Ship Weapons (War on the Sea)

Here is some information about the **ship weapons** in *War on the Sea*:

## ship weapons

To designate a target:

1. Utilize the Target Mode button (T) in the Secondary Toolbar.
2. LEFT CLICK on either:

* Map icon
* Message Log arrow
* Actual target in the 3D world.

The selected target is now established, and pertinent data is presented above the Main Toolbar. It is noteworthy that issuing an Attack order to multiple units automatically sets their target identical to that of the Controlled Unit, prompting all directors to shift focus to the new target.

## Main & Secondary Guns

Access the Main Guns button on the Main toolbar (Alpha1) to reveal the main guns gunnery panel. Similarly, the Secondary Gun buttons on the Main toolbar (Alpha2) open the secondary guns gunnery panel.

* The lower part of these panels displays the various guns on board.
* The primary gun panel details each individual gun turret, while secondary guns are organized into batteries.
* LEFT CLICK on turret icons to select/deselect them for firing.

## Fire At Will

Employ the LEFT CLICK AT WILL button next to FIRING ORDERS to engage (or cancel) "Fire At Will" mode. When active, ships will:

* Commence firing primary and secondary guns at detected or upon detecting enemy units.
* Assign the target of primary guns to all directors.
* Shift to a new target if the current one is sunk or lost.
* Automatically use HE rounds against specific targets.
* Conceal FIRING ORDERS settings on gun panels, replacing them with "FIRING AT WILL."
* Display the current target for those guns if one is assigned.
* During dark conditions, intermittently fire star shells to illuminate the target.
* Ships or aircraft firing at will have a small "guns" icon beneath their name.
* The Orders panel can command all selected units to toggle Fire At Will mode.

## Firing Orders - Settings

* + IMPORTANT - FIRING ORDERS show settings applied to guns about to fire, NOT what guns are currently doing (See TURRET ICONS below)\*\*

* FIRE: All selected turrets/guns open fire on the Controlled Unit's target (or at the designated location in manual MAN mode).
* HOLD: All selected turrets/guns maintain aim at the target.
* CEASE: All selected turrets/guns return to a resting state.

* Use HOLD to align all guns at the target, wait, then use FIRE for a simultaneous salvo.
* Shell Types include AP (Armor Piercing) and HE (High Explosive).
* SPREAD adjusts the shot dispersion to LOOSE, FULL (default), or NARROW.

* Firing Types encompass MAN (Manual Fire) and SPOT (Spotting Fire).
* MAN mode requires manual targeting via LEFT CLICK on the map.
* SPOT mode waits until shells reach their destination, observing splashes to refine range calculation.

## Turret Icons

LEFT CLICK on turret icons to select or deselect individual guns or gun batteries for firing.

* The ready bar indicates the reload time for an individual turret or battery.
* A colored circle on the turret signifies firing or holding fire, with ammunition type displayed within.
* Hover over a turret icon for detailed information, including firing arc, target position, target name or "FIXED POINT" in manual firing, solution against the target, direction, range, shell type, and spread setting.

## Ammunition

Primary guns draw from a shared magazine, while secondary guns have dedicated ammunition pools for each battery.

* Firing a gun without the selected ammunition type switches to the other shell type (not star shells) upon reload.
* If no ammunition is available, the gun ceases firing.
* Firing star shells reverts to HE or AP ammunition if available.

## Torpedoes & Torpedo Rooms

Utilize the Torpedo button on the toolbar (Alpha3) to access the torpedoes panel. For submarines, use the Torpedo buttons on the Main toolbar (Alpha4) to open the torpedo rooms panel.

* LEFT CLICK on turret icons to select or deselect them for firing.
* When firing from Torpedo Rooms, only one room can fire at a time, defaulting to the forward room if multiple rooms are selected.
* Use sliders to set the number and spread of torpedoes in a salvo.
* Use FIRE to initiate torpedoes from all selected mounts or rooms.

## Torpedo Icons

LEFT CLICK on torpedo icons to select or deselect mounts or torpedo rooms for firing.

* The ready bar indicates the number of torpedoes available.
* Hover over a torpedo icon for detailed information, including firing arc, target intercept point, target name or "FIXED POINT" in manual firing, solution against the target, direction, range, and available ammunition.

## Depth Charges

Access the Depth Charge button on the toolbar (Alpha5) to open the depth charge panel.

* Use SETTINGS sliders to determine the number of repeats and time interval between repeats.
* LEFT CLICK on depth charge icons to select one or more for deployment.
* Use FIRE to initiate depth charge drops.

## Depth Charge Icon

Hover over the depth charge icon to view the number of depth charges remaining, the remaining repeats, and progress during each repeat of dropping depth charges.

## Target Solution & Directors

Target solution is a mathematical calculation to predict a target ship's position at the time a weapon intercepts it.

* Displayed in the Target Data panel above the Main Toolbar (SOL) and on weapon panels with

```
Directors (e.g., Primary Guns, Secondary Guns, Torpedo Mounts, Torpedo Rooms).

```

* Solution accuracy increases with factors like good visibility, spotting fire, correct identification of target class, radar usage, and tracking with multiple directors.
* Solution accuracy decreases with factors like poor visibility, changes in target course or speed, changes in observing ship's course or speed, target burning or releasing smoke, and loss of contact with the target.
* Issuing an ATTACK command immediately forces all directors to track the specified target.
* Each ship builds its solution against a target, and gun turrets under local control also construct their solutions.
* Calculation of the target solution is automatic as long as contact is maintained.
* Manual Firing mode does not require a target solution, as guns fire at a fixed location.
* The Control Room of a submarine compiles target information and tracks a target similarly to a director.