General Japanese Naval Forces Discussion HQ

depends if they used them ig. Earlier ships secondaries were mostly anti surface, slowly changing to dual purpose and then pure AA. I wouldnt be suprised if those cold war ships were never supplied with APHE ammunition since whats the purpose of it with armor being non existent and primaries fullfilling anti ship role much more effectively.

Ofc if there is a source, they should get those APHE

Ah, so for example, since USS Dealey and USS Mitscher were in service at around the same time, the latter should also have the APHE shells that the former has in-game then.

This would be a similar situation to the Japanese tree then.

Would require looking at actual sources though. Thanks.

might be due to the fact that for dealey those same guns are primaries, so to make up for lack of 127mm SAP shells they got 76mm APHE to deal with bigger targets in emergency situations.

Amagi turret damage model bug report. Make sure to hit the “I have the same issue” button!

https://community.gaijin.net/issues/p/warthunder/i/MenKC8Q5w69y

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Not sure if this is the right thread to ask but since i didnt want to create a new thread i hope it is. Having unlocked the mutsu i am really wondering as to how it seems like basically any hit by laser acurate ai shells (unfortunately cant recall what kind of ship (so not sure if it was he or sap) nor can i remember if it was a destroyer or cruiser since it was halfway across the map and i was behind mountains seems to hullbreak or even damage modules?

As annoying as naval already is with uneven teams (hell yeah to play with 2 7.0 bbs vs teams full of 6.0 cruisers or uneven matches) why the fuck do we need 20 bots spawn right on top of you, blocking everyone to leave the spawn, run into you when youre in a firing position and angled just to proceed to drive around randomly and take caps that you wont ever reach in your battleship to end matches in 5 minutes and tag stuff with laser accuracy from 10 km+?

Sorry for that short vent, but the actual icing on the cake was my whole engine room of the mutsu suddenly bursting into flames relatively soon after the match started and no enemy player in sight. after some seconds of handling that and trying to find out what happened i discovered that im suddenly at 40% crew without any major calibre gun hit that i saw except for some sub calibre ai randomly flying at me from 12 km out. tapping j revealed that it was - in fact- a bot in a destroyer or coastal boat taking almost 50% and my whole engine room in one hit. Are there any known armor holes in the mutsu that i missed? i know there was a ship with a massive armor gap at the funnels but cant remember which but its annoying as fuck constantly being damaged by bots like no other top tier ship i played. Maybe @T3ddy4 knows something about this since i read your posts in the very entertaining scharnhorst vs mutsu banger which made me munch some bags of popcorn. but i learned a lot in those posts, probably one of the best to explain what happens at top tier naval and why

Further thinking about that and realizing what i actually should have done is - find the server replay when i’m back home^^

I understand your pain, but sadly that is the situations with HE shells. Perhaps it was someone closer?

Not that i know of particularly. The AI in naval are known to be ridiculus in terms of accuracy and it does often feel like they either do no damage at all or nuke you instantly. There are a couple of things i can think of that might have happened: Firstly it is possible, though unlikely that you were actually hit by an enemy battleship that was not spotted at the time and scored a lucky hit, and then an AI caused a small amount of damage which is why it reported that it was an AI shooting you whne you tapped J. Secondly it is very possible that it is that there is a hole in the armour, and the AI managed to sneak a round through it. Thirdly, and what i think might be the most likely, is that the AI managed to hit the torpedoes stored next to the tubes on the gun deck here:


The detonation of those torpedoes might have caused the extreme damage you took, and probably would damage the engines. Either way, if it happens again it is probably best checking the replay for anything obvious, then bug reporting it, and seeing what they say. That way we might get an explanation as to what is actually happening even if it isn’t a bug.

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once again shining with naval knowledge :-) didnt think about the torpedoes but ill definitely try to find the replay to confirm its not an armor hole. the constant damage to the mutsu by ai is already annoying enough constantly having to repair small hull breaks or even the secondaries

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Funnily enough this works to my favour when I argue for G3 with 16.5" turrets with 25 degree angled 14" deck and 9" deck armour.

