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Destroyer Command
Initial Comments from a Former Naval Officer
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Rudder Commands, Response and Indicators
Why can I order rudder positions
to only the nearest 5°?
Why does the rudder instantly go to the ordered position?
Where are my helm angle indicator and rudder angle indicator?
The DC rudder command system, while
not strictly accurate, is probably OK as is. It limits the
player to 5° rudder increments (either by mouse selection
or [ ] key commands), which is fine for the majority of the
time. To be completely accurate one should be able to order
the rudder to the nearest whole degree an order such
as Left twelve degrees rudder is completely legitimate.
The game seems to place the rudder
instantaneously to the position commanded. This is unrealistic.
Typical steering machinery can produce rudder rates of about
3 °/sec for merchant vessels and 5 °/sec for small
combatants. Thus, aboard a typical destroyer it will take
approximately 7+ seconds for a rudder to go from amidships
to 35 degrees.
On an actual helm there is an instrument
called a Rudder Angle Order Indicator. One pointer of the
instrument marks where the helmsman has the steering wheel.
The other pointer indicates where the rudder actually is.
This indicator allows the helmsman to see if the rudder is
indeed following his commands, and it is one of the primary
indications of a loss of steering control. Additional Rudder
Angle Indicators are placed throughout the ship where needed,
such as on the bridge wings, in CIC, etc.. These indicators
simply indicate the actual position of the rudder.
Rudder Angle Order
Indicator (left) and Rudder Angle Indicator (right)
Course Commands
Why cant I order a specific
course?
There needs to be a better method
whereby one can order a specific course to be steered to the
nearest whole degree. The manual says I can do this by clicking
on the compass in the F4 Helm
view, but out of the box it doesnt work. Even when fixed
by the download patch, the screen presentation of the compass
is too small to be able to pick out one degree. Alternately,
one can sort of do this from the F3
Observation Deck by looking in the direction you want to steer
and using the H key command.
This is OK if the ship is on a steady heading, but its
really not usable if the ship is already turning. Another
method is to go to F2 CIC and
adjust your next way point until its bearing from you
is the same as the course you want to steer. The problem with
this is that the ship is heading towards a geographic point,
and its turning diameter may cause the resulting course to
be off from that desired.
In addition to the methods already
present in the game, I recommend a number pad entry system.
This should include cancel and confirmation options. Alternately,
arrows could be used.
Engine Commands
Why have I only got one engine
order telegraph (EOT) on a twin screw vessel?
Wheres my Speed/RPM table?
Why am I restricted to Maneuvering Combinations only?
Wheres my propeller order indicator transmitter (POT)?
Where are my shaft rpm indicators?
DC portrays only a single EOT, which
is inaccurate for a multi-screw vessel (DCs single EOT
is OK for a single screw vessel). Take the virtual tour of
USS KIDD and you will see that each shaft has its own EOT.
On an actual ship, there are two methods by which engine orders
are communicated to the engine room. The first is called Maneuvering
Combinations (or Standard Order Mode) and the second is called
Propeller Order. DC restricts the player to Maneuvering Combinations,
which is unrealistic. The Maneuvering Combinations method
is used under the conditions such as:
- Getting underway from or tying
up to a pier
- Maneuvering relative to a stationary
object in the water, such as a man in the water
Under all other situations the Propeller
Order method is used.
Maneuvering Combinations
The reason a conning officer would
choose Maneuvering Combinations can best be described by the
following:
Im in a very tight maneuvering
situation and I dont have time to issue specific rpm
orders. Each increment on the EOT corresponds to a specific
rpm order answer the same as if I gave you the corresponding
rpm order. The propeller shafts on each side can have different
directions ordered.
Here are the maneuvering combinations
for a 600 PSI destroyer plant (i.e., Fletcher & Sumner
Class DDs):
| AHEAD
ONE-THIRD |
rpm
for 5 knots ahead |
| AHEAD
TWO-THIRDS |
rpm
for 10 knots ahead |
| AHEAD
STANDARD |
rpm
for 15 knots ahead |
| AHEAD
FULL |
rpm
for 20 knots ahead |
| AHEAD
FLANK |
rpm
for 25 knots ahead |
| STOP |
Throttles
closed |
| BACK
ONE-THIRD |
60
PSI on astern turbine until 50 rpm reached, then rpm for
5 knots astern |
| BACK
TWO-THIRDS |
120
PSI on astern turbine until 100 rpm reached, then rpm
for 10 knots astern |
| BACK
FULL |
200
PSI on astern turbine |
| BACK
EMERGENCY |
Astern
throttle fully open |
What the conning officer wants is
coarse control of thrust on each shaft. He is trying to get
a linear velocity and/or a yaw rate relative to something,
such as the pier.
By giving the player only a single
EOT, DC does not allow the player to twist a twin
screw vessel. For example, aboard a real destroyer, to twist
the bow to port one would use an ahead bell on the starboard
engine and a backing bell on the port engine.
When the ship is clear of the close
quarters maneuvering situation, the emphasis shifts to controlling
the ships speed through the water.
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