Here it is, constructive critiques are welcome, and please point out spelling errors if you find them. This is not the final draft nor a dictat, fiat, or habeus corpus. So, without further ado, here it is: (warning: long) II. CONSTRUCTION: Ships will be 1/96 scale replicas of warships and civilian ships that sailed during the 1905-1945 period. To be "legal" for this hobby, the hull must actually have floated, even if just sliding down the ways. Concept ships, or even ships that were approved, but not built, are not allowed. Modifications and refits may be incorporated (i.e. torpedo bulges added post-construction, upgunning of turrets), but work on the modification in question must have actually been begun during the 1905-1945 period. A newly constructed ship will be checked by the club Construction Officer for compliance with club rules. If said check is at a battling event, and it fails, the boat may be given a waiver to battle if 3/4 of the attending Captains approve. Said waiver is good for that event only or as long as the Construction Officer specifies. If the boat can be made to conform to the rules, no vote is necessary. A. SCALE & TOLERANCES 1. The boat shall be constructed to a scale of 1/96 of the actual warship. All attempts should be made to be as close to scale as possible. 2. The hull size tolerance +/- 1/2" in length, +/- 1/4" in beam (width), 3. Gun barrel length measured from where the barrel exits the turret to the end of the barrel is + 1/2", - 1/8". 4. There shall be a scale number of shafts and props, and a scale number of rudders. They should be mounted in their scale locations 5. Size of props is unrestricted. 6. Not all props have to function, but all have to be similar in appearance. The pitch and number of blades of the props is up to the Captain. 7. Rudders must scale in size and shape. No enlargement is allowed. 8. The waterline should be marked with a 1/4" stripe the length of the hull. The center of the marked waterline of the model must be within 1/8" of the floating waterline of the model. If tape is used, it must be able to past the 'drop test'. 9. The paint scheme should be one of the wartime paint schemes used by the country of the ship modeled.. If unknown, then paint above the waterline battleship grey, below the waterline red, and black for the waterline. 10. To enter an event, all ships must have all superstructure parts in place which exceed one cubic inch in volume. Barrels and turrets must be installed for all guns 3" and larger. B. HULL FRAME 1. The boat may be constructed of any material with the exception that balsa is used to cover the windows in the hulls. The balsa thickness and hardness is defined in the Armor section. The balsa covers the area from the deck to 1" below the waterline, and lengthwise from bow to stern. 2. The Bow+Stern may have a combined hard area equal to 8% of the overall length of the hull as measured longitudinally from the centerline of the hull from the extreme point of the bow to the extreme point of the stern whether above or below the waterline. Of this 8%, roughly 2/3's should be the bow hard area, 1/3 the stern hard area. 3. Rib spacing is a follows: a. 1/8" ribs have a minimum spacing of 1" on center. b. 3/16" ribs have a minimum spacing of 1.5" on center. c. 1/4" ribs have a minimum spacing of 2" on center. d. 3/8" ribs have a minimum spacing of 3" on center. 4. Penetrable area must extend to 1" Below the floating waterline 5. The maximum thickness of the deck and cap rail is 3/8". 6. Stringers may be necessary if the shape of the hull dictates. A stringer shall be defined as any solid material that hull skin is attached to that forms the shape of the hull a. No stringers shall be used unless the shape of the hull dictates. i.e. when the hull skin canges direction because of a torpedo bulge you could put a stringer at the crack to have something to glue the balsa too. b. The surface of the stringer which is against the penetrable area of the hull skin shall be no wider than 3/16" but may be any depth. c. There shall be no more than two stringers between any two ribs in the penetrable area of the hull (on each side of the hull). 7. The hull skin immediately around the prop and rudder shaft exits may be impenetrable material. Also if anchors are installed, the area in attaches to may be impenetrable, but not more then 1/8" from the chain exit hole. 8. Penetrable hull areas shall be non self-sealing. 9. Foam or other flood control methods/materials may not extend above the bottom of the penetrable window. 10. Any form of positive hull pressurization is illegal. 