The french tree is receiving Richelieu in the Leviathan update, i thought it would be a good occasion to create a topic to discuss its implementation in game, its performances, but also share some IRL information regarding the ship(s)
so can we talk about the pen nerf on the richelieu ,gather some data and do a bug report before the dev serv end ?
because i will be honest i want to do it but i dont have any docs who could directly say the contrary to gaijin .
From my understanding the velocity seems to be correct
830m/s was a thing, but it lead to a blow up in one of the turrets.
Of course one could argue they weren’t generous with the Richelieu while they were with the Soyuz, but the problem is more Soyuz than Richelieu in this particular case imo.
When i run the formula for the Crucible shell i get this.
I think it’s around 738 currently in game ?
Issue is, the shell’s data comes from navweaps, and i don’t think gaijin considers it as a source.
If the shell weight, muzzle speed and explosive mass in the dev server is the same as those values, it means gaijin did not use Jacob de Marre’s formula, and it could probably be reported.
In any case, i wouldn’t expect a massive bump like we had on Dunkerque’s guns.
Sidenote :
Does anyone know what the thickness for this plate (here illustrated in game on Dunkerque) is on Richelieu ?
And if we could find any info regarding this somewhere ? If it’s thicker on Richelieu, it could be a serious angling monster
This plate?
that one yes, thank you !
165 then quite meh
I’m not surprised. Strangely enough nobody expected their battleships to fight like tanks on a cod-style war thunder map.
Thank you for saying it. People have been looking at stats and blueprints so much on this forum, they tend to forget that real life battles don’t have fleets spawning out of thin air 15 km apart from each other. Works for ground and air as well.
Yeah well, one can hope they move the spawn at least a bit further away, although i’m not expecting anything really
Yeah… They are in such a rush to give us all the battleships but act as if giving us engagement ranges that these ships were designed for is going to bankrupt them or something.
It’s the same for ground too, I always have more fun [at top tier] on the larger maps but Gaijin only ever wants to add the awful small ones.
https://community.gaijin.net/issues/p/warthunder/i/PQuy9704e5jj
so i did a little bug report about the velocity
yes and no . the gun blew up not because 830m/s was to much but because the base of the shell had a flaw in the conception anjd it was at the limit of it’s resistance + the SD21 propelants charges where more powerfull during the battle of dakar because of the high ambiant heat ( above 40°C) making it produce 3700kg/cm2 instead of 3200kg/cm2 .
on top of that do you really think the engineers never tried the guns before mounting them ? it was working perfectly fine untill the charges became to hot ( dont really ask me how a big heat make the charges that much powerfull i dont really know but i guess it have to do with the thermic expansion ( if it’s correct to say ) and maybe the composition have something to do with it also .
welp they totaly ignored it and im pretty sure they didnt even took the time to read it just because it dont have official docs in it … so i made another one with MORE sources and hopefully it will pass … at least if they try to connect 2 neurons and dont send the same copy paste response to everysingle report that cant have a primary source
https://community.gaijin.net/issues/p/warthunder/i/h0ccx70vmzNp
also @HK_Reporter do you think you can help with it or is it condamne to be ignored just because there are no docs with the signature of god testifying it’s true ?
As funny as it is to see Richelieu running around with submerged magazines, it is disappointing that the unique subdivided turret system the French had to mitigate the impact of internal issues was reduced to this.
I do not have any high hopes for the split turret to be modelled at all, but having the two levels of ammunition separated is technically one step closer to this implementation, since you need each level linked to each half turret. But I decided to try anyway and submit a bug report concerning this.
https://community.gaijin.net/issues/p/warthunder/i/xILYdMTmGvKJ
Also, one more point about the split turret system. While it is true that rounds that do not penetrate the turret can put the entire turret out of action (and in no way am I expecting the other half turret to continue functioning after a frontal plate penetration), there are still some benefits to splitting the turret and elevator into two modules, one of which could be a shorter repair time of the entire turret/elevator if both modules were not destroyed. I hope the developers will be more open to this discussion since I think this is a missed opportunity to implement something truly unique and historical into the game.