Destroyer Command
Initial Comments from a Former Naval Officer
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Hard rudder at flank speed
The virtual destroyers exhibit barely
any response to throwing the rudder full over at high speed.
On a real ship at high speed, throwing the rudder over full
will result in a very large amount of heel being put on the
vessel. This will cause just about everything thats
loose to go flying about as well as causing your crew members
to lose their footing, possibly resulting in injuries. Even
worse, it can disrupt your fire control system from tracking
its target.
I was taught a rule of thumb called
The Rule of 30. Up to 25 knots, the sum of the
rudder angle in degrees and the ships speed in knots
should not exceed 30. After 25 knots do not use more than
5° of rudder. At 30+ knots even 5° of rudder will
get a very rapid response on a real destroyer. Of course,
if the tactical situation requires it, use whatever rudder
you need just be prepared for the consequences.
Collisions
One of those ways to ruin your day
at sea
collisions are modeled in DC. The model does
need some tweaking. To test it out I made a North Carolina
class BB player controllable. I rammed a virtual destroyer
broadside on, right between the stacks, at 28 knots. The virtual
destroyer just rebounded off my battleship. This type of collision
would slice a real destroyer in two, as happened to USS FRANK
E. EVANS (DD 754) on June 2, 1969, when she collided with
HMAS MELBOURNE (R 21).
Wind and Current Effects
These do not seem to be modeled and
there is no relative wind speed/direction indicator.
Time
Its not clear what the displayed
time represents, except maybe time elapsed since scenario
start. While testing out the accuracy of the times of sunrise
and sunset, it appears to be linked to Local Mean Time (LMT).
LMT is determined by the ships longitude. On a given
date and latitude, the virtual sun rise occurs at the same
time regardless of longitude, hence my guess that its
linked to LMT.
The clocks used aboard a real vessel
are just that clocks. They have no means of detecting
longitude, thus the displayed time will usually differ from
LMT. Aboard a real vessel the ships clocks are set to
Zone Time (ZT), which is based on the longitude of the central
meridian in the time zone. If the observer is not on the central
meridian of the time zone, the clock time of an observed phenomena,
such as sunrise, will differ from the clock time it occurs
at the central meridian.
A good
old fashioned ships clock, player settable, would be
a welcome addition to the F4
Helm view. A chronometer, set to Greenwich Mean Time
(GMT), would also be welcome.
Air search
Radar antenna does not rotate
When the SC radar is turned on and rotating, the F6
Radar display view indicates rotation on the bearing indicator.
However, no rotation of the antenna is modeled in the external
views. The effects need to be connected.
No Surface
Search Radar antenna modeled
Hey, where did my SG radar go?
No signal
flags
The signal flag halyards are visible but one never sees signal
flags on them.
No flashing
light
Communication by flashing lights is not modeled.
No Search
Lights and No Smoke Screens
Not modeled in DC. Bummer.
F2 - CIC
This is one of the most useful stations.
Unfortunately, way point plans get canceled anytime a rudder
order is given (e.g., when one needs to avoid something in
the water). More options for suspending, reinstating and canceling
way point plans are needed.
Another item that is a bit annoying
is that when the computer determines a designated target is
destroyed, you cant further designate that target for
attacks, even though the burning hulk is plainly visible for
quite some time. Why? As long as a point of aim exists, one
should be able to designate it and attack it. Its the
players problem if he insists on pumping good ammunition
into a burning hulk.
It appears DC will only allow direct
fire attacks against shore targets, but it does not allow
the player to designate geographic land targets. This prevents
the player from conducting indirect naval gunfire support
(NGFS) missions. In reality, such missions are carried out
against pre-planned areas or in response to a shore spotters
call for fire. The firing ship usually can not see the target.
During WW II allied ships carried out hundreds of indirect
fire missions. This capability needs to be added.
For some reason the player can not
designate his AA guns to attack a surface target. Against
some targets a battery of 40 mm guns may be the weapon of
choice (e.g., barge busting in the Solomons). To use your
AA guns in an anti-surface role requires the player going
to an AA gun mount and manually firing the weapon. While this
is fun the first few times, when playing the game in the captains
role one shouldnt need to do this. One should also be
able to designate AA guns against shore targets in a direct
fire mode only.