11. No water belts, double hull areas, watertight compartments, or other construction advantages may be taken that are attempts to defeat the scope of construction intent. a. A watertight box(es) may be used for the purpose of protecting electronic equipment. This box(es) shall not have sufficient buoyancy to prevent the model from sinking (sinking is defined as a model that will completely submerge). b. No interior box(es), bulkheads, or other interior construction shall subdivide the hull into separate compartments or that will affect the penetrability of the hull skin to bb entries or affect the free flow of water into the hull. 12. On ships which have casement mounted cannons, the cupolas may be constructed of impenetrable material. A 1/8" wide strip on each side of the cupola may also be made impenetrable. If the flat area between cupolas is inset more than 1/2" from the edge of the gunwale the entire casement (cupolas and all flat areas inset greater than 1/2") may be made impenetrable. 13. Maximum model weight shall not exceed the heavy model weight (as listed in the ship list) plus 5%. 14. If a model is designed to be broken in half for transportation, then the joined halves may each have a 1/4" rib when bolted together forms a 1/2" rib. The distance to the nearest rib must be 3". Normal rib spacing occurs after the 3 inches. The halves must be able to separate. C. ARMOR 1. Armor thicknesses are based on the thickest part of the ships belt armor as listed in Conway’s and shall use the following table. 2. Armor must conform to both thickness and pass the corresponding drop test.. Belt Armor Balsa Drop Test 0.00 to 2.9" (0mm to 75mm) 1/32" A 3.0" to 7.9" (76mm to 202mm) 1/16" B 8.0" to 11.9" (203mm to 303mm) 3/32" C 12.0"and greater (304mm and greater) 1/8" D a. Drop test for 1/32" balsa is: The ship is placed on its side. One end of a 3/16" by 30" or greater brass tube is placed against the ship's hull skin an equal distance between two ribs (however, the hull skin shall penetrate anywhere between the two ribs). Insert a 12" x 1/8" solid brass rod into the brass tube, rd location and release should be achieved with a cross pin (do not spray any lubricant in the tube or on the rod). Letting the rod fall through the tube and striking the hull skin should result in penetration of the ship's hull skin. Maximum hull strength shall not exceed an 18" drop. b. Drop test for 1/16" balsa is TBD c. Drop test for 3/32" balsa is TBD d. Drop test for 1/8" balsa is TBD 3. Hull skin must penetrate in 2 out of 3 locations on first drop. Test locations will be: 1 above the water line, 1 one the water line, and 1 below the water line. The tester determines the locations to test.. 4. Hull hardness tests may be done at anytime in the ships life as directed by the Construction officer or the Contest Director. D. PUMPS 1. Pumps may be carried by all classes of ships, including convoy ships. The only restriction on pumps is that they must not exceed the following flowrates, based on thebattle load (heavy weight) of the ship. 2. The maximum rate of pump flow per the ships heavy tonnage is as follows: a. ¼ gal/min for ships b. ½ gal/min for ships >=2500 and c. ¾ gal/min for ships >=5000 and d. 1 gal/min for ships >=10000 and e. 1 ¼ gal/min for ships >=15000 and f. 1 ½ gal/min for ships >=20000 and g. 1 ¾ gal/min for ships >=25000 and h. 2 gal/min for ships >=30000 and h. 2 ¼ gal/min for ships >=40000 and i. 2 ½ gal/min for ships >60000 tons. 3. Convoy ships may have a pump capacity equal to half that permitted a warship of the same weight. Convoys 2499 tons or less may pump ¼ gal/min. E. BALLAST TANKS for SHIPS 1. The purpose of a ballast tank is to fill it with water for battling and thereby reduce the dry weight. . 2. The ballast tank should be contructed such that it is a free-flooding system, with no means of evacuating the water on demand. Holes in the bottom allows water to enter the tanks and holes in the tops of the tanks provide venting so the tank will fill up. 3. The ballast tank should be contructed so it is full when floating at the waterline. 4. No form of List Control may be used in conjunction with the ballast tanks. i.e. You are not permitted to have a system to move the water from one tank to another to compensate for list or other reasons. F. LIST CONTROL for SHIPS 1. No form of list control is allowed for the hull of the ship.. 2. Counter flooding is not allowed. This is a form of list control. ________________________________________ VI. Submarine Construction Submarine construction/operation is subject to the same rules as for surface vessels except for the following: A. Design 1. Submarines may use any method of depth control, so long as they are able to sink with all ballast tanks/buoyancy devices full of air. (i.e. they must be sinkable by damage) 2. Submarines using active depth control may evacuate their ballast tanks using air, Propel or CO2 or by mechanical means (e.g., piston method, bellows, etc.). Any method that evacuates water from the ballast tank(s) MUST NOT evacuate water from the rest of the inside of the sub. 3. Submarine decks are allowed to be impenetrable down to the 45 degree line of the hull. 4. The sides of the submarine are penetrable as per the surface vessel construction rules 5. All functioning torpedo tubes must be located in scale positions. 