Knights of the Sea II

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Knights of the Sea II

Postby Waxworks » Mon Feb 24, 2014 10:08 pm

I will keep the original Knights mission up to date, especially as we've yet to play with Strutters and altered Tirpitz battery defence values! I might also add additional stuff to the aerodromes though the FPS is at the limit. The Strandfest option hasn't yet been explored, nor possible amphibious landings. The Dunkirk gun is yet to be implemented- is there a single Tirpitz gun, could it be scaled up? Any suggestions for improvements welcome! Here is the current version:
knights152ca.zip

However, while the original was designed to make use of the most balanced planeset, I wanted a thread to explore other possible planesets. The standard difficulty is the disadvatage of the Albatross DVa compared to 1918 Camels and SE5as, as well as the otherworldliness of the Pfalz DIIIa and the poor Fokker DVII, which can only be addressed by FM changes. These are some other considerations:

-The Marinekorps had a very limited aerial component until it was reinforced for the resumed U-Boat offensive in 1917, so 1916 settings are difficult.

-After Jutland the Germans sent destroyer flotillas to Flanders to support the U-boat offensive and to attack the barrages. Documents found on a captured U-boat indicated that both British mines and the barrage of the Dover Straits were almost entirely ineffective and led to the replacement of Admiral Bacon, whose strategy involved the advanced barrage off Zeebrugge and Ostend and monitor attacks on the ports, with Admiral Keyes, who demanded that the Dover barrage be lit at night so the U-boats couldn't pass it on the surface. German destroyers then attacked the more vulnerable drifters, causing a scandal.

-Admiral Keyes favoured direct attacks on the ports, leading to the Zeebrugge and Ostende raids of April and May 1918, which at least blocked German destroyers in Bruges. Though U-boats could get around the blockships, the much tougher Dover Straits barrage made the U-boats considerably less effective. The air attacks which preceded the raids had very limited effect, the weather was not favourable.

-Gotha attacks on England ended in May 1918 and daylight attacks before then. Gothas were used to bomb aerodromes and depots around Dunkirk. The O/400 was in use by September 1917, with the Strutters phased out except for home and coastal defence. RNAS bombers were directed against the German ports and aerodromes, a Zeebrugge lock and U-boat shelters would be useful for this (another reason why the Tirpitz Battery needs improved defences!) Heavy bombers were used almost exclusively as night bombers after mid-1917, they were too vulnerable and too expensive for daylight use.

-The Fokker Dr1 was not allocated to the Marinekorps, it seems to have been a low level fighter devoted to the Kaiserschlact (like the Yak-1 in WW2?). However the Marinekorps aces did get the early Fokker E.Vs in August 1918. By late 1918 the heavy fighting was elsewhere though, the nearest battles were at the Lys and Kemmelburg, also the U-boats were not as much of a threat.

-After the failure of the Nivelle Offensive the French army had less need for air support and French squadrons were allocated to the Channel to support the British. The Hanriot is not yet available for preorder but it would be a late 1917 onwards addition.

Comments?? I will do some further research, the Marinekorps book I wanted last year but was which delayed is supposed to be published soon.
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Re: Knights of the Sea II

Postby SYN_Jedders » Tue Feb 25, 2014 10:17 am

I would just like to point out that the spawning airfields were extremely FPS influenced. Would it be possible to reduce greatly the objects around these airfields or even the spawning fields themselves. On the FE2 field, which is next to a large port, the FPS was dropping to single figures on takefoff...not exactly ideal for smooth takeoffs!.

Other than that, the map held FPS to high levels everywhere else.
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Re: Knights of the Sea II

Postby Waxworks » Tue Feb 25, 2014 7:05 pm

With my usual perfect timing I managed to post this the day before the HD-1/HD-2 preorder. The HD-2 was based at CAM or NAS Dunkerque, and the takeoff path was the narrow harbour exit, that should be fun. The HD-2 seems to have been active from October 1917, and they were transferred to the Americans after April 1918 (?)

Another problem with St Pol is that it was also a major depot, and this was the target for the most effective Gotha raid of the war, a heavy setback for the Entente air forces. The Dunkerque train spawn is nearby, I'll try to move that in the original, that might help? However important St Pol was it doesn't have to be a target for other Knights missions, especially if CAM Dunkerque will be opened.

