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Realistic Cannon Fix mod

nixarass

Landlubber
cannony.jpg



When talking about cannons damage compareason in a game like Aop2, like in most games, we need to know the damage per time value. What is it good for knowing this ship does that damage, if you don’t know if it’s once every second or once per minut.

After one minut of fighting, two parrarel ships among which one’s cannons make 1 damage and take 10 seconds to reload and the other, 2 damage and 30 seconds to reload, the first would have done 6 damage and the second 4, hence the importance of the so called “damage per second”.



Probably most of you did understand that yet, but i needed to make the nuance before going on. Actually, whenever i say the word “damage” i actually refer to “DPS” or damage per time.


And that is the main reason why i made this mod. Cannons statistics in this game have some enormous inconsistencies in their basic state. Some bigger cannons don’t do more damage,
Some cannons relatively similar by their caliber have a damage output difference from simple to double, and some cannons with double caliber than others do the same damage.
8lbs cannons reload slower than 12lbs and do as much absolute damage (damage multiplier:1).
When comparing a caliber’s cannon and culverine, the difference can be simple/double, and , in other cases, one third difference only.


B) Unboxed game unmodded cannon balance

1)Culverines
I think one of the worse inconsistencies in cannons damage balance can be demonstrated with this simple graph:

culverinesoldz.jpg


This graphic represents basic unmodded values. As you can see the damage in function of caliber first proportionally increases until 16lbs caliber and then start to proportionaly decrease (relative value still increases but increases much less compared to first calibers evolution.)

Either you think that IRL cannons damage increases each time more over caliber evolution- in that case you would have an exponential curve- either you think it increases but each time less-then the curve would be logarithmic- or you just think it increases proportionally( that is the most choice of balance in videogames)- in that case you would have a flat straight line.

But EITHER WAY this curve is inconsistent,it’s neither one case, nor the other. Damage first increases each time more with caliber and then suddenly stops increasing more and starts increasing each time less??

The damage output gain from switching your 8lbs culverines for 16lbs one is 170%. The damage is nearly doubled!( From 2.6667 it passes to 4.444 dps.)
But switching your culverines from 16lbs to 32lbs would give you a damage gain of 22% only!( from 4.4 it passes to 5.3)
Wait but the caliber proportion change is the same, in both cases caliber has been doubled.

And what is the consequence to that?: Switching from 8lbs to 12lbs(25% gain compared to 8lbs) or better,to 16lbs(33% gain compared to 12lbs) when you start a game will give you nearly twice as much damage power compared to 8lbs. To the contrary, once you get 16lbs culverines, you don’t need to hurry to upgrade them to 24(15% gain) and even less to 32(6% gain).


2)Cannons


We were talking about culverines, but actually looking into cannons statistics we find an even bigger curve coefficient variation.

cannonsold.jpg


This one is even more impressive. The damage difference between 8lbs and 12lbs is more than double, it passes from 3 to 7.5(250% gain). But the damage difference between 24lbs and 42lbs is............none (0% gain).

Just imagine two warships shooting at each other, one with 24lbs and the other with 42lbs. You could think the 42 one not only would win, but would smash the other into pieces. Actually both do exactly the same damage, first could as much win as the other.

And if you captured a ship with 24lbs cannons, are you going to spend the 200000piasters cannon upgrade for absolutely....nothing?


How is this possible?

The only reason i could give for developpers to do such unlogic tweaks is the purely rounded argument. Guns rate of fire is fixed to a proportional rounded value (20s,30s,40s,50s for cannons and 30s,45s,60s,75s for culverines) and as such then wanted guns to have rounded damage values (damage multiplier 1 for 12lbs, 2 for 16lbs, 3 for 24lbs, 4 for 32lbs etc etc). The problem being that when you want to have both reload time AND damage value rounded, you obtain such subjectives DPS values as a result.

Consequences: This time we have three major negative consequences. The first and most obvious being the total uselessness of above 24lbs cannons(32 and 42). The second is the relatively low deadliness of class1 ships,manowars, warships, linships and 74s which are the only ships supposed to use 42lbs cannons...as powerful as your fregate 24lbs. I could easily see a fregate and a galion take out a class1 ship, which sounds a little silly. The third negative consequence is that the 8lbs cannon damage is so much broken that there is no reason to take the cannon over the culverine version. They do nealry as much damage (2.6667 and 3) while cullverine has a nearly 200% range difference. I am the type of person to prefer cannon over culverine, but really, the 8lbs cannon has no reason to be chosen over culverine such as it is.


