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Carthaginian
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 19th, 2011, 6:44 pm
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APDAF wrote:
I need time to try and find a way of fixing those problems.
You just need to stop concentrating on anything else, and work on the real problems first.
Once the big stuff is fixed, then you can think about spelling errors.
Make the ship float first.


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APDAF
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 20th, 2011, 10:16 am
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If I remove C turret will that solve some if the space issues?


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Rhade
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 20th, 2011, 10:44 am
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No.

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Ashley
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 20th, 2011, 12:31 pm
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acelanceloet wrote:
if you won't listen to this, honestly meant to learn why this ship won't work, I can't do anything else then ignore you.... as most will do.
The drawing should be help enough, the announcement clear enough, too.

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ONI-Defense
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 21st, 2011, 9:08 pm
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APDAF, we have for months, told you over an over again what to fix and how, and even ace has shown on a drawing the biggest issues, and you continue to ignore them and their advice. And not just with the "Super Battleship" but that atrocious yacht design.

Some continue to give you advice, even if they know it is fruitless, some ignore you and have nothing to do with you for this, and some can't help but laugh at the ridiculousness of this all.

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APDAF
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 23rd, 2011, 6:52 pm
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I am thinking of changing form 20'' to 16'' guns would that solve some space issues?


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Raxar
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 23rd, 2011, 7:03 pm
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It would certainly make the design more feasible, and would free up some space. The main issue is that the hull is too big, once you fix that, then you can start working out there everything goes. What you should do to fix this ship:
1. Make the hull shorter.
Once you have don that, you can:
2. Design the armament and equipment around that hull. Think, "Okay, now what size and arrangement of guns make sense."
And:
3. Think about the inside layout. 'Where do the boilers and engines go?', 'Where does the crew eat and sleep?' 'How much magazine space do I need?' are 3 good questions that you can ask yourself. If you need help in this area, there are some great pictures for that purpose here.

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Carthaginian
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 23rd, 2011, 7:29 pm
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To go into greater detail than Raxar:
1.) Pick a general purpose for your vessel- line of battle, cruising/raiding, escort (anti-aircraft, anti-submarine, or multi-purpose) and decide on a rough weapons fit that fit's the ship's job. Looking at real ships helps!
2.) Examine the images in the Interesting Cut-aways Thread for some ideas on exactly how much space that certain things take up below-decks. The cut-away view of H.M.S. Warspite at the top of page 3 would be especially instructive. Take your 'rough draft' of the ship's armaments and lay them out on the template about where you think it needs to be, then draw a hull that fits.
3.) Most ships are designed around a weapon system, rather than the weapon system being picked to fit the ship... therefore you have a luxury that no real naval architect can ever experience- you can build any type of hull you want, then retroactively choose the armament. Don't abuse this privilege... choose wisely, and adjust if what you want won't fit.
4.) Finish out the hull, leaving plenty of room for storage, living quarters, etc- but keep the size within the bounds of reality.


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APDAF
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 23rd, 2011, 10:45 pm
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I am putting her on hold untill at least the new year.


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Carthaginian
Post subject: Re: Emperor George I class Super Battleship try two.Posted: December 24th, 2011, 6:37 am
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My advice to you- and this is advice I had to follow myself when I tried my first AU...

Some people will say 'don't throw out the baby with the bath water.'
I say this...throw out the bath water, then throw out the baby. Follow that by throwing out the parents, grandparents, the high school biology teacher that failed to explain genetics properly, and the clerk that issued the marriage license. Then finish up by burning down the house and salting the ashes.

Your first idea for an Alternate Universe is never really good enough to chase.
Generally the second or third isn't, either.
By the fourth, you've started looking at things logically.

I'm now working on my 6th AU... and though I've tried to post here before, I won't post any more for a long time. I'm only now beginning to take things like population available for military service and budgetary constraints into account. I'm just starting to understand that I have to look at the number of available harbors and the size of the ships they can take by draft and length. Just this week- while working on my latest AU and a few RL Japanese drawings- I realized that just because a certain ship can be built or converted doesn't mean that it's a good idea... even if it is a desperation measure that appears to fit in with sound tactical doctrine (like the Japanese escort carriers- they could have built a couple of fleet carriers for that effort and come out better).

For the New Year, start a new AU... make it your present to yourself.
Don't design a ship for it though, not even a converted trawler.
Design a nation- choose it's geographic location first, then pick a language, a predominate religion, and a general moral outlook. Pick out your main harbors, noting the maximum depth of each, and any rivers large enough to warrant inland ports. Then decide where your point of diversion from OTL is; start with something which might not have world-changing consequences! If the Confederacy had won the War Between the States then North America might have looked very different, but then again it might not... and WWI would have almost certainly occurred anyway. If the Orange Free State had defeated the British in South Africa the local map might have changed a bit and the Dutch might have had another ally... but the British Empire's history wouldn't have been irreparably altered.
Redhorse's Republic of Texas is among the best examples of an AU which is designed along these lines. Study this as though it was a university entrance exam- the man has basically written a small book on the proper way to design an AU in this thread; it should be stickied and listed as required reading for anyone that is going to try an AU.

After you have done that, then design the smallest ships in your fleet first. Work your way up from trawlers and minesweepers to gunboats and coast defense ships. If your fleet is large enough, design a few armored cruisers. If it is large enough for a battleship... well, it's probably too large for a first AU, but design a few never-were's or almost-were's anyway just for fun. Then you can design the destroyers and light cruisers and/or battlecruisers, because the displacement/armament/speed balance of these types of ships is the hardest to master.

If you want to know how to make better ships, this is the best advice I think you can be given.


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