Shooting all the blocks doesn't disable the gun, but it could be made to do that easily enough. Each block knocked off adds 6 sec. to the reload timer. With no blocks shot off, you have to wait 6 sec. between shots. 1 block, 12 sec.; 2 blocks, 18 sec.; 3 blocks, 24 sec.; 4 blocks, 30 sec.; all 5 blocks, 36 sec. between shots. As it's currently implemented, the number of blocks sets a multiplier that's applied to the basic reload timer. I didn't want to kill it completely, because that would leave the operator with nothing at all to do, but it would certainly be easy enough to, if all blocks were shot, disable the battery completely. JM
Thats cool. If you set it so that hitting all of the blocks kill the guns then it simulates it being destroyed by naval fire. I'll have to do some research on it. (After of course I finnish my Des Moines)
Under software control, it's pretty darn simple. As designed, the battery experiences progressive degradation in capability as each target is hit. Whether that degradation ever is allowed to reach 100% is a choice that would be easy enough to implement, if desired. Example: While TargetsEnabled > 0 { ... /* It works - go ahead & do stuff */ } ... /* It doesn't work */ It wouldn't even be that hard to make a specific combination of hit targets disable the battery, or one specific "magic target" that does the trick if somebody is lucky enough to hit the right one. "Progressive degradation" may take the form of increased time between shots as mine does, or something else such as reduced/delayed ability to traverse or elevate. A multi-gun battery could be progressively disabled by disabling/reducing capability of some but not all guns. It wouldn't even be that hard to offer the battery operator the choice (notwithstanding the issue of complexity for the operator, which might make it less suitable for a guest/rookie to operate) of degrading the battery (i.e. "damage control") by accepting either all guns at reduced capability, some guns at full capability, etc. depending on "damage" level. The big thing is to first define exactly what you want it to do. Clubs should be consulted to see what they allow. The shore battery was a good tool for allowing guests a chance to get a taste of the action. They could run a cargo ship (sail, but not shoot) or the shore battery (shoot, but not sail). If they wanted to do both (which many do, after being given the chance to do 1 or the other), then they've got to take the next step, which is joining the club, building a ship, etc. JM
John, thats a great idea, so that a guest can get aquainted with the hobby, but not be over whelmed by having too much to do at once.
On that Tank Landing Craft that Rob Wood made. It originally had a small R/C tank that came out of it. Wooden posts were put into the beach and were bumped and points were scored. He has not used it in a long while in this capacity. Safety and not wanting to have the tank sink with the landing craft I think. It is very neat. I am into 1/16th scale combat tanks. I think it would be cool that if this tank got on the beach you would replace it with 3 say sherman tanks and have one German tank with terrian on the field, They duke it out and victory points are awarded to the conditions set prior to the game. Just a thought.