It seems that there are two planeset possibilities, vs the DVa and Pfalz, and vs the Fokker VII and VIII- at a stretch I could make both then we would have a three mission series? A three mission series could play out over consecutive Sundays, but is six hours too long, should I reduce it?
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Re: Knights of the Sea II

Postby Waxworks » Wed Feb 26, 2014 7:48 pm

If we are going to get Hanriots, especially Hanriot seaplanes, it seems best to welcome them with a mission to fly them in!

So Knights of the Sea 1918 will be set in February 1918, after Admiral Keyes replaced Admiral Bacon at Dover. Dover and Calais will be added to the map area for that cliffs experience!

Admiral Keyes withdrew the advanced drifters to reestablish the Dover barrage so they will be found off Ramsgate and between Dover and Calais, the Dover barrage will be lit at night. German destroyers made raids on the barrage and also bombarded Dover Calais and Dunkerque, so maybe we can have a flotilla active in the Channel.

Ill add a Home Defence Squadron and drop restrictions on the Gothas, as by this time attacks on England were more commonplace. Dover will present another target in England. I'll vary some of the other bomber targets as well, particularly Zeebrugge will be a target for the Handleys to support the planned raid and rail links for the Gothas to support the planned offensive.

Furnes and Ghistelles were not active at this time as they were very much in range of the big guns used by both sides, so there will be further to fly to the front.

The planeset apart from the Hanriots will be: (Allied) Felixstowe, Handley, DH4, Camel, Breguet, SPAD VII/XII and the CAM Dunkerque Nieuports and SPADS and Home Defence Strutters and Pups. (German) Gotha, Dr1, W12, Pfalz DIIIa, Albatros DV, DFW, Halberstadt.
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Re: Knights of the Sea II

Postby SYN_Bandy » Thu Feb 27, 2014 8:41 am

6 hours was a little too long. There were very few of us who flew the whole thing. Maybe 4 instead?

It may not be completely accurate (different destination port than historical), but why not work in an aspect of the 'beef run' across the Channel?
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Re: Knights of the Sea II

Postby Waxworks » Thu Feb 27, 2014 6:59 pm

However, very few players manage the entire set of Bloody April missions? The issue with a shorter mission is that anyone who wants to make the round trip to England then has to start at the beginning of the mission, so their arrival would be somewhat predictable. If I was going to cut the mission length down England might have to be left out.

The 'beef run' is there in the original, it is the source of the patrolled sector where U-boats are hunted. I'll put a small convoy into this new mission.

A February 1918 start allows Jasta 7 to be in the area with their Dr1s. Its early for Gothas to be active but milder than average weather might have them up. There was a German destroyer raid on the Channel in March 1918 which is near enough.

Here is a provisional planeset:

Bray: 18 Camel
Teteghem: 36 Camel
Des Moeres: 12 Hanriot HD-1 6 Spad VII 6 Spad XIII 12 Breguet (3 recce)
Bergues: 18 DH4 (6 recce 1 spotter) 18 Camel
Couderkerque: 18 Handley 18 DH4
St Pol: 6 N17 3 Spad VII 6 FE2
CAM Dunkerque: 1 Felix 6 Hanriot HD-2
Manston: 6 Pup (Home Defence) 6 Strutter (Coast Patrol)
RNAS Felixstowe: 6 Felix

Aertrycke: 14 DrI 6 DFW (light attack)
Jabbecke: 14 DVa 14 PzIIIa 6 CLII (4 recce 2 escort)
Coolkerke: 12 Gotha 12 DFW (bombers) 14 PzIIIa
Vilsseghem: 18 DFW (6 recce, 6 light attack, 6 escort)
Utykerke: 12 CLII (escorts)
Klemskerke: 14 DIII
Ostend: 6 W12 (2 recce)
Zeebrugge: 6 W12 (2 recce)

I'm also revising the original and I've decided to use Couderkerque for RNAS 5 rather than Petit Synthe, because Petit Synthe is perhaps too near St Pol. Hopefully that will address the FPS issue.
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Re: Knights of the Sea II

Postby Waxworks » Sat Mar 01, 2014 2:11 pm

After some anxious moments the v1.00 is ready for testing whenever you are ready to host it. I wondered whether I had overdone it though, as I've tried to spread the land forces out more to ease the FPS, but I might have added too many ships. I put a convoy in for Bandy as well as German cruisers as placeholders for destroyers and drifters as placeholders for torpedo boats. So when it began crashing it seemed like hours of work for nothing. But no, as ever the culprit was a timer that I hadn't set to 1s instead of 0s! Ho hum, I hope they one day get around to making 1s the default.