The armor value problem, or the lack of it...

The lack of an "armor value" ingame adds even more weight to my argument.
The armor value would have been a feature that would have made an real actual difference between cannon calibers, for example a 24lbs and 32lbs cannon of the same damage output, the 32lbs would still have more effectiveness on a warship(heavy “armored”) type vessel

because of its "armor percing" capabilities (the expression "armor percing" is not adapted but used to make you understand what i mean); while attacking a small ship would be as effective with a 24lbs cannon or maybe even better due to higher 24lbs rate of fire compared to 32's.

Actually, some sources claim that the minimum caliber to do actual damage on a warship type ship was the 32lbs cannon. This makes thinking that 8lbs or 12 lbs cannon ship sinking a Manofwar hardly believable. Right now it’s possible ingame, although difficult. And this because there is no armor value in addition to ship’s HP value. Two things can be done to “emulate” an armor value ingame, first is gving a substantial HP bonus point to bigger ships; Higher HP values than what they should. This has been done by developpers, bigger ships have WAY more HP. But the second thing need to this “armor emulation” is an increase damage power in caliber evolution i would even say an exponential damage increase, to compensate the HP bonus. That way a small cannon (8lbs) while being effective against small ships, would do so small damage to a 3000HP ship, while the 32lbs cannon exponential damage would make the actual damage needed to that 3000HP. And THIS HASN’T been done by the developpers, actually they did the contrary: volunteerly or not, they made the damage not even proportional, but LOGARITHMIC!! Which means the increase in damage caliber grows each time more slowly, as we have seen above.
And that’s when my mod enters into action...


C)Mod features

v1.05:

-8lbs Cannons weight readjusted.

v1.04:

-8lbs cannons and culverines have now properly been unlocked

-8lbs cannons and culverines are now buyable at shipyard

-Manual mod installing made clearer


v1.01:

-Keeping the original spirit of the game cannon balance proportional damage idea, biggest inconsistencies corrected, damage curves flattened to the usual proportional pattern.

-I tried to keep changed values as close to the original ones as it could, while fixing what needed to be fixed. The curve type chosen, proportional curve y=ax+b type will basically means that a bigger cannon will do more damage over the time, as generally expected. The damage difference between 8lbs and 16lbs will now be proportionally the same that between 16 and 32.

-Upgrading cannons from 16lbs to 24lbs and from 24lbs to 32lbs is now perfectly justified and useful.

-8lbs cannons and culverines unlocked \\disabled at the moment

-8lbs cannons aren’t anymore useless compared to 8lbs culverines. Culverines have more range and less power now.

- Differences between culverines and cannons are now proportionally the same for each caliber. No any caliber culverine is advantaged or any other caliber cannons advantaged anymore. For each caliber each gun type has its pros and cons.
(32- 8lbs culvs were advantaged over cannons as 12-16-24 cannons were over culverines)

-42lbs cannons equipped Class1 ships will be actually deadly. You won’t be able to attack them with total impunity in a class2/class3 ship as much as before, unless you have high caliber cannons.
Attacking them with high caliber cannons (32lbs and above) will be more effective now though.

-Your class1 ship will be slightly more effective against class1/2/3 ships now as a result. Attacking forst with such ships will also be slightly easier.

-Small caliber cannons more effective on small ship than on big ones; High caliber more effective on medium/Big ships.

-Rates of fire fixed (8lbs cannons fired slower than 12lbs ones etc..) and damage output fixed as a consequence to match the supposed DPS.

-8lbs culverine durability fixed ( it had 40HP instead of 35HP)

1) Culverines


a)Culverines before


culverinesoldz.jpg


b)Culverines now

culverinesnew.jpg




2)Cannons



a)Cannons before


cannonsold.jpg



b)Cannons now

cannonsnew.jpg




Mod download

http://www.pyratesahoy.com/coas/Nixarass/

alternative http://forum.piratesahoy.net//index.php?app=downloads&showfile=68 // unavailable at the moment
 
That is a nice mod :will ! I have just one more question, do I have to start a new game for this to work?
And I am not able to download it, it says "An Error Occurred
We could not find the file specified"

Edit: I am really pissed to find out, that the 42 cannons I installed on my Bluebird are that useless. The developers really could have done better.
 
