Ship Design GuidelinesWhere in doubt, rely on common sense and historical practice.
This is a "living" document; entries may be added as events or discussions warrant them.
Block-coefficients0.38 is the absolute minimum. Coefficients should be reflective of the size and speed of the vessel.
ArchitectureAny ship with main guns larger than 7 inches is generally built to the BB/AC "architecture" meaning the technology rules for BBs and/or ACs apply. Any ship with guns 7 inches or less may be built to the Light Cruiser "architecture". Ships may be built to the TB/DD "architecture" rules, provided they meet the minimum requirements for such ships.
Exceptions to architectural classifications may be granted by the Moderators at their discretion. This is to allow for ships of unusual design or concept, and for certain OTL historical outliers that do not fit as easily in this system.
HoistsProtected cruisers should have hoists with the gun mounts, if the appropriate technology has been researched. Destroyers of WWI had no hoists for individual guns. A cruiser without hoists has a lower sustained rate of fire, and is more vulnerable due to the ammo exposed on the deck.
Hull StrengthMinimum 0.50 cross-sectional hull strength for ships built to Destroyer/TB tech; otherwise, composite hull strength of 1.00 is recommended. Ships not meeting this criteria are at risk of moderator-inflicted incidents.
Length to Beam RatioRatios should be reflective of the size and speed of the vessel.
Length to Beam Ratios of 12:1 (smaller, faster ships) or 10:1 (larger or slower ships) or less are reasonable and do not risk moderator-inflicted incidents. Ships approaching circular shape risk moderator-inflicted performance issues.
Miscellaneous WeightsThis will be added to as new items are suggested or become available.
Boats: Typical ship's boats are part of fittings. Extra boats, landing craft, or attack craft require 2 t of miscellaneous weight per tonne of boat weight: the difference accounts for cranes and hull reinforcements.
Coalling/Oiling Gear: Considered part of ship's fittings.
Depth-charges: 1 t per three depth charges, including rails. 1 t per thrower, once available.
Fire Control: 250 t for ships built to BB/AC Architecture; 100 t for any other ship above the nation's maximum DD/TB size; 25 t for DD/TB and ships of similar size. Monitors may use the next-smallest system, but will suffer in engagements against moving targets.
Fluff: Flag facilities, medical facilties, climatization, extra pumps, and so forth are assigned weight as the player sees fit. Moderators may assign performance bonuses to the ship under specific circumstances if the facilities warrant it.
Mines: 1 t per mine, including associated laying and storage equipment.
Radar and Remote-Hearing Devices: 25 t per installation is recommended, though the effectiveness of these devices is questionable.
Torpedoes: Torpedoes will be assigned a miscellaneous weight value equivalent to the tonnage listed in SS3 for the weight of a given torpedo. The integrated torpedo section does not reliably add in the needed weight into designs, hence the use of miscellaneous weight.
Troops: 1 t per four troops for short-ranged landing craft. 2 t per troop for long-term (> 1 day) embarkment.
Wireless: 10 t for a short-range (100 mile) set, 25 t for a long range (250+ miles) set. Redundant installations are allowed. New construction laid down 1/1/13 or later does not require weight to be set aside for short-ranged sets.
ShaftsFour shafts are the most that may be installed aboard a ship.
SpeedFor ships not constructed to Destroyer/TB tech, the SS3 reported top speed is just that. For ships constructed to Destroyer/TB tech, the SS3 reported top speed should be considered that ship's top in-service speed in a seaway. To calculate the speed attained by that ship on trials in smooth water, you can use the following equation:
To calculate the trial speed, first find the base bonus derived from it's light displacement, starting with what "band" the ship is in:
<=210: 6 knots
<=250: 5 knots
<=500: 2.75 knots
<=750: 1.5 knots
<=1000: 1.125 knot
<=1500: 0.75 knots
<=1750: 0.6 knots
<=2000: 0.5 knots
over 2000 tons: 0 knots
In each band, then divide the bonus for that band by the value of the light displacement divided by the upper limit of that band..
So for instance, for a 450t (light) dd, do this: 2.75 / (400/500) = the "base" bonus of 3.44 knots.
Then mix in the machinery modifier, which is simply the normal displacement percentage of machinery/0.6 (so that a machinery weight of 60% = 1), then multiply the base bonus above by that figure.
For one example ship:
Displacement: 250t
Mach %: 51.7 (or after divided by 100, 0.517)
Speed: 28.08
Base bonus: 5 / (250/250) = 5
Mach modifier: .517/.6 * = .861667
So the bonus = 5 * .861667 = 4.31 (rounded to 2 decimal places), or 4.5 (rounded to the nearest half knot), giving a new clean water optimal condition trial speed of 32.5 knots (using the half-knot rounded figure).
Or for ease of use, use this calculator:
SpringsharpSS3 is the program we use. We do not use SS2. If the ship can not be designed from scratch in SS3 using our design guidelines and naval technology trees, the design is invalid.
Transom SternsThe utility of this hull form is not yet recognized and is not to be used in designs.