Incidentally, at night you can see the lights of London on the horizon!

Entente Objectives (12):
*Complete recces [6/7] Might also need 2 further recces to confirm bomb damage
*Destroy sufficient trucks and trains to affect German operations [4 trains/truck convoys, at least 1 of each the train begins at Ostend, the trucks move in the area east and west of Ghistelles]
*Destroy the German balloons [all 4, the balloons are most vulnerable just after they are sent up]
*Destroy the Tirpitz large gun battery completely[All to be destroyed, either by bombs or by a coast bombardment by cruisers.]
*Bomb bridges over the Bruges ship canal at Zeebrugge[both destroyed so badly they cannot be repaired, which requires three kills, the bridges will repair some time after each one] then recce.
*Bomb the Bruges ammunition stores, fuel depot and rail yard[7/8 sheds 50% damaged fuel kill] then recce If a block of sheds has been damaged sufficiently it will belch smoke.
*Destroy two batteries of artillery at Zeebrugge [3/4 3/4]
*Sink a U-boat between the barrages as it tries to pass the Dover Straits. [1/2]
*Sink the Ostend U-boat, the Zeebrugge U-boat and the U-boats at Bruges [4/5]
*Sink a U-boat as it stalks the Dutch convoy.
*Sink a German destroyer as the flotilla returns to Zeebrugge from northeast of Ramsgate.
*Sink German minesweepers as they clear the old advanced barrage [4]

German objectives (12):
*Complete Flanders recces [4/5] Calais Dunkerque Couderkerque Coast Lines
*Bomb the naval dump at Harwich or either the dump or station at Ramsgate or *Dover station 2 of 3 count[2 fuel in the middle of the industrial area must be killed, or two sheds 50% at Ramsgate, or the station] Complete with recce [a DFW or W12 is needed]
*Sink large ships at Dunkirk [4] The ship sailing to Dunkirk can be sunk as one of these.
*Sink large ships at Calais [2]
*Destroy sufficient transport to affect Entente operations[4 trains/truck convoys at least 1 of each, the train starts at Dunkirk, the trucks move east and west of Furnes]
*Destroy Entente balloons[all 4, the balloons are most vulnerable just after they are sent up]
*Destroy rail bridges from Calais[3/4]
*Bomb Furnes depot [3 of 4 large sheds 50% damaged, plus all oil] If a block of sheds has been damaged sufficiently it will belch smoke.
*Sink 6 drifters in port or at sea. Ramsgate and Dover have drifters in the harbour.
*Sink 12 drifters in port or at sea. Ramsgate and Dover have drifters in the harbour.
*Sink large ships at Harwich and/or Dover or convoyed ships! [3]
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Re: Knights of the Sea II

Postby Waxworks » Sun Mar 02, 2014 8:59 pm

Here are the latest files for Wednesdays:

Original version:
knights153ca.zip

February 1918 version:
knights1918.zip
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Re: Knights of the Sea II

Postby SYN_Bandy » Mon Mar 03, 2014 12:20 am

Waxworks wrote:...Incidentally, at night you can see the lights of London on the horizon! ...

That is worth the price of admission right there. :grin:

Brief update. Torpedoboot is coming along, but still many areas with stand-in texture, alpha channel work, and some tone balancing...
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AND yes! They did get that rusty... :grin:
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Re: Knights of the Sea II

Postby SYN_Per » Mon Mar 03, 2014 6:11 am

Rust?
The guys just had to many beers.

They are really very tanned though if you compare them to the crew on the other boat.

Your ship looks great Bandy.
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