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Thread: WCNAW FAQ (Updated 12/1/09)

  1. #1
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    Lightbulb WCNAW FAQ (Updated 12/1/09)

    Updated 12/1/09

    * Can I change ship/division speeds?

    This feature was added to v1.04 - http://forums.navalwarfare.org/showp...34&postcount=3

    * Will islands, shallows, coastlines, minefields, shore batteries, etc. be added to WCNAW?

    Yes. Present planning is for update v1.1+ to include these features.

    * Where can I find scenarios for WCNAW?

    WCNAW includes the ability to design new scenarios effortlessly plus a random battle generator with a wide range of customization options. You can also download scenarios from this submitted scenarios thread;
    http://forums.navalwarfare.org/showthread.php?t=1517

    To play a custom scenario in WCNAW simply go to the thread above and download the TXT formatted scenario and then place it in the appropriate folder in your WCNAW directory; Scenarios-WW1 and Scenarios-WW2. After that you can select a scenario to play by choosing the option to "LOAD SCENARIO" during the startup options which will then show a list of selectable scenarios in those directories based on the time frame chosen at startup.

    * Will mission parameters and objectives be added to WCNAW?

    Yes, by around update v1.2. A variety of options for designing into the scenario editor will include mission parameters, objectives, point value variations for accomplishing missions, etc.. will be added.

    * Will the ability to fight larger battles be added to WCNAW?

    Yes. Present plans are to include the ability to fight battles with up to 256 ships per fleet is being planned - likely in the range of 16 divisions of 8 ships each. At this point this is planned for either v1.1 or v1.2.

    * Will more navies and ship classes be added, including hypotheticals?

    Yes. At present there are 400+ ship classes in v1.0 but plans are already in the works to include more countries, more ship classes - including refits, etc. as further updates are posted. Note, some hypothetical ship designs are already included in the databases. Generic non-combatant ships and patrol craft flotillas are also due to be added to the databases.

    * Are campaigns available in WCNAW?

    The plans right now are to allow for compatibility between our SAS engine and WCNAW thus allowing for campaign management to be handled by SAS at a later date.

    * Since WCNAW features a 3D/2D hybrid interface will the 3D side of the engine be expanded on?

    I am presently exploring a variety of potential directions to expand on the potential features that the 3D portion of the interface offers including the possibility of multi-perspective viewpoints during combat resolution.. more on topic this as work continues.

    * Are there plans to model individual shells in combat?

    Yes. There is a plan of action to add a full shell type, by make, year, and model number, database into the engine including individual shell modeling for gunfire combat. This enhanced detail level is due to be added by around v1.3 to v1.5. This is also part of our "extended combat mechanics" directive that we are working towards for future engine updates.

    * Does WCNAW offer different viewable screen modes?

    Yes. See our online manual here;
    http://navalwarfare.info/files/WC/WC...erface Section

    * Are collisions possible in WCNAW?

    WCNAW includes AI controlled anti-collision instructions. No two divisions in WCNAW can occupy the same point on the TacMap at the same time. If a potential "collision" is imminent the AI will automatically force one division to "back off". This was done to minimize overloading the player with microscopic course/speed changes so as to avoid collisions within the simultaneous movement/combat resolution of each game turn. Historically, collisions during combat were extremely rare occurrences and all ships had some method of communications, lookouts, and officers/crew managing the helm of each ship. These were the same crew that helped keep the ships from colliding that were operating in close proximity within the divisions.

    * Are gun turret firing arcs included in WCNAW?

    Gun turret firing arcs are taken into consideration in relation to the firepower ratings including cross beam arcs, wing turrets, sustainable broadside firing, etc. Forward and rear firing arcs reduce the firepower of the firing ship by ~50%. This also takes into account possible "snaking" the ship to allow certain arcs to open fire on a target. More detailed gunnery arcs will be included in future engine updates.
    Christopher Dean
    Director of Operations / Projects Designer
    Naval Warfare Simulations
    http://www.navalwarfare.net
    NWS Online Combat Gaming Store
    http://www.nws-online.net


    Click here for the forum policies and registration instructions.

    "Intel warfare: Inflict more FOW on your enemy then what he can inflict on you." - Me
    "Tactics : The ultimate force multiplier or divider." - Me
    "Money spent on weapons that deter a war is always better then lives spent on fighting a war." - Me
    "Before one judges the quality of a military force one should judge the quality of their opposition." - Me

  2. #2
    Join Date
    Feb 2008
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    Updated 12/1/09
    Christopher Dean
    Director of Operations / Projects Designer
    Naval Warfare Simulations
    http://www.navalwarfare.net
    NWS Online Combat Gaming Store
    http://www.nws-online.net


    Click here for the forum policies and registration instructions.

    "Intel warfare: Inflict more FOW on your enemy then what he can inflict on you." - Me
    "Tactics : The ultimate force multiplier or divider." - Me
    "Money spent on weapons that deter a war is always better then lives spent on fighting a war." - Me
    "Before one judges the quality of a military force one should judge the quality of their opposition." - Me

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