocked region” button.
Right now it’s stupid when I’m getting constantly invaded by a region with 30k soldiers against my own with 500k soldiers in it.
I wonder if you reduced weight to make the boats disappear, out on the 3rd gun then Increased the weight back up to 5000 tons what would happen....
Hey. I love your ship designs. I wont lie I used your method and was finally able to beat a Spanish campaign on this game. Another game you might possibly enjoy with the design aspect is Automation. It's very in depth in the design aspects. If you decide to do it. I would live to see that.
56:15
You might be better off trying to ally with Germany because Germany a) has a border with you and b) has a really good army... so yeah
I feel like weilding a particularly smelly cheese and singing the La Marseillaise!
Do I see a reappearance of the Quebec and the Condorcet
Sadly the torpedo cruiser got no spare torpedos.
Oh good point! Next time 😅
What about a hoarding campaign
And floating porcupine ships
When you were talking about like the theme of this campaign I was thinking the French would have more guns on the back than the front for running away. Maybe next time.
And that might be a good strategy to build ships like that for the AI since they like to run away.
Fully Active Fleet challenge?
Great video. Minor request. Could you say what the guns are in inches for those of us who don't speak metric? Love you stuff!
I know this sounds very weird but when I’m working in mm (or inches) I find it very hard to switch between them on the fly but I’ll try!
A word to my fellow Americans going on about using metric measurements. A) The guns listings in the shipbuilder are in the exact same slots as we're used to seeing when imperial measurements are used, so you can read across and figure it out; but B) The math ain't hard. It's 25.4mm to an inch. That being said, seeing 5mm (1/5th of an inch) of armor put on in places makes me laugh.
Do the French Hulls actually benefit from from the angling on the hulls? I like how funky they are lol
I don’t know if UAD’s physics model is that complicated but they do indeed look cool 😎
@@BrotherMunro I’m guessing they are based on some real ships, I think like all the hulls are to some extent.
I may have misunderstood your rules but is this a "no scrap" play through?
I always enjoy seeing how far I can push an old ship into the future. lol
No scrap, no mothballs, no selling old ships
@@BrotherMunroThis is gonna be fun.......and bloody. lol
1890 is the superior start date
Try and watch Tex he made a playtrough with Italy showing in no uncertain way how torpedoboats are anything but useless.
On the light cruiser funnel conundrum: does being 40% over max funnel cap actually give you anything? Otherwise you could've gone with the lighter funnels, still gotten 100% engine efficiency and reduced smoke penalty to boot, no?
You get a boost to operational range over 100% engine efficiency which is quite useful but otherwise there’s no benefit
Please drop into the fleet screen in November 1890 so we can see where the ships were posted.
I am trying to show the fleet screen as much as I remember to :)
@@BrotherMunro Thank you, It helps will the stats and narrative building.
Could you in design part put just a text box or something on the sceen showing the guns caliber in inches as fir aome of us seeing milli meter is messing with our heads
I *could*
You did not built Quebec as a pre-dread? What heresy is this?!😂
Changing the shipyard thing like you’ve suggested would be not a good idea. Max shipyard size 12.5is the max size ship you can build where the ship building capacity is how many ships you can build at the 12.5t cap. Saying you can build a 30t ship with a 30mins cap would mean you can only build one ship till it’s done not only stupid but would hinder you
The light cruisers should lose casement guns not main guns. Try to mount the main guns centerline.
Why not both numbers on the ship building capacity?
When will we see a Condorcet
Never that name is cursed
@@BrotherMunro new reality maybe it's a safe name in this one
@@Silentservice77 cursed I say!
@@BrotherMunro come on just one more Condorcet I am sure this new reality wouldn't curse the name
@@Silentservice77 fine. If one gets generated I’ll allow it to exists but if it explodes or dies in some other inglorious way the name is cursed forever
Well I have to disagree with you about the torpedo boat, IMO they are useful particulary at 1890 (until 1905 more or less) as they are cheap, fast (kinda), almost undestructable because of the accuracy of the ships and carry torpedos which are very useful at the beginning. But it also works without them I have to admit ^^
Depends if you plan on getting into any fights before destroyers turn up as well :D
@@BrotherMunro make sens. Well as I like playing spain or austria or japan I actually do xP
Oh, Brother Munro, whenever I try to use the 1.7 version of the DIP (Dreadnought Improvement Project) with the open beta for 1.5 (the current open beta is 1.5, right? Whatever the current beta branch is), it doesn’t load, all that comes up when opening the game is a light grey screen that never changes. I’ve followed all the steps correctly, I’ve got the beta working on vanilla, but trying to load the mod doesn’t work. Do you know what might be happening or how I could get it to work?