Hey nixarass nice mod however the link doesn't work any chance of uploading it some other way. :onya
 
Yes i know the problem is an admin/moderator needs to accept the upload of my file and nobody did it since yesterday. I ll try uploading to another source :onya

edit: here it is: http://www.filefront.com/14990881/realisticCannonFix.zip
 
Awesome :onya

I hope I don't have to start a new game for the changes, I rather like my current character.
 
Yes i know the problem is an admin/moderator needs to accept the upload of my file and nobody did it since yesterday. I ll try uploading to another source :onya

edit: here it is: http://www.filefront.com/14990881/realisticCannonFix.zip

Ah that would be why the link is dead then, anyway thanks for the filefront link nixarass. :onya
 
To anyone that downloaded my mod before reading this! The file provided is bugged! sorry! :facepalm

You have to redownload and it will work properly.


Thanks anyway.

http://www.filefront.com/14991177/realisticCannonFix.zip


Awesome :onya

I hope I don't have to start a new game for the changes, I rather like my current character.

Sorry dudes from what i have seen it looks like you need to start a new game, sorry :shrug


Edit: if anyone gets any problem please say it here.
 
Nixarass, I like the way you're thinking. Good job on your research BTW. :onya I believe you are truly attempting to achieve a more "simulations" like feel and portrayal of gunnery effects in the game. However I don't think that the developers were as far off on the flattened upper bell curve as you may think.

I'd like to add a few additional items for you to chew on/think about. As a former senior artillery officer I am well versed in ballistics theory and the modelling of artillery effects. I think it would be great if we could add more physics to the cannon behaviors, but there are a lot of other things to think about here as well. Probably more than anyone but me wants to.

Anyhow, First your use of caliber here is incorrect. Caliber is a function of bore x length of the barrel. We are simply talking about weight of the roundshot here. A standard English 42 lbs gun was 7.3 in caliber with a 6.68 in bore. A standard 32 was 6.42 with a 6.10 in bore. Were talking about only a half an inch of difference in the size of the roundshot. With a standard 24 pounder its caliber was 5.83 with a 5.54 bore. So now only another half inch difference.

Seems like it wouldn't be worth that much extra effort, but velocity is really the name of the game here. The bigger guns could hold more propellant/powder. Also consider that the 42 is an absolute behemoth weighing in at 6500lbs (thats like over three tons - it's a couple volkswagens on top of one another). Those guns were generally about ten feet long or better. Thats a testament to the massive size of the ships that carried them. The 32 weighed a thousand pounds less and the 24 came in at about 4800 lbs, but was still 9 or 10 foot long. So selection of the gun size on deck had a lot to do with the function of the ship. It would just be silly to see 42s crammed into a corvette for instance. Hell the broadside recoil might knock her on her opposite gunwale. No these big guys were meant for paring off with an equally sized opponent at an optimum range of 300 to 3000 yards.

The 42 was meant to give an edge up on the 32, but it really didn't outperform it historically that much. You see just like with so many things..... like the length of the hull at the waterline translating into more speed over smaller craft for instance it stops and goes opposite in the curve. I'd like to model this too BTW.

Boat speed in knots (V) is compared to hull waterline length in feet (L) where V divided by the square root of L = the speed/length ratio or S/LR.

By way of example a boat 30 feet on the waterline at 6 knots has a S/LR of: 6 / 5.48 = 1.095. At 10 knots her S/LR 10/5.48) = 1.82. Whereas, a 400 foot ferry at 15 knots has a S/LR (15 / 20) = .75.

This rule allows us to categorise hull lengths which will suit a particular speed for a displacement vessel. For our purposes there are 3 categories to consider:

LOW SPEED - up to a S/LR of around 1.5

MEDIUM SPEED - with a S/LR between 1.5 to 3.0

HIGH SPEED - having a S/LR above 3.0

It will be seen that a 30 foot motor boat on the waterline at 20 knots has a S/LR of 3.6 (high speed) but that a 300 footer at the same 20 knot speed with a S/LR of 1.15 is classed as a low speed vessel. For the 300 footer to be considered high speed she would have to be traveling (work formula backwards) V = 3 x 17.3 = 52 knots or more.