6. Torpedoes must be 1/4" diameter by scale length, just as for surface ships. B. Operation 1. Submarines are not required to have the ability to dive/surface. These submarines will be considered sunk when their decks are fully awash, and are required to run at the scale surfaced waterline. 2. A sink is defined as the inability to surface, or the deployment of any recovery device. 3. Submarines must sink with internal spaces flooded and ballast tanks dry (if ballast tanks are used). ________________________________________ IV. WEAPONS The purpose of the weapons on the ships is to inflict damage in the balsa sides of the enemy ships causing them to sink if too much damage is taken. Weapons should not be operated in a manner that can cause harm to Captains, Bystanders, or other life forms. All safety rules are to be strictly adhered too! A. GUNS 1. Guns can be armed according to the following chart. Gun Caliber Scale Ordanance Fire Rate 3.0" to 4.6" (76mm to 116mm) 1/8 inch diameter 2 second fire rate 4.7" to 6.9" (117mm to 179mm) .170 inch diameter (BB) 3 second fire rate 7.0" to 10.9" (180mm to 279mm) 3/16 inch diameter 4 second fire rate 11.0" to 14.9" (280mm to 379mm) 7/32 inch diameter 6 second fire rate 15.0" to17” (380mm to 432mm) 1/4 inch diameter 8 second fire rate 18” 5/16 inch diameter 10 second fire rate 2. Maximum gun depression is 20 degrees. Maximum elevation is no higher then level with the horizon. 3. Except for the above rule (III.A.2), all guns shall operate from a scale turret in a scale manner and from the scale location. 4. All types of automatic guns systems are allowed as long as they don't violate any safety rules or other club rules. While automatic guns systems may not have existed in WWII, the ships did have men to target and control the firing of the guns. If you develop a gun that can spot a boat and range the gun and shoot automatically this simulates having scale people on the ship performing this functions independent of the guy steering the ship a. Any automatic guns systems need to have a circuit that monitors the receiver for glitches and shuts the system down when loss of control is detected. Such systems must be tested and approved by the safety officer. Automatic guns must also have a manual override to shut them down. b. All automatically firing guns needs a safeguard to prevent it from firing above the horizon (when the ship is listing). If self-leveling cannons are employed, a circuit to disable them if the cannons raise more then 5 degrees above the horizon must be used. If this isn't employed, the ship should have a "sideways list detector" that detects 5 or more degrees of list and disables the offending cannons. c. A list detection system doesn't relieve the Captain of his responsibility to NOT fire cannons above the horizon. Such systems are safeguards. The Captain should turn off his gun systems when his ship starts to list. . B. TORPEDOES 1. Torpedoes are 1/4" x 'scale length' rods cut or molded to resemble torpedoes. All other aspects of construction of the torpedo are up to the captain. They can be of any material that is not harmful to the environment. 2. They must be fired from scale length torpedo tubes. 3. Torpedo tubes must be scale with regards to trajectory and elevation. 4. Torpedo propulsion can be CO2, compressed air, spring loaded, or electric. . 5. Reload time for each torpedo tube is 5 minutes. This is to simulate the time it takes for the crew to move another torpedo into the tube and prepare it to fire. (Example: If a submarine has four bow tubes and two stern tubes, it may only make four bow shots and two stern shots within a five minute period). If the real ship had 'one shot' torpedo tubes that could only be reloaded in port (such as PT boats), then the captain may not reload during the battle. 6. If the captain has to manually reload, he must 'call five' and when his time is up, return to harbor and reload. He is not allowed to dump water from his boat while reloading This rule does not apply to 'one shot' torpedoes. They may only be reloaded between battles 7. You can use no more torpedoes in a battle then the real boat carried. C. MINES 1. Floating mines can be 1" in diameter and up to 2" in length provided the length is vertical while the mine is floating in the water. 