I love your videos by the way, they’re my go-to when I have nothing else to watch and you have a nice/soothing voice
Yeah there was another update to the beta at exactly the wrong time - I’ll get an update out ASAP
Ah that’ll do it, thank you!!
I've got know idea what size guns your using pls go back to inches
After the Japanese Campain, begin the new Dreadnought Iprovement Project Campain, the France in UAD
Out of curiosity, why the balanced rudder?
They are lighter
Viva la France
Floating hotel 💀
TUMBLEHOMES!
TUMBLEHOMES!
TUMBLEHOMES!
I always dislike how overpowered the French Economy is Ina most all my campaigns unless I conquer a part of mainland France before 1920, if they get to right wing Democracy it feels broken, they mostly outgrow USA and any other nation in crazy tempo, I hope you can somehow fix it with this mod
I hope so too, I’ve put in some economic balancing efforts but it’s hard to evaluate how or if they’ve done anything yet
So you can not scrap anything like a normal navy?
Nope!
Nope!
@@BrotherMunroYou should not be allowed to send ships into battle just to loose them neither then
@@MrSigmatico no I wouldn’t do that, would be against the spirit of the campaign
@@BrotherMunro Sounds interesting then, like down the line you are going to be carrying some proper trash like an anchor
I wish they'd actually fix some of the issues plaguing the game, especially in the campaign, rather than add the umpteenth ship hull for China or Spain.
Which issues bother you the most?
@@BrotherMunro I’d say the biggest issue for me is one that’s exemplified by a lot of more specific issues, the overall being: lack of player agency. There are so many campaign mechanics that are there, that players can see, but not really interact with. Like minor nation alliances, which seemingly occur at random, or the nation’s government, which basically makes some countries better than others. There’s a half-measure to shift things, by hovering unrest such that you can shift party support, but the parties seem to be fixed such that you’ll only ever really flip between two options, unless you get a revolution. Which, depending on government type, may end your game, as I understand it. Which is another problem of the game, that it doesn’t ever explain much of anything.
The worst I would say, if I had to pick one specific thing that always bothers me, is army logistics. The devs offer pretty much nothing on what determines it, other than a vague ‘have enough convoys and ships I guess’, and the AI always seems to cheat it like crazy, pulling off 100% logistics with practically no surface fleet left and having lost dozens of convoys. There doesn’t seem to be any hard rule on x-tonnage of ships for y-number of provinces, or z-percentage of convoy capacity. It seems to require, at least in the campaigns I’ve played, way more ships than any economy could afford for the player to have 100% logistics, meanwhile, France AI’s got 1 ship for every 5 provinces and still has 100%.
@@natesiress1057 valid criticisms! Sadly I can’t fix most of those because I also do not know how army logistics works, or have access to adding cool new things like minor interactions etc. one thing I was able to do with DIP and your government is make all the governments closer together in terms of their effects so you shouldn’t have the ‘oh crap I have a government that sucks’ problem
@@BrotherMunro I appreciate all the work you and other players are doing to make the game better! If wishes were on the table, I’d honestly like the ability to spend Naval Prestige to sway minor nations and to back political parties. Because, even if we aren’t the head of state, naval administrations did and do affect internal politics and foreign diplomacy. Especially in a game like Dreadnoughts, where they seem to ask our Admiral for an opinion on everything, except the actual important stuff, it seems only sensible that we could put our fingers on the scale, so to speak.
@@natesiress1057 one thing I’m yet to look into is events - I think they might be moddable and it might be possible to use them to give players a bit more control over things
I don’t understand the metric system that well
Now’s the perfect time to be immersed in it like a true French person 🇫🇷
25mm ~ 1"
@@jabberwock2517 this is a good rule of thumb, also means 50mm ~ 2 inches and 100mm ~4. So a 300mm gun is roughly a 12” gun (it would actually be 11.8 or so but close enough)
I use metric system but I don't understand shii why millimiters? 😭😭😭
Millimetres are superior!
Aside from me forgetting the conning tower armour all the time
@@BrotherMunro 😂😂. Ill try to understand with time... Btw I really love seeing you design ships, I'm also surprised by how much I got left behind just after 1 month... I'm so excited to catch up luv your content!
FRANCE FRANCE FRANCE
If you care about your viewers and community, then help your non-metric friends out.
25mm is roughly 1 inch so if you divide the mm value by 25 you’ll have the inch value ish. For instance a 200mm gun is about an 8 inch gun.
@@BrotherMunro Fine… Won’t say anything more on that anymore since you’re the boss
Why set arbitrary restrictions on yourself like the Artisan campaign, or making all ships stay in until they’re sunk? Maybe I’m crazy, but I’d rather you turn up the difficulty above normal than set unrealistic restrictions. 🤷🏼♂️