So it is also with velocity in ballistics. There is a point of diminishing returns. For a given caliber, there is a practical limit to the amount of propellant which can be used. The law of diminishing returns applies, and using more powder in a bigger bore will achieve ever-smaller increases in velocity from the extra propellant. A round which is so big as to be unable to use all its propellant efficiently is described as "over bore". Such rounds have very unpleasant firing characteristics, with high levels of flash and blast, and usually wear out barrels quickly. A lot of the huge old coastal defense guns were merely experiments and are good examples of inefficiency. They also needed long barrels to give the necessarily slow-burning propellant time to generate a high velocity, which could be extremely inconvenient in naval applications when a gunner wanted to fire on the uproll. The 42 was really the apex of naval artillery. The Spanish used some 50 lbs Bronze guns (bronze until the mid to late 17th century offered much better, consistent guns with superior castings which meant better seal and more propellant....velocity man). Bronze guns were 20 times more expensive though. And some others even played with sizes as big as sixty fours. Really not very practical but looked great run out for state functions in the harbor.

So here's a formula to look at for velocity that you might find interesting.

Joules: multiply the projectile weight in grams by the square of the muzzle velocity in metres per second (m/s), then divide the result by 2,000. So a 40g projectile fired at 800 m/s will generate (40 x 800 x 800)/2,000 = 12,800j

Foot-pounds: multiply the projectile weight in pounds by the square of the muzzle velocity in feet per second (fps), then divide the result by 64. Note that there are 7,000 grains in a pound, so for bullet calculations you can enter the weight in grains then divide the resulting calculation by 7,000.

To convert foot-pounds to joules, multiply by 1.348.

To convert joules to foot-pounds, multiply by 0.742.

15.432 grains = 1 gram, 2.205 pounds = 1 kg and 3.281 feet = 1 metre

Note that in developing muzzle energy, muzzle velocity is much more important than projectile weight. Doubling the muzzle velocity of a projectile quadruples its energy, whereas doubling the projectile weight only doubles its energy.

This is why a smaller 24 lbs culverin could sometimes outperform a larger 32lbs cannon in terms of penetration or damaging a mast for instance. When you were going hull to hull with ships of the line you better have some big ordinace to decide the affair. However, I could easily see a pair of corvettes or three outmatching a man-o-war without an escort simply by outmaneuvering here and battering the crap out of her. If I knew I were on my own and facing single or multiple opponents, I would select a ship that offered the best maneuverability couple with the best firepower without a sacrifice in that maneuverability. A frigate would be my choice. A lone ship mounting two decks crammed full of heavy volkswagens would not be able to maneuver to a point of advantage to bring them to bare upon me before I moved.

Just food for thought. MK

For any of you interested in modelling old artillery or just knowing the facts, this is a great site for source material. http://www.gutenberg.org/files/20483/20483-h/20483-h.htm
 
To anyone that downloaded my mod before reading this! The file provided is bugged! sorry! :facepalm

You have to redownload and it will work properly.


Thanks anyway.

http://www.filefront.com/14991177/realisticCannonFix.zip


Awesome :onya

I hope I don't have to start a new game for the changes, I rather like my current character.

Sorry dudes from what i have seen it looks like you need to start a new game, sorry :shrug


Edit: if anyone gets any problem please say it here.

Thanks however the 8Ibs are still locked, i'm sure there are other files that need to be edited like Cannons.H and Cannons.C from Age of Pirates 2\Program\CANNONS then there are initGoods.C and goods.H from Age of Pirates 2\Program\STORE and i think ShipsUtilites.C from Age of Pirates 2\Program\scripts needs to be edited. Thats how i got the 48Ibs to work anyway. I have tried the 8, 36 and 92Ibs but none of those would work, the stores showed error messages with no pictures for any of the goods this included the store not just the shipyard.

Hopefully you can get the 8Ibs to work because then the same way should unlock the other calibures however i think the 92Ibs should be used for the forts since the ships never carries many perhaps 2 or of and was normally used as the guns on the stern to help improve there defence from there weakest point.
 
@Luke: yes dude i'm working on this at the moment actually.

@MK: hey mate.

I read what you say and, agree with it. If you think it isn't the same i did i think you misread/misunderstood. It's not the damage which is bigger for cannons than for culverines. It's the damage per time. In my mod, a shot of a cannon is not that much more powerful than the one of a culverine to the contrary of what you may think. But the cannon damage output after one minut will be bigger because its reloads faster.

So in that we both agree.