2. The mine should be a pressure sensitive device that activates small spikes (1/4" x 3/4" maximum) that penetrate the balsa when activated. Or mines may be activated by remote control 3. The Captain needs to have a safe way of retrieving the mines. D. PLANES 1. Planes can be launched for Kamikaze/suicide attacks. 2. Method of launch is up to the ship builder. 3. Number of planes available to launch equals the number the ship carried. No manual reloading during battle. 4. Planes should not rise in height about the water more then 6'. 5. Captain must recover all planes after the battle. Planes must float. 6. Planes must be scale in regards to size, shape, locations, launch platform, etc... E. OTHER WEAPONS 1. The above are currently the only sanctioned weapons. ________________________________________ V. Combat Here the rules of combat are detailed. A. Choosing Sides 1. There will be 2 sides in combat, Allied and Axis . You choose your side by which nationality of boat you operate. 2. Battling sides at club sponsored or sanctioned events are determined by the Alliances of World War II. 3. Any country that was neutral in WWII can be on either side. 4. Any country that fought both sides (Allied/Axis) in WWII can fight either side. The ships moved don't have to be historically accurate. 5. A Captain with a boat that can fight either side must declare (as long as practical) before battle which side they will fight on. They must stay on the side for the entire meet unless a change in sides is approved by 2/3 of the captains present AND the CD 6. Either the Allied or Axis side can surrender before battle commences. When a side surrenders the Winners Trophy (if one is available) is automatically given to the other side. It will be duly noted in the record books. The Admirals can then divide up into Red Army/Blue Army teams and battle. Such battles will follow club rules, but will not be recorded in the official history books as such battles will be considered "Training Exercises". B. Rams 1. Rams are not allowed. A ram is when a ship touches another ship. Any captain who has been rammed (the RAMMEE) and thinks his ship has been damaged by such contact may call a RAM. He must immediately bring his boat to shore and check for damage. He cannot fire or be fired upon while returning to shore. The RAMMER (ship doing the RAM) shall be penalized if he has damaged the RAMMEE (ship receiving the RAM). The penalty to the RAMMER is as follows: o A. 500 points if the lowest point of damage is above the water line. o B. 300 points if the lowest point of damage is on the water line (stripe). o C. 100 points if the lowest point of damage is below the water line. o D. 1.5 x sink value if the RAMMEE is unable to get his ship to shore before sinking. This is known as a RAM SINK. 2. The RAMMER may NOT call RAM. 3. A captain who has called RAM must return to shore IMMEDIATELY to check the RAM. He may NOT turn off his pump after he has been rammed (so that he may sink) or otherwise dilly dally out in the water (so he may sink). 4. If you do not call RAM immediately after being rammed then you may not ever call ram for that particular situation (can't call it later). But if you find out later you were damaged you must call the CD to check. If the CD concurs, you may patch the hole. No penalty shall be assessed to the RAMMER. ________________________________________ VII. Radio Control Currently the boats shall be controlled by radio in the following frequencies. Other methods of control will be looked at in the future as they come available. A. Operation of boats shall be by Radio Control. B. Radios shall be Narrow band surface frequency only. This includes 75 MHz, 27 MHz, any legal amateur radio frequencies, and 2.4GHz spread-spectrum. Using Airplane frequencies (72MHz) for surface models is against the law and not allowed. Captains using amateur radio frequencies must under part 95 hold a valid FCC Amateur Radio Operator license. C. It is recommended that Allies take the even bands and Axis the odd numbered bands. ________________________________________
Looking good! A section on allowed ships will be needed. I am assuming we are using the "authorized/laid down" 1905-1945 vessels? Or are we using only ships that were commissioned in that period? Pax, A
We had talked about it previously and we're going with an "actually floated" rule. So the hull must have been waterborne at some point, even if it just slid down the ways. For refits, the work must have actually been started i.e. Gneisenau was supposed to be upgunned to six 15" guns, and work actually commenced during the war, so that could be done.
