Rusted Warfare - RTS

Rusted Warfare - RTS

(BROKEN) Battleship Yamato
 This topic has been pinned, so it's probably important
Turret point suggestions
Are you planning on making each historical turret its own firing point with historical firing speed, projectile speed, target ability and range?

Each type of gun should have different ranges (see stats below). The "4 km effective range" for the 162 2.5 cm anti air guns (triple and dual turrets) should be a little big bigger than the current single range (as of Feb 22 2020) on the Yamato, all the other gun ranges in the stats below can be proportionally scaled to that range.

If possible, giving each turret point its own range based on where the turret point is on the ship would make the unit more realistic allowing guns to fire at different times.

If possible, allowing each turret point to make different target choices with some based on range (from the turret point [see above paragraph]), target health, and the side of the 'superstructure' it is on would help make the ship more realistic by simulating gun viewing angles, and not having every gun target the same aircraft in a swarm of many others around the ship. Of course, manual targeting will change turret target priorities only if the target is in viewing range or near viewing range of the target, otherwise the gun will continue shooting at whatever it is shooting at to maintain effectiveness.

Also, your stats (gun count) a little low compared to the historical stats below:

I suggest refering to these stats for the historical gun count, fire rate, bullet speed, target ability, and range -- all of which I would love to see.


If you don't know which gun is which on the ship visit the wikipedia link below a look for "Armament (1945)" on the right side of the page; you'll see the list from below, then click on each one to learn more and see a few pictures.

Yamato (1945)
3 × triple 46 cm guns (2 rounds/min for each of the 9 barrels; 780 m/s bullet speed; can target aircraft with huge air-bursting flak shells [make these guns prioritize sea, then land, then air in that order]; 42 km max range [@45 degree elevation - animating elevation would make it more realistic]).

2 × triple 15.5 cm guns (5 rpm; 925 m/s; can target sea, ground, and air with flak shells [prioritize targets in that order]; 27.4 km max range)

12 × twin 12.7 cm guns DP guns (14 rpm; 730 m/s; can target ground, sea, and air with flak shells [prioritize targets in that order]; 14.8 km max range)

162 × 2.5 cm Anti-Air guns (260 rpm; 820 m/s; can target air, sea, and ground [prioritize targets in that order]; 4 km effective range)

4 × 13.2 mm AA machine guns (450 rpm; 800 m/s; can target air, sea, and ground [prioritize targets in that order]; 2 km effective range)

Armor on average was 425 mm thick (armor value should be changed to 425) and the highest protection was 610 mm thick (turret face).

The ship displaced 72,000 tons at full load, so maybe 72,000 HP?

The ship could also carry 2 fighter float planes.

All info from wikipedia: https://en.wikipedia.org/wiki/Japanese_battleship_Yamato


Thanks for taking the time to read!
And thanks for the great mod so far!
It's the best Yamato unit on the WS right now!
Last edited by [TC] Toaster Oven; 22 Feb, 2020 @ 1:29pm
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Showing 1-6 of 6 comments
Lukencio™  [developer] 22 Feb, 2020 @ 1:21pm 
lol man calm down
if i make a real scale yamato it would be very, VERY laggy
yes i wanted to do that. I appreciate your support but actually the mod use 86mb RAM i guess and if i add more weapons... idk
Last edited by Lukencio™; 22 Feb, 2020 @ 1:22pm
Lukencio™  [developer] 22 Feb, 2020 @ 1:29pm 
What I can do is create unique angles for each type of turret in different positions
To create a better "system" of targets to shoot
Modify the firing range and damage, making it more realistic but always taking into account the units within the game so that a balance between the mod and the vanilla units.
I want to clarify that I am new to RW modding, so many things are not clear and others are a bit complicated for my current state of knowledge.
[TC] Toaster Oven 22 Feb, 2020 @ 1:46pm 
Originally posted by Lukencio™:
What I can do is create unique angles for each type of turret in different positions
To create a better "system" of targets to shoot
Modify the firing range and damage, making it more realistic but always taking into account the units within the game so that a balance between the mod and the vanilla units.
I want to clarify that I am new to RW modding, so many things are not clear and others are a bit complicated for my current state of knowledge.

...so, you'll be able to create different turret ranges and targets. Idk if you want to test having all the turrets (79 turrets in total; which include 58 AA cannons, 4 AA HMG; 12 dual-purpose cannons (air, sea and ground); 2 155 mm turrets; 3 main 460mm triple gun turrets.) to see how the engine handles it; however, testing would go a long way to get more RW modding experience anyway.

Also, maybe you can just release an "OP version" and/or "realistic version" with the OP stats I listed (like you did with the Moo battleship).

Oh it should not be too hard to change the armor value:
"Armor on average was 425 mm thick (armor value should be changed to 425) and the highest protection was 610 mm thick (turret face)."

or the HP:
"The ship displaced 72,000 tons at full load, so maybe 72,000 HP?"

The ship could also carry 2 fighter float planes, so fighter garrison maybe, idk.
Last edited by [TC] Toaster Oven; 22 Feb, 2020 @ 1:47pm
Lukencio™  [developer] 23 Feb, 2020 @ 1:25pm 
Do you know how to create units in RW? we could do the yamato together since it is very complicated by myself, adding everything you mentioned above
It would be amazing!
Last edited by Lukencio™; 23 Feb, 2020 @ 1:31pm
Originally posted by Lukencio™:
Do you know how to create units in RW? we could do the yamato together since it is very complicated by myself, adding everything you mentioned above
It would be amazing!

Sorry for the very late reply, I've been very busy recently. How is the update going?
Lukencio™  [developer] 5 Apr, 2020 @ 12:34pm 
oh
Im not working actually in this proyect but im making little changes and a new proyectile model for long turrets
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