Like in reality you would chose one gun to do one work, shooting in open wide terrain you would choose an AR15, while entering in a small bulding you would prefer the concealability and small weight of a MP5 submachinegun, here its the same: For long range shooting culverines have no equal, while short range sees the cannon power make the difference.
More balance and more realism at the same time

About maneuverability: i also agree with you, in smaller scale fights maneuverability is very important, but larger scale naval battle are made with 50-100 cannons slow and unmaneuverable warships in groups of 20 to 50, that form a line parrerel to the ennemy to fire their deadly broads.
And in history, never a small vessel has taken out a big ship with its cannons, a smaller vessel could board the ship and take control of it like pirates use to do(francis drake, Robert Surcouf), but their smaller caliber small guns could do nothing against big ships.

With my tweaks a fregates still can beat a Warship by outmaneuvering and playing very intelligently, but if it falls too many times into its shooting area, it will suffer heavy damage.

So you may agre with me, again. :cheers

Really, i have seen you like realism, next time you start a game try my mod, i'm sure you will be satisfied with the new battle feeling :woot .
 
shopcs.jpg


I finally found the 8lbs cannon bug, and corrected. :dance


v1.04:

-8lbs cannons and culverines have now properly been unlocked

-8lbs cannons and culverines are now buyable at shipyard

-Manual mod installing made clearer


Thanks however the 8Ibs are still locked, i'm sure there are other files that need to be edited like Cannons.H and Cannons.C from Age of Pirates 2\Program\CANNONS then there are initGoods.C and goods.H from Age of Pirates 2\Program\STORE and i think ShipsUtilites.C from Age of Pirates 2\Program\scripts needs to be edited. Thats how i got the 48Ibs to work anyway. I have tried the 8, 36 and 92Ibs but none of those would work, the stores showed error messages with no pictures for any of the goods this included the store not just the shipyard.

All this is pretty much exact. These are all the files needed to be modded to add the gun.

Hopefully you can get the 8Ibs to work because then the same way should unlock the other calibures however i think the 92Ibs should be used for the forts since the ships never carries many perhaps 2 or of and was normally used as the guns on the stern to help improve there defence from there weakest point.
I finally managed as you see :cheers
 
Very nice mod nixarass! Well done mate! :cheers I will definitely have to give this one a try the next time I start a new game!

After reading your post, and MK's post, I remember now why I dropped Algebra back in school! xD:
 
shopcs.jpg


I finally found the 8lbs cannon bug, and corrected. :dance


v1.04:

-8lbs cannons and culverines have now properly been unlocked

-8lbs cannons and culverines are now buyable at shipyard

-Manual mod installing made clearer


Thanks however the 8Ibs are still locked, i'm sure there are other files that need to be edited like Cannons.H and Cannons.C from Age of Pirates 2\Program\CANNONS then there are initGoods.C and goods.H from Age of Pirates 2\Program\STORE and i think ShipsUtilites.C from Age of Pirates 2\Program\scripts needs to be edited. Thats how i got the 48Ibs to work anyway. I have tried the 8, 36 and 92Ibs but none of those would work, the stores showed error messages with no pictures for any of the goods this included the store not just the shipyard.

All this is pretty much exact. These are all the files needed to be modded to add the gun.

Hopefully you can get the 8Ibs to work because then the same way should unlock the other calibures however i think the 92Ibs should be used for the forts since the ships never carries many perhaps 2 or of and was normally used as the guns on the stern to help improve there defence from there weakest point.
I finally managed as you see :cheers

So thats where i was going wrong unlocking the 36Ibs, well i have now been able to do that, thanks to your mod nixarass showing me where i went wrong. :will



I will try to unlock the 92Ibs. :onya
 
I have finally figured out how to add new calibure of cannon, the 18Ibs added and the 92Ibs unlocked. Both are available to purchase from the shipyards around the
caribbean coming in a mod near you soon.:p





Here are the callibure cannons now available.

Cannon
8
12
16
18
24
32
42
48
92

Culverine
8
12
16
18
24
32

I think due to more cannon calibure's been made available that the Culverines need to be opened up to a maximum of 42Ibs, whats everyones thourghts on that?
 
Sorry to bother you, but did you post a downloadlink to v1.04 of the mod?


Yes nixarass did here it is http://www.filefront...nnonFixv104.zip he put the link in the first post so its easier for people to find the link. :onya

Here are some pictures after getting the Culverines 36 and 42Ibs into the game, these two pictures have every cannon/culverine calibure availoable in game now.