Added a couple of sentences to clarify that. Thanks for asking the question, it's kind of "sure, we decided that", but then I didn't put it in writing. Why, did you start building a USS Montana?
I would like to see a section on transitioning between two rib sizes. If they are splitting the difference then a 1/4 rib, followed by a 3/8 rib should be 2.5in on center. Or -- specify that it should be the spacing of the widest rib. Just as long as it is clear.
You have a provision for allowing newly constructed ships to battle if they fail the initial tech inspection and 3/4 of the present members agree, but I suggest expanding it to any and all boats, and apply it to all rules. That is, if the club members present at an event agree through a vote, a rule may be temporarily changed. This formalizes a pond-side method of improvising. You can try out new styles of play and scenarios, allow someone to play despite a rules violation, and solve pond-side arguments with a quick vote. Of course, you need to trust your fellow club members to use common sense when voting. If someone wasn't able to fully repair the superstructure, thats not much of a problem. If someone's regulator puts out 300 PSI, you have to trust that club members will have enough sense to vote against it. Do you have any way to permanently change the rules? What does a rule proposal consist of? How will voting be done? Where is the safety section? I don't see anything limiting the pressure or penetration of cannons in there. What is the official club history book (mentioned when talking about "red team vs blue team" under the Combat section)? Is that the club newsletter? The club website? Or is there a year-long Axis-Allies competition and red vs blue doesn't count for that? How do you score battles? Are there points for scoring holes? What is a hole? How many points is a sink worth? Is sink value based on what the model is armed with (combat value), the class of ship, or a set amount independent of the actual ship? Are ships allowed to surrender? What do you do for a ship that is unable to return to port at the end of a battle? How does a battle work? How long is it? Do you have the 5 minute rule, or is it for a fixed amount of time? What about moss? What is the CD, what does he do, and how much authority does he have? What are the club officers? What do they do, and do you really need all of them? Who is responsible for CO2, safety equipment, and such? Be sure and let me know when you get a penetration test for thicker balsa wood. There are just a few things that seem to be missing. Most important is the safety section. Otherwise, they look good, and cover most of the key parts of model warship combat and customize them for a new club.
SIDE NOTE FOR THE BENEFIT OF ALL CONCERNED: I AM ONLY THE KEEPER/SCRIBE OF THE RULES, NOT MOSES WITH THE TABLETS. So while those are all good questions, I would appreciate it if I didn't have to come up with all the answers. I could, but then I'd feel like I was dictating "how it's going to be" and that ain't me. I'd like to hear some thoughts on those questions from everyone. Frankly, getting a litany of questions "where is this?" "I don't see that", and "Be sure and let me know when you..." without any suggestions on those matters doesn't really feel all that constructive. Sorry, but that's just the way it sounds.
Perfectly understandable. I would like to help in drawing up a ship list like the 1/144 groups have. Pax, A.
Robert, I think we should keep it simple and just go with your second suggestion; i.e. when going from a smaller rib to a bigger rib, use the distance required of the larger rib. How's everyone else feel about that? Good catch Robert, I didn't think about it (I typically do all my ribs in one size so it didn't occur to me) and someone else might do things differently.
Tug, I'll post some changes/corrections that we talked about via e-mail a while ago in the morning. Had a long day and only got home around 10pm, the part on the cap rail and deck thickness is up to 1/2" for ships with over "x" amount of free-board (can't remember "x" value, tired, but have it written down along with all the other changes).
