NBZ: High Caliber

# Description

**Naval Battlezone: High Caliber** is a developmental navycraft server. The server was created and programmed by Maximuspayne, whom was the originators of Navycraft spigot.

## Background

The server is powered by the spigot known as **Navycraft Recoded**.

The server aims are to develop and test Maximuspayne's more realistic navycraft plugin in minecraft in comparison to the dated one which he coded in 2011-2012. Thus vehicles movement, physics and other aspects are meant to better mimic how real life vehicles perform. The server after almost a year of development open in October 25th, 2020. Not fully complete, but open to the public.

* **Note:** Please Note the server is under development and not all things are fully functional. Notations mentioned on this page are subject to change as code on NBZHC is course of development & change. Not all new items added to the server have been written here. They can be found on the server's discord page at the present time. Currently only Ships are functional, while Submarines while they can move and dive, do not have functional torpedoes at this time. Aircraft & Tanks have not developed yet at this time.

* **Texture Pack** - When logging into the server for the first time, make sure that the texture pack is enabled when coming on to the server. Many Minecraft blocks used, especially stain glass plains are radically changed for use for other things including gun barrels for the ships.

## Navycraft Recoded vs older Navycraft

Navycraft Recoded on NBZ:HC mimics the older code. This is a brief section of the page explains the key differences between Navycraft & Navycraft Reloaded and the newer Recoded version.

* Large Vehicles - While currently only ships are used on server so far. With Navycraft has a finite of number of sizes that could be used on the servers using the original navycraft spigot. This was due to high lag caused by moving such large vehicles. However, Recoded, moves vehicles in such away where large sizes do not cause extreme server killing lag as with Ship5 sized ships would on older navycraft server. Ships built on the server, are traditionally built to 1:1 scale.

* Large choices of weapons - The original Navycraft spigot's main anti-vehicle weapon uses tnt throwing cannons, which have between 1 to 3 barrels and armoring of turrets is limited to only triple tnt cannons, while double cannons can be partially armored if the user wishes to turn the gun. While on Navycraft Reloaded, has a large variety of cannons are based on real world size guns. This is includes; 20mm and 40mm AA Guns and high caliber naval cannons from 3 inch up to 18 inch in size which were used on the *Yamato*-Class Battleships. In NBZ High-Caliber all cannons can be armored fully. Ammunition unlike older versions must be physically aboard the vehicle to be used and reloaded, with single shot per large cannon or a clip of ammo form the smaller smaller guns (40mm or 20mm).

* Realistic functionality - Ships found on Navycraft reloaded must be physically put together using signs to complete them. When activated, (Steam or Diesel) they must build up power before movement. This essentially requires a builder of a ship to be careful execute how they assemble their vehicle. Submarines as well as ship currently used more realistic ways being used.

* More Automation - Ship weapons can be fully control by few people or singular depending on which "mode" the server is set. Gun directors can be used for people take command of groups of guns & cannons found on board a ship. NPC/Villagers have been intergrated with how ships work. Ships are dependant on them or players manning vital stations (signs) while vehicle is operating. They allow the player to be able use the ship in combat.

## World Setup

The server is structured not unlike a Network Server, which has three current worlds used. Hub, Seatrials (st), **The Atlantic Playground** (apg), and South Seas (Open World). Each World has it's own warps, players can not jump directly to. The player must type in the world name to go there. /hub, /seatrials or /st, and /apg. Please note, that while server is under development, apg is only used for special events and normal access does not apply.

### Hub

This is the main portion of the the server. The Hub is a World, where players can learn how to play, build vehicles, and make their "home" for themselves. Logging in, the players will appear in the Dockyard / Shipyard area. Hub is broken up to 3 islands. The following break down of the areas/islands

* Atlantis City
This a island / city in center of the Hub World. This is a 1950s style area where, players may donate to the server to gain access to plots, for case of the city, elusive place to login.

