
u/NameSignificant6916

How to create functional torpedo protection?
What it says on the tin. Is there any way to do functional torpedo protection that matches up with IRL TP protection, or do we just need to have more HP and tough it out?
Hashidate-class Protected Cruiser
Whenever I play Rule the Waves 3 starting in 1890, I almost always build a class of ships along the lines of the Hashidate-class here to start the game off; the name of the first such class of ship I remember building. An 8000 ton* protected cruiser that runs at 21 knots, loaded down with 4 casemate 5" (in this case, 4.7") secondary guns and as many 6" guns as possible; 12 in this case. Accompanying this is a 2" protective deck and four torpedo tubes. A ship like this can only be built in 1892 by Japan, because their dockyard is too small until two rounds of development are made, so I usually also build a smaller, 6000 ton version with 2-4 less guns beforehand.
Such a ship is incredibly useful until Dreadnoughts start being built, because the early game's weak damage control means that the high number of fires started by spewing an endless stream of 6" shells at them means even battleships are under threat from this thing, whose broadside rivals a more modern CL's. This particular instance had a refit circa 1895-7, considering it has rangefinders.
Here's some lore for them from an alt-Japan that would/could have built them.
In 1892, Japan had a severe lack of large warships, and desired a method with which to counter China's pair of Dingyuan-class battleships and, to a lesser degree, the coastal ironclad Pingyuan. Although they originally intended to purchase four Matsushima-class Protected Cruisers from France, tests determined that the large gun would cause bad seakeeping, and the low rate-of-fire combined with low accuracy would give unacceptably low ability to actually kill these threatening ships.
Thus, it was determined that torpedoes would be the way to kill these warships. The Dingyuan-class had a very light secondary armament and were relatively slow, and so it was decided that it would be reasonable for torpedo boats or torpedo-armed corvettes/small cruisers to. However, the Chinese Navy had several smaller warships that could halt a torpedo boat attack before it had a chance to land its blow.
The Hashidate-class was built to solve this problem by sinking enemy cruisers and gunboats using its superior speed and firepower, then suppress the Dingyuans with a hail of 6" gunfire; or sink them by themselves, using their own torpedo tubes. Two were built instead of the four Matsushimas, and they proved a highly capable ship in the first Sino-Japanese war, servicable in the Russo-Japanese war, and the original pair were still proving useful even into WW1 as training or escort ships.
The Hashidate-class proceeded to spawn a design lineage in which each successive class of ship looked more-or-less the same, but with a more powerful engine, refined hullform, etc. to improve speed and marginally thicker armor. This lineage lasted until approximately 1913, whereupon the dominance of centerline guns, new shipbuilding conventions such as flared bows, and the advent of "light armored cruisers" (IE, light cruisers with a thin belt and sloping deck rather than only a protective deck, which outclassed protected cruisers in armor for not much more weight) caused the need for a "clean slate" design.
*(according to Springsharp and her original RTW3 incarnation at least; Navalart seems to... overblow tonnages whenever I build ships. This may be a skill issue.)
Career Ship: Converted Battlecarrier
I converted this Izora-class battleship into a carrier. It does quite well for itself in every mission that's out so far and makes up to 40 knots. Ignore the lack of struts I just couldn't be bothered to add them. It can't 1v1 actual battleships, but anything smaller gets mauled by a hail of wildly inaccurate gunfire from the extremely large number of secondary guns that the ship is plastered in, and anything smaller can't really hurt it due to retaining its battleship armor belt.
When fighting a battleship, the plan is "run away and throw planes at it". For anything smaller, it's "DAMN THE TORPEDOES, FULL SPEED AHEAD".
Not the reaction she was hoping for...
And then they kissed.
How to make these fit?
New to the game and been trying to get this flared bow to merge into an otherwise flush deck, is there some technique I'm missing?
Ships used circa 1032 BBY and during the last portion of the Jedi-Sith Wars?
Other than the Dreadnaught and Hammerhead (because those last forever), what sort of ships would we have seen in 1032~ BBY, the year that the Sith were finally "destroyed"?
I remember hearing that the ISDs and Venators' dagger shape and all-forwards (or like 90% able to face forwards at least) armament was based on ancient Sith warships, and I know that most stuff being used is probably recognizable if less refined and weaker than their successors due to less advanced tech.
I'm only sorta familiar with modern SW ships, so this era of them is even less recognizable for me, and I've been curious at what they were like. What did the last ships of the Sith Empire look like? What were they armed with? What did the ships on the Republic side look like? Fleet doctrine for either side? The fighters, what would they look like?
If a man got frozen in carbonite in 1032 BBY and thawed out in 32 BBY, would he be filled with wonder at all the new ships and layouts and technologies, or horror that shipbuilding has seemingly not advanced in even the slightest (beyond incremental tech advances)?