To address some of Carl's concerns, starting with the most important (safety). These are not all-inclusive, just a start. If anyone has changes or suggestions for them, please post with specific changes or rules to add to this section. Thanks for your feedback. I. Safety A. Absolute safety override: Any captain may, upon discovery of what they believe to be an unsafe condition either on or off the water in the battle area, call a cease fire. This is done by yelling in a loud voice, "CEASE FIRE!" three times. All firing of cannons, maneuvering of ships, and handling of equipment is to cease at that time. If action is required to put equipment in a safe condition (i.e. closing a discharge valve on a CO2 tank), then that is permitted. The CD will speak with the captain calling the safety cease fire in order to learn the cause. It is the CD's duty to resolve the problem (or clarify the situation if it was not in fact a safety issue) and ensure the safety of all personnel in the battle area. After the situation has been resolved, the CD may direct that battle recommence. THE SAFETY CEASE-FIRE OVERRIDES ALL OTHER CONSIDERATIONS, INCLUDING LOSS OF A SHIP. SAFETY MUST BE AND IS THE IMPERATIVE. B. Gas system requirements 1. All components in contact with gas pressure >150psig must be of commercial manufacture. This includes (but is not limited to): gas bottle and regulator. 2. The highest pressure that may exist downstream of the regulator is 150psig. 2.a. All ships must have a 10/32" port specifically for the purpose of testing this pressure. 2.b A regulator being tested must be tested with a full bottle of gas. 2.c. A regulator's output pressure must be tested by the CD (or his designee) the first time the regulator is used, and after any maintenance. 2.d. A regulator's output pressure may be tested at any time by challenge from another captain, whose regulator will be tested at the same time. Testing will be by the CD or his designee. 2.e. Any regulator which produces >150# of pressure will not be allowed to be used for any purpose at a Battlestations event. 3. All ships must have a gas cutoff valve that completely secures gas flow to the weapons systems, preventing firing entirely. This valve's actuator must be located in an easily accessible location such that it may be turned on when the boat is placed in the water, and turned off easily prior to removing the ship from the water. 4. There must be a provision for bleeding off gas pressure from the system downstream of the cutoff valve. C. Cannon testing 1. Each cannon must be test-fired from it's mount in the ship by firing into DOW square edge extruded polystyrene insulation that is 2 inches thick(laminates of two 1" sheets not acceptable). The foam must be held solidly during the test and may not be allowed to move or flex. The test material must be mounted 12 inches from the end of the barrels of the weapon being tested. 3 shots will be fired, with 5-10 seconds between shots. If any shots penetrate all the way through the foam, then the firing power of the gun must be reduced until it does not penetrate. 1.a. The gas bottle of a ship having it's guns tested must be full prior to beginning testing. 2. All firing cannons on all vessels must be tested at the beginning of an event. If an event runs for 2 or 3 days, then testing on the first day is sufficient for the entire event. 3. Any captain may challenge a ship's guns to be tested, either before or after a sortie (but not during). The guns of the challenger's ship will be tested at the same time. The test will be conducted by the CD or his designee.
Sorry, Tugboat. I didn't mean to sound demanding or imposing. The questions I asked in my previous post are about key issues that I believe a rulebook should cover (safety, etc), or could use clarification (club history book?), and I hoped to bring them up as points of discussion and consideration. I was overzealous and for that I apologize. I am just a bit frustrated with my own club's ruleset and members' ignorance and/or abuse of the rules that I could pull my hair out. OK, I won't really pull my hair out, but I'm still irritated at members whose flagrant disregard for the spirit of fun and friendly competition that is Model Warship Combat detracts from others' enjoyment of the sport, and the convoluted and complex rulebook that makes their off-pond politicking possible. I am working to change my club's rulebook to prevent such unsportsmanlike behavior but it is a slow and painful process. I'm very enthusiastic when a new club is writing its rules (too enthusiastic?) because the rules are not yet stone, and I can help prevent others from experiencing the nastiness I did. That, and some of the rules you guys come up with would be beneficial to my club as well. Tugboat, you said that that you wanted suggestions to go along with questions, so I will try using my club's rule-change-proposal format for my questions and suggestions. The format looks like this: 1) Comment or question, and description of why it is important. 