* Dockyard
This is primary area players will build their chosen vehicles (Currently only Ships & Submarines). There is series of dry docks of various sizes. Limited ambility use World Edit is allowed in this Dockyard plots. These plots unlike older versions of Navycraft's Shipyard, are not permanently assigned to the player. These plots are able to load a player's designs from a Schematic file which all players are given. Essentially their virtual plots, which load up when you select the option that appears on sign found at the back of the shipyard plot. It should be noted that, Players using these docks are expected to build the proper size ship inside of them. Example, a Patrol Ship should not be built in a massive dry dock intended to build a Battleship size ship. A player will click the sign at the back of the plot to select it, hold the shift key switch which allotted schem they wish to use build or modify or select from. See Dockyard for more details.

* AtlAerodome
This is massive airfield found near the Fort Atlantis. It has plots similar to the one found in the Dockyard that allow players to choose which plot to work on. These Hangar Plots are for building aircraft. Unlike the Dockyard, they are much smaller in size and have number of plots for people work on their projects. Currently three sizes available anyone may choose but limitations maybe imposed. At current time aircraft construction is only possible, they do not work.

* Fort Atlantis
This is a military base, where new players will login for first time and learn how to build and play on the server. This is also the default spawning area for non-donator players to come on to the server. A Hangar across the from the space point / barracks houses basic models of equipment used on vehicles and basic information how to play.

### Seatrials

* **Seatrials**
Acting as a vehicle test area world, where players will transition to this from the Hub by typing /seatrials. Depending on the size of the ship/type, you are given allotment of time test your vehicle for no cost. (Players pay for spawning of vehicles.) This is center on a Oil Rig, which has 4 refueling barges with respective directions on over head signs. Two spawning signs can be found on this oil rig to spawn a respective ship or submarine to test. Spawners are meant for small to medium size vehicles and very large ones. A large ship, will be only given 30 minutes, while smallest, the Patrol Ship/Patrol Gunship is given unlimited time to test out. The test area can be used for combat purposes of training and practice with these ships, but no points or reward money is given for using vehicles and sinking them here. The Four barges are meant for players to practice docking and refueling their ships.

### The Atlantic Playground

* **The Atlantic Playground**
This is area unlike Seatrials has land, and various spawning points found each of the directional areas. Currently this area used for special events and development tests for the server. Spawning points are noted to all for directions of the compass, north, east, west, and south. Warps are setup to allow players to reach these areas (/warp apg-e or apg-w). East and West APG docks have spawners to allow players to bring in their own vehicles. The APG allow players to their own ships as big as a destroyer to fight in. The APG spawners can allow for a player to spawn fully function AI PT Boat or clone of their own ship so they may fight or others to fight.

### Northern Seas

* **Northern Seas**
This is a open ocean world, temporary location with few islands and mostly oceans for naval combat. This was done as means to test out features in the game. Many of an event was conducted in this world. This was done in Minecraft version 1.19.2, with adjustments made by the main owner Maximuspayne.

### South Seas

This was proposed open world concept, where players could join permafactions (server fixed faction/run, not by players.)
Ranks matter as well as Money. Players must earn Dockyard permissions to build larger ships for their chosen trade. Not all trades require them, but they do in general.

Dockyard Permissions; There are two classification of ships Civilian & Warships. As mentioned above, these types vessels must be unlocked via trade and missions earnings.

The South Seas has nations (NPC), which are friendly, neutral, and hostile (enemy/pirates).

#### Factions

Beginner Fishery (Easy) - Free access to buildable fishing ships (small) [make money by fishing.], Beginner Merchant Mariner (Easy) - For Trade - Maru type Freighter / Tanker provided [Travel to resource islands to gather resources for money],
 Atlantis Coast Guard - Military Job: Gain access to Patrol Ship, the Atlantis. Larger ships up to Destroyer Escort size ships can be "Earned" via rank achievements (Tasks include; Search & Rescue, Patrol Atlantic waters/areas for pirates, assist friendly ships, engage enemy ships/NPC. [Money is earn for rescues, sinking enemy ships, doing patrols.],
 Explorer's League - Any ship can be use, earn points and access to locked areas to shorten trips.,
 HCN South Seas Command - Military career, player built or admiralty (NPC owner of faction) issued ships used depending on mission. Limited availability for missions per day dependent on rank. This more difficult of factions/money earned factions.
Pirates: Not in regular military, but attackers. Based on a Pirate Island. Player must used their own ship (own it, not rental) [Earn money by capturing goods, survivors, and entire ships, and returning them to the pirate island for profit.]