Heavily doubt G3 comes that way though, or that they ever fix Amagi.

ok i think i actually found the replay of the match i was looking for and it was actually a poltava that i didnt know had targeted me. he hit my funnels (if thats the correct english word) a couple of times not sure with which round (since it is in the saved replays and the streams and replays tab doesnt show naval matches and he wasnt scouted so unable to check what he shot).
The funnel was unrepairable if i recall correctly until it set my whole engine rooms on fire which took the lives of around 40% (if i remember correctly since it doesnt show that in replay) of my crew which is approx 533 hard working japanese sailors. man they really should have known better than stuff over 500 people in the engine rooms that will explode when the exhaust funnel as the highest superstructure apart from the main mast gets hit by some rounds.

Edit: some typos and corrections on shell type

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Isn’t there a fatal bug in the flooding system? Amagi floods very quickly, the holes can’t be repaired, the munitions storehouse far from the hole is submerged, and the horizontal repair is very slow.

feels like it’s the same or similar inthe mutsu. half my deaths are from unstoppable flooding while repairing small hull breaks that dont cause flooding all game long to keep the breach repair when necessary as low as possible. maybe thats because armor around secondaries is like 20 mm then again why would that cause a unrepairable breach? and if repairable breaches only occur on the hull where water could enter how the fk is it possible for ai destroyers to cause breaches to the mutsu with almost every hit?

its not like scharnhorst or similar ships are already way better to much better armor scheme, mutsu has 0 aa, guns go all over the place while full salvo hits to a scharnhorsts superstructures right in the middle of the ship sometimes do 0 damage while youre slowly getting chipped away cause half the ai on the other side of the map somehow decides to target you and keep you repairing

The Type91 in the game seems to have a large error. GAIJIN used the amount of explosive to calculate the cavity size of Type91, but in reality the explosive only filled 1/2-2/3 of the cavity. This can result in a 5% error.
In addition, Type91 seems to have difficulty completing CP against hardened armor with T/D=0.9 at greater than 30°. There are even reports that shells begin to fail above 25°. I suspect that firing at a large Angle at speeds above 500m/s will cause the shell to shatter.

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Yesterday had another outstanding event of sinking due to uncontrollable flooding in the mutsu. One single (or at least thats what i noticed during gameplay) penetrating hit at the engine compartment probably below the main belt (also shown in x-ray while playing) causes an unrepairable breach which made me sink in a matter of less than 2 minutes despite decreasing speed. How is it that these ships are modelled so badly or is their whole hull really just one compartment?

Anyone else had that? Like, whats the point of strategy, positioning or angling if on a borderline pointless map like african cape u spawn 8 km from the whole enemy fleet in a massive cluster that wont let you maneuver, gives you 0 time to dodge shells or make them miss critical parts, also you cant turn too much so basically all you can do is continue sailing straight into the enemies cause one stray shell penning you anywhere will just sink you in 2 minutes? WTF is that gameplay?

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Looks like IJN Kirishima is the '24 Winter Event Vehicle, according to Gszabi’s new leak list. This, of course, would be the third Kongo Class in game. I’ve been trying to research any differences between them, but best I can tell Kirishima is identical to Kongo.

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Kongou ingame is from 1944. If in the 1942 fit as she was sunk, Kirishima would have 20x25mm AA instead of 100, 4 as opposed to 6 dual purpose 5 inch twin turrets and 14x6 inch casemate secondaries rather than 8. Armour is identical except she would be missing the 1 metre thick concrete bunker that protects the stearing gears in the stern, this was added to Kongou and Haruna after the loss of Kirishima and Hiei at Guadalcanal.

Gaijin could also add pre-1930s refit Kirishima, which would mean less deck armour, older shell types, no AA and top speed of 25-27 knots instead of 30.

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So in other words, stick with the Kongo.

Yeah, however, Kirishima makes a great filler for what is already probably the best top tier bluewater lineup in the game, especially in EC where you are not limited to 3 respawns.


Right now with Amagi being so easy to ammorack, it probably justifies having another Kongo instead, particularly in RB or Arcade where you are limited to 3 spawns and need a fast capital ship to contest a cap with.

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Is Amagi really that easy to ammo-rack? Darn… I was looking forward to getting it.

Also, I’m not disappointed that Kirishima is an event vehicle. The refitted Hiei is way more iconic due to its Yamato-prototype superstructure, so it gives me hope it’ll be in the TT