 
Mates, My opinion from a historical perspective is that the purchase of large guns be restricted to the largest settlements with fortifications and the numbers be limitted. If you really wanted 42s or 48 pounders you would have to collect them from several places to get a full set. They were not easily available and were manufactured by state run military houses of ordinance or foundries. Most countries only had one or two at the most of these Royal Foundries. In many ways this would be like a modern cargo ship captain saying he was going to go into Rotterdam and pick up a few 16 inch battleship guns to mount on his hauler.

Holland enjoyed a monopoly in trading guns for some years even selling to their enemies (Spain) until England was able to get into the market. Germany and Italy produced some of the best and most beautiful guns, but not in the numbers to support an export industry until after the age of piracy was at an end.

I firmly believe the largest size guns at shipyards should be limitted to 48 pounders. 48s were predominantly a coastal defense or fortification piece. Their velocity was not as good as the 42 even though they could leverage a larger powder charge (law of diminishing returns).

As for culverins, culverin simply means (literally) reinforced. Why? Because the guns were designed for larger powder charges to create more velocity. I have never seen in any of my research, true culverines larger than 24 pounders.

@ Nixarass: OK I got ya. I still think damage should be a function of velocity rather than weight. There are good formulas for modern artillery we could adapt for the old stuff if we truly wanted to get at the damage a given 17th century gun would produce. My 20 pounder culverine is still producing the destrucive energy of a piece twice its size, and because it can stay out of range and still hit its target it could be a better choice especially for a pirate captain.

Now on your rate of fire did you consider this? My Giant 48 pounder weighing in at a mere 8000 pounds must be manhandled by a crew of 10 to pull the 15 foot behemoth back from the gunwale far enough back that the several pounds of powder, wading, and a 50 pound ball can be lifted into the muzzle and a loader with a 12 foot ramming staff can pack everything down. Then that crew gets to yank at the breeching hawsers to run out the 8000 pound beast back up against the gunwale out the gunport for action. How long do you think that took? I think the 12 pounder gun crew could probably get off three shots to the 48 pounder's crew. I Haven't got numbers to back this up, but will see what I can find out. Rate of fire with a well trained crew could decide the battle. I like your desire to model it right but think it deserves some thought on the correct numbers.

Lastly once again: Caliber is the effective length of the barrel (from breech to muzzle) divided by the barrel diameter to give a value. As an example, the main guns of the Iowa class battleship s can be referred to as 16"/50 caliber. They are 16 inches in diameter and the barrel is 800 inches long (16 * 50 = 800). We should say Size or class rather than caliber when refering to 18 pounders, etc.

I love this crap! :dance

MK

edit: Unless we're talking about early breechloader Bombards with independent screw breeches, that were mounted on some of the huge early Portuguese and Tudor Carracks of the 1400's and threw giant stone balls - only four or six total on board.....I think the 92 pounder is the stuff of fantasy. Someone prove me wrong. I'd love to see one! :will
 
You can purchase 92 pounders at ths hipyards but i haven't set any ships to be able to carry them, of course if your ships max calibure is 48Ibs then a visit to bermuda will allow you to fit 92 pounders. The 92 pounders was unlocked mainly for the forts, i have put that the forts will have either 48Ibs or 92Ibs mounted. I was more happy to have added the 18 pounders lol thean unlocking the 92 pounders, i alway's thourght the jump from 16 to 24 pounders was a steap one and wanted to reduce that a little.

Is it worth adding any lower calibure than the 8Ibs?

Edit: I'm sure the HMS Victory had 2 92Ibs mounted on her stern or was they 68Ibs. :shrug
 
Luke, HMS Victory had two 68 pounder Carronades mounted at the front of the foc'sle. They were on pivoting carriages that could aim about 80 degrees off center of the bow. The max effective range was about 1200 yards (400 meters) and the prefered ordinance was canister shot. I could see how you could mix that up. I'm actually hoping I am proven wrong. I pride myself on learning something new everyday. This old dog learns new tricks. I'd love to see a 92 pounder. :will It'd just be cool. Still think its fantasy though.

Victory is a great example to prove a couple of my points. She mounted thirty 42 pounder bronze guns prior to 1803. They were replaced by 32 pounders because they were lighter, easier to handle, had a better rate of fire and produced higher velocity(damage) MK
 
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