2) description of the suggestion, what it is intended to do and how it accomplishes it. 3) exact wording of the modifications to the rules, clearly indicating every section that is affected by the change. Hopefully this way I can communicate my concerns and suggestions with as little confusion as possible. If I'm still ovezealous, let me know. I want to help, not harm. So, without further ado, here is a demonstration via my comments on the safety section of the rules. Comment 1) Absolute Safety Override, Safety section A. I really like this idea. In fact, an informal version of this was recently tested in my club, to great success. It has yet to be formalized into the rulebook, so I will actually propose that my club use the exact text listed here. Very nice! Comment 2) Gas System Requirements, Safety section B, parts 1 and 2. issue: I have seen some commercially manufactured parts that are not rated for 150 PSI, or for liquid-CO2 pressures. Specifically I'm thinking of several Clippard fittings that are only rated for 100 psig, but there are others. When overpressured, these components leak and/or wear out faster, and may violently fail in case of regulator failure. Also, I believe the rule prohibiting a ship from participating if its regulator is over 150psig is unnecessary, because other rules already state that such a regulator is illegal, and I assume that an illegal ship is not permitted to battle. Only exceptions to that assumption need to be mentioned. method: Rather than stating the pressures a component may be used at regardless of its ating, I would suggest requiring that all commercially manufactured parts be used at or below their rated pressure. Also, all CO2 bottles should be hydrostatically tested every few years (6, if I remember correctly) at an appropriate commercial facility in accordance with paintball safety procedure. Lastly, I would remove the part about punishment for failing pressure tests, because it is assumed that an illegal ship is not allowed to participate in a club event. suggestion: Modify the following in section B part 1 "1. All commercially manufactured components may not exceed their rated pressure, and all other components may not exceed 150 psig in all operating conditions." Add the following to section B part 1 "1.a. All CO2 bottles must be hydrostatically tested at an appropriate commercial facility every 6 years." Remove the following from section B part 2 "2.e. Any regulator which produces >150# of pressure will not be allowed to be used for any purpose at a Battlestations event." comment 3) Gas System Requirements, Safety section B, parts 3 and 4. issue: I believe these parts may be simplified into a single line, and could use a little clarification on the installation as well. method: require that a safety switch be installed immediately after the regulator, that vents all downstream pressure. It's somewhat wasteful of gas if you use accumulators, but in my opinion an accumulator is like a loaded gun, and should be treated as such. suggestion: replace current text for section B, parts 3 and 4, with 3. All ships must have installed a gas cutoff valve that, when toggled, vents all pressure downstream of the regulator. (part 4 is removed) That's all my suggestions for now. The safety rules look neat, simple, and clear. I had no trouble understanding both the meaning and intent of the rules. Please let me know what you think of the content and format of my suggestions.
Thanks, Carl, I like the change for commercial components to be used within their ratings... If no one else chimes in with other ideas (since it's a group effort I'll probably cut and paste your proposal. As far as the format for rules changes, I agree with that format. My goal with the rules (again, as scribe, not dictator is to keep them simple and understandable. As far as proposing stuff that doesn't exist yet (like conduct of the battle, for example) I think a similar format is good. I will post a reply on here shortly that will list the Area headings (like I. Safety, II. Construction...XXVII Fuzzy Bunny Feet, etc) I know a lot of people use clippard valves for safety valves. Do they have one that vents when you shut the mains off? I'm mostly MWCI where we use safety pins vice a valve, so I don't know If they do, then I will rewrite that section as you say The safety cease-fire procedure is based on one used by the Marines on ranges. Figured that'd be the easiest clearest way. Carl, thanks for explaining your motivations I am confident that with all of us working on this, we can get a good thorough, and simple ruleset put together so we can focus on the central purpose... putting rounds into each other's ships!