Where are my chart soundings?
The game does not display chart soundings,
except where the cursor is hovered over. In shallow waters
the player needs the option of displaying the charted depths.
A prudent mariner looks not only at the current depth of water,
but also at the charted depths in the waters surrounding his
vessel, especially in the direction hes heading.
F Key
This is a very useful function to
allow the player to order ships to station. There are some
stupid ways the AI ships use to get to station! For the most
part the AI ships eventually do get to station, but sometimes
they choose a very round about way to get there. The download
patch seems to fix some of this. The only improvement I could
recommend is a display informing the player of the bearing
and range from the guide as he moves the designated station
about. Stations are ordered as a range and bearing from the
guide, not as an about here.
F3 - Observation Deck
Why cant I move away from
the centerline position?
On the observation deck I am seemingly
locked to the position occupied by the director. Most of the
time this isnt a problem, but when I want to look astern
I am forced to look through the mast and the funnel smoke.
Aboard a real ship I simply walk about 10-20 feet to the port
or starboard rail of the flying bridge in order to get a better
view astern. The observation deck needs to be an arena
where the player can reposition himself to get a better view.
In this manner the director could also be viewed and
it should be animated in the same manner as the gun turrets.
The same method as used for the AA gun mounts could be used
(i.e., shifting view point by using < > keys), and would
probably be used more often than switching between AA guns.
For some reason, once a target is
determined destroyed, I cant X
padlock it, even if the wreck is in plain sight for quite
some time. Just as with gunfire designation, as long as an
object is visible (such as a ship), I should be able to padlock
it.
The all-purpose Z
zoom control serves as a combination telescopic alidade, binoculars
and pedestal mounted binoculars. This is OK for general game
play, but for a more immersive experience the
different types of optics should be modeled. For example:
Telescopic Alidade
These optical devices are mounted
on the gyro-compass repeater stands, which are usually located
on the bridge, forward centerline, and both bridge wings.
They can be located at other locations as well, depending
on the specific ship design. The field of view includes a
vertical hairline, the true bearing scale and the relative
bearing scale. To use, the operator simply places the hairline
over the contact and then reads off the bearing. A US Navy
Mk 8 Telescopic Alidade has an 8° 35 field of view.
Hand Held Binoculars
Ah, the joy of hanging a brick around
your neck for a four or six hour watch! These should be available
in any external view. Hand held binoculars are not connected
to the ships gyro compass, so there should be no true
bearing display. The user usually knows which way he is facing
relative to the ship, so some sort of relative bearing display
is justified. Standard US Navy 7 ´ 50 Binoculars have
a field of view of 125 mils. A mil is defined as the angle
subtended by 1 yard at a range of 1,000 yards. Thus, at 1,000
yards the field of view is 125 yards (375 ft) wide
almost exactly the length of a Fletcher class DD. Knowing
the field of view can be an aid to range estimation.
20x
Pedestal Mounted Binoculars
These are the Big Eyes
and they are usually mounted on the signal bridge next to
the signal lamps. They have a field of view of approximately
3°.
Sighting Ghost Ships through
islands
A rather unusual effect was noticed
when I ordered a group of destroyers to pass to the North
of Savo Island while I passed to the South of Savo Island.
I could visually see their ghosts through the
island. This needs to be fixed ASAP the Americans developed
a lot of highly advanced naval sensors in WW II, but X-Ray
vision was not one of them!
Theres no bow wave displayed, and
the ships wake pattern is flat (this may be a limitation
of my video card)
In the simulation the wake patterns
alongside a vessel are flat and theres no bow wave.
Please fix this! This is not just eye candy these are
powerful visual cues to a ship handler as to the speed a vessel
is making through the water. The top figure below shows an
Adams class DDG racing to station with a Flank bell rung up,
while the bottom figure shows USS MISSOURI (BB 63) with an
Ahead 1/3 bell rung up.
Adams class DDG
with Flank bell rung up.
USS MISSOURI (BB 63)
at low speed.
I greatly enjoy ship modeling and
I like to portray my models on something approaching a realistic
sea. For a reference on wake patterns see my article
here.
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