EDIT: I have been informed that the Republic Dark Age is one hell of a drug that made shipbuilding mostly "if it gets into space, it's good enough". So I amend my question: In the era immediately before the Republic Dark Age, whereupon the galactic economy became too clapped out to function properly, what did the ships look like? Let's say... 1200 BBY to 1100 BBY, the beginning of the RDA? And if things weren't much better then, how far back do you have to go to start seeing proper navies again... and what did they look like?
Just scaling up a gun? (On the artillery scale).
The idea is that a nation (approx 1945-50 techlevel) wants to replace their old, semi-automatic AA Artillery (of 3-4"/76.2-101.6mm) with a new, automatic one of smaller size but much faster ROF. The idea is that, this will give their escort ships (frigates/DEs) greatly enhanced anti-aircraft capability for a similar weight, as well as more ability to threaten thin-skinned enemy light cruisers and destroyers.
However, they also want to do it fast, and have a relative lack of design expertise in the field of rapid-fire large caliber guns. Thus, their plan is just scaling up their existing, very serviceable 40mm autocannon (Bofors expy) into an 80mm gun; or if that doesn't work, a 60mm gun. They (read, I) hope that the the square cube law will be in their favor here, and that any modifications beyond "make it 2x bigger" will be relatively simple so they can just skip 90% of the design work that normally goes into making such a weapon.
TLDR: Seems like the best subreddit to ask this; Is it reasonable (IE, even semi-feasible) to create a new naval gun by just scaling up a smaller gun? In this case, scaling up an autocannon (40mm) into a full-sized rapid-firing DP gun (60-80mm). If so, how much work would it take? If not, why?
Edit: Thank you all for your takes on this question! The consensus seems to be "yes, but there would be reliability issues and design inefficiencies from just scaling it up by 1.5x-2x" or "it's possible, but would you want to?". In this case, yes, they would want to. They're trading out guns that, while functional, are dated by about 30 years (not counting new mks of the same gun with marginal improvements) and simply don't have enough RoF to handle even propeller aircraft particularly well without a large battery of them. Seeing as this gun is being developed for use on frigates of roughly 1.5kt, a large battery isn't an option, nor is a particularly large gun.
Thus, the 60 & 80mm. I've decided that the 80mm is definitely going to show up (as I've determined that it's basically a cannon that double-taps, which is so cool that I can't let that hang), and that the 60mm is probably going to show up as the group's equivalent to the 57mm guns we see kicking around IRL.
Idea: People with more complex quirks are often less intelligent than those with less complex quirks.
This is because a fairly large portion of the brain that would normally be used for, y'know, thinking (memory retention, logical and emotional reasoning, etc) has been recruited for the function of their emitter or transformation type quirk; where the brain often needs a LOT of resources to prevent things from going... badly.
This hasn't been noticed because the Dawn of Quirks made such studies fairly biased (or lost) and the fact that even the quirkless have evolved (how else did you think Midoriya was hauling a truck up a 45 degree incline?) quite a few adaptations. Among those adaptations are denser neurons. This somewhat offsets the issues that those with complex quirks would face, although on occasion you get someone with a quirk that requires a lot of brainpower to use that gets screwed over by it.
For a few examples, Momo in this idea would likely have a below-average logical reasoning skills but an ironclad memory and ability to recognize compounds and molecular structure; in some cases, probably without even having to study it like she does in canon. Do it by 'feel', y'know? Denki isn't a dumbass because he fries his brain, he's a dumbass because his brain has moved a solid chunk of its memory-retention ability over to wrangling his quirk. Bakugo, having a fairly simple quirk despite appearances otherwise, is only lightly affected. Mirio's even more of a himbo because his quirk needs him to be a savant, or he dies. Midnight's quirk is extremely simple, so she's pretty much unaffected as well. Eri's quirk never properly recruited more real-estate for its function, so using it is like breathing manually for her.
Mutants and the quirkless in general are able to use that chunk of brain for actual thought. Like, 90% for mutants and 100% for quirkless. This can be especially prevalent with mutants that are larger than normal, and thus have a physically larger brain; like that fox lady everyone thirsts over. She was a straight-A student in school because of that big brain and probably has a high-paying job in an intellectual field now. Gang Orca and Mirko are probably the smartest heroes in the top 10.
As an unfortunate side-effect, Midoriya goes from an unsung genius (naturally high intelligence plus the increased neuron density of modern humans stacking up) to merely 'pretty smart' when he gets One For All (because awakened One For All is a monster of a quirk that needs a ton of processing power) and attributes trouble in school to stress. He only starts getting concerned when he has a hard time making sense of some of his notes from middle school. As a happy side-effect, All Might suddenly becomes about 1.5x smarter after the battle of Kamino, and catches on to this.