Hey i am new to naval rc combat i was wondering wat ship is good for a begginer. i would rather not spend that. i do have experince with rc planes so i do know some of the basics if they are similar.
It depends on what kind of battling you're looking at doing, which depends on what clubs are near you. Bascially, it breaks down to "fast gun", or "big gun", (or Battlestations 1/96). Where are you in the country?
WARNING: LONG AND TECHNICAL EXPLANATION TO FOLLOW. READ AT YOUR OWN RISK. What are Fast Gun and Big Gun? Basically they are different people's answers to the same question. "How can I have fun with a bb gun and an RC boat?" They are different rule sets that you can build your ship to, and battle with. There are several other rule sets, such as Queen's Own and Battlestations, but almost every captain has at least one ship that's either Big Gun or Fast Gun style. Some significant similarities: *Both Big Gun and Fast Gun ships are R/C *Both Big Gun and Fast Gun ships are electric powered (no gas engines!) *Both Big Gun and Fast Gun ships have bb guns mounted onboard *Both Big Gun and Fast Gun ships sink when sufficiently damaged These similarities form the basic definition of RC Warship Combat. Every club that claims to do RC warship combat shares these similarities. However, Big Gun and Fast Gun also have some significant differences, which make them each unique and distinct games. Significant Features of Big Gun: *Different sizes of cannons, based on what the historical ship had *Different thicknesses of balsa armor, based on what the historical ship had *different allowed maximum speeds, based on what the historical ship could do *Each ship may arm as many cannons as the historical ship had, if they can fit in the model *limited rate of fire, based on cannon size *each club is its own separate entity, capable of modifying rules to satisfy its unique group of members (for example, some clubs limit reverse, and others allow fishing line "minefields" to be used in combat) *clubs usually battle once a month for as long as the weather is warm enough to swim for sunken ships Significant features of Fast Gun: *one size of cannon (.177") for all ships *one size of balsa armor for all ships *speed, number of guns, etc based on ship class "unit" system, not individual ship *unlimited rate of fire *each club is part of a larger whole, which controls the rules and organizes inter-club events like Regionals and Nationals *Not all Fast Gun clubs have enough members to battle every month, and rely on the inter-club Regionals and Nationals for battles (not completely sure about that one, just based on observations) Just one other comparison, here are videos of the two formats in action. Big Gun: http://www.youtube.com/watch?v=-hIWhMLHhTA Fast Gun: http://www.youtube.com/watch?v=BGtJ2_ard3U http://www.youtube.com/watch?v=QtiiexDJkUs COASTGUARD, there are both Big Gun and Fast Gun clubs in your state. I don't know how close they are to you, so you'll have to do some research yourself to find out which one to join.
HEy you guys have been vary helpful but i wondering if an aircraft carrier would be eligable to battle. i fly rc planes and have designs for scale corsairs that with a little moding i could get to drop a bomb or two. not that explosive. i already have some ideas on how to take off. i dont know if any body has alreasy attempted this build. please supply the gauge.
depending on the club, carriers can battle.... i believe all clubs allow them at least as convoys but some allow them to be armed as well. They are hard to defend, but hard to sink since they are so large.... as for planes taking off during battle, not sure anyone would allow that but even if they did the decks are all hard, so to penetrate and actually do damage you'd have to come in low and release with enough speed at just the right moment that it hit the side of the hull.
If you could get a 1/144 or 1/96 plane to fly that is. Some rules do allow carriers to launch planes but I could never figure out how they would be controlable. Some rules did allow x number of planes to equal a gun barrel though.
cool but would they let me kamikazie be kind of funny. exept that unless i got some seriuos speed i wouldnt be able to do much damage with out destroying my plane.
no, it'd be easy to penetrate, depending on how sturdy your plane is you might be able to save it...you wouldn't want to go fast othewise it'd be totalled. I think it sounds like a cool idea, although highly unlikely you could do it. the worst part would be getting the plane back, its probably not going to just stick in the side of a ship and stay there, it'd probably fall out and sink.
yeah well i thought about it and i would have to build it out of foam to meet the scale requirements i would also have water proof the innards of the plane some way. the plane is the cheap part it is only 5 dollars.
also i would want to make a r/c version of the USS Yorktown so i dont know if the would like a Corsair ramming them!
The WWCC allows carriers to be armed, and to launch planes from the catapults. The actual armament rules are being revised right now, but basically carriers get a @#$%load of non-rotating, large-caliber cannons to represent their air power. You can view the WWCC rules on carriers at the website: www.westernwarshipcombat.com The aircraft that carriers are allowed to launch are usually very small, and unless you spend several hundred dollars per plane you won't be able to get them to fly R/C. Most fighters, dive bombers, and torpedo bombers in correct scale have a wingspan of about 4 inches (or less!), so they are nearly impossible to control without military-level technology and some serious scale compromises. What we do instead is launch them dumb-fire, like any other projectile weapon. Effective range is about 6 feet directly in front of the carrier launching the planes, and I have not seen any reloading mechanisms yet. If you hit the target with a plane, you score a @#$%load of points for your team, which is pretty significant. Please note that this is only in the WWCC, a Big Gun club in California. Other clubs have different armament rules, so be sure to talk with your local club before building anything.
Fast gun carriers are pretty much a joke. They'd hurt your team more then help. As for Big gun I can't say; that's not my chosen format As for what is a good ship, a class 4 battlecruiser such as the Allied HMS Invincible or the Axis SMS Von der Tann are the best choices (once again, fast gun not big gun) Mike D
yeah i thought that they would be kinda funny. yeah i really like the HMS Invincible where can i get plans or some thing.
Taubman's carries plans for the Invincible class (Inflexible actually) but the plans are poor. I don't think anyone makes hulls for the Invincible anymore (Swampy is out of business and his I-boat hulls are too short anyways), but if you can get in touch with the SAS (Southeast Attack Squadron) they may be able to put you in touch with someone who has one laying around somewhere... Mike D
George Goff and BDE both have plans listed for the Invincibles. Not sure if they are any better/different than the Taubman set.
At one time White Ensign Models had plans for Invincible from Sambrook Marine. They were pretty good. You may be able to find a copy around some place.