OK, There's a problem with the props section, they need to be of scale diam to be compatible with the scale location. example, I'm just finishing up installing the shafts and struts on the Yamato and I've kept everything in its scale location and I'll tell you now that there's no way I could put a prop larger than 2 1/8" without it chewing into the hull. I'm using scale 2" diam props. as far as how many blades people want it really doesn't matter. as far as drag props are concerned they shouldn't be allowed. anything that's going to change the performance of a ship over that of the original ship defeats the purpose of scale. hence the scale size rudders. or perhaps if I'm out of whack here, completely wrong, I should just install some bow thrusters on my ship. see where I'm going with this. That "X" value I couldn't remember was 1" of free-board a ship can have 1/2" cap rail (this would surely cover all battleships and most cruisers ). A sink is defined as a ship with its decks awash. ships DO NOT have to go to the bottom. this was decided on to increase the options for battle locations (I don't know about the rest of you but the majority of ponds, lakes and rivers in my area are deep. so deep in fact that making water proof boxes for electronics that would be implosion proof would be difficult and costly) That and not everyone has scuba gear available. I say keep scoring simple: hits above=1point, boot=2point, below=3point, airplane=3xbelow or 9point. as far as assessing a value for a sink??? Ideas???
Yes, Clippard does have safety valves that vent downstream pressure. It is the TV-3S, toggle valve 3-way short, rated for 150 psig: http://www.clippard.com/store/display_details.asp?sku=TV-3S# As an example of a clippard part that's not rated for 150 psig, here's the SMTV-3. It is the sub-miniature version of the safety valve, and it is rated for only 100 psig. I only wish I'd noticed before I bought one... http://www.clippard.com/store/display_details.asp?sku=SMTV-3 Since Mark mentioned scoring, here's my thoughts. The simplest scoring method is to count numbers of sinks for each side. Whichever side sinks more opponents wins. That being said, big ships don't sink often and 1/96 scale is quite a bit bigger than 1/144 scale, so you probably won't have very many sinks per battle. Personally, I would recommend using the WWCC scoring system. It's 3-5-10 for holes, 20 points for aircraft. It also covers a range of other actions such as shore batteries, cargo, a range of sink values based on displacement, and penalties for ramming and other improper conduct. Best yet, my brother made an excel scoresheet for the WWCC scoring system that automatically calculates scores, determines victory, and tracks ship and skipper statistics for an entire year. One other option that you might like is the NTXBG's scoring system. It's notable feature is a combat factor for ship sinks, that bases the ship's sink value on what the model is equipped with. It gives points for various bilge pumps, different caliber and number of cannons, and other features that improve a ship's performance. It's more complex than the WWCC's system, but it means that a more powerful ship is always worth more when sunk than a less powerful ship. Also provides a nifty way to balance teams, if you play red team and blue team.
Great job on the rules, guys! Here's my feedback on some of the rules: 1) Go with scale props and rudders in scale locations. Don't care about # of blades. 2) Change rule Hull Construction rule B.2 from bow+stern may have a combined hard area of 8% to a combined hard area of 9%. The reason for this is to make the math easy, and this makes checking the rules easy, too. If the combined hard area is 9%, then the bow is 2/3 of 9% = 6%, and the stern is 1/3 of 9% = 3%. 3) When going from small rib to large rib use spacing of large rib. 4) I like to proposed changes for the safety rules. Safety first! 5) Allowed ships: go with the "real hull must have floated" rule. Thanks, Carl
I was talking with Greg on the phone about a system that takes those things into account, Carl, it's food for thought... kind of like what they called BPV in the old Star Fleet Battles rules (for the hardcore nerds out there). Basically, you can add cool stuff to your ship, but it adds to the "cost" of losing it (in points).
I agree with scale prop size/location, say +/- an inch in any direction to allow for ease of building them, I couldn't care less about # of blades, you guys okay with that idea? One issue with scale rudder size and shape... What do we do for the ships that don't have a verifiable rudder size and shape? Just asking because I don't trust George Goff's plans 100% and I only have shipyard blueprints for a limited number of vessels... (note: I'm getting plans for HMS Invincible (maybe a few others when I find out what it'll cost from them) from the museum in GB that has the Royal Navy's plans archive, so we'll have those
Hi, Well perhaps we could have a image library of rudders. As a ship comes up for construction a suitable plan could be found and the rudder shape and size taken from the plan and posted here (if there is a spot for an image lib). This would at least keep all ships of the same design the same, even if the plan wasn't the best. Of course there is always the problem of what happens when a ship is constructed and then a better plan arrives with more accurate rudder..... This might be a stupid idea, but it's the only thing I can think of at the moment