#### Earning Money - Notes

* For Merchants -
Missions to resource islands are international waters.
Earn dockyard permission to build bigger merchants/tankers.
For Fisherman/Fishing Trade -
Fish in international waters and for other neutral nations.
Dockyard permission to build bigger fishing boats.

### Notes on the Worlds

* Originally the development server was setup using separate worlds where they would need to use creative mode to load vehicles into the original Atlantic Playground Map

* The original APG is a Small World which was enlarged for faction warfare. Vehicles must be loaded from Dockyard after loading it into scheme to be pasted into the either SeaTrials or APG.

* South Seas (Open World) is a NPC driven world, where rank matters and money must be earned to operate ships. This encourage players to do missions based on their skill base. However as of early 2023 this has not happened yet.

## Server Modes

The Reloaded spigot allows for the vehicles to be used in different ways. These modes allow from "Easy Mode", where everything can be handled by one player, to "Crew Mode" where cooperative of players are operating a ship, where the ship/vehicle's equipment signs requires individual players manipulating them. Thus, helm needs someone clicking on it to steer, engine signs must be directly interactive turn engines on and change speeds. The mode is used for events or light role playing.

* **Easy Mode** - Highly automated setting, few to one player is needed to operate entire ship by themselves.
* **Crew Mode** - Player intense setting, where all signs must be operated directly by a players, to turn on, set to specific setting, each of the ship's group weapons by single player.

## Vehicles Scaling

Vehicles (principally ships) are built 1:1 scale. Which in meters = 3 feet.
Player wishing to design their own vehicle, they may en.Wikipedia which shows ship sizes using meters.

## How to Use Them

* Note: This subject to change. Server's code is under development.

### Spawning

Prior to using any ship, a player must select their intended vehicle their going to use. ***Currently:*** A player must load the vehicle from one their plots (see dockyard). They must click the vehicle main sign (sometimes called the Ship sign) to select the vehicle for use. This is also used as means to test if the vehicle has been properly assembled. Once loaded, a player can change worlds to either /seatrials or /apg.

### Activation and Navigation

Ships must have Ship Sign, Steering Wheel, Helm and also have Engine Order Indicator or Lee Helm.
These four things are needed to control/drive a ship.

#### Steps of Activating a Ship

After spawning the ship from the Dockyard / Hub World by clicking on the Ship sign and teleporting to the desired player server / world. The following instructions is for normal start up. However, if the server in "Easy" Mode, use hold down shift key when clicking the ship sign to quick start up. Other wise follow the below instructions.

* Step 1: Click on the Ship Sign - This will begin the "Craft Inspection". This will inspect your vehicle show if it's fully functional.

* Step 2: Taking the Helm (Steering Wheel) - Use the Steering wheel to guide the ship's movement in directions. Left Clicking turn left and right click will turn right direction desired. The Helm sign now a map/active graphic has 3 circle shaped gauges showing speed, direction. On largest of these gauges is for direction. RED LINE is current direction of the ship, while the WHITE LINE indicate where your Wheel is pointing the ship. You want to click the ship's wheel so the WHITELINE is going direction you want to go. Depending on the ship's speed the ship will turn itself eventually to that direction. Larger/heavier the ship, slow the turn.

* NOTE Startup : If there issue with the ship's engines, boilers, steamgenerators, it will be alerted to ONLY the person who activated the ship. If engines/boilers/generators have not been properly made or they have flaw (or battle damage) the vehicle will fail to operate fully.

#### Movement & Steering

* Step 1: Getting Underway (Movement) - Movement is controlled by a Engine Order Indicator. Clicking on the the controls will result in rings and dial moving from *Stop* , 1/3, Half-Speed, 3/4th, *Full*, *Flank*. However, depending on amount of steam/power the vehicle is producing this can be slow process of building up speed. This is to simulate how actual warships movement really accrues. Also higher speeds will use up fuel blocks that have been based in the hull. Also ships can go backwards which will move slowly to stop first and the indicator much click other direction by using mouse left clicking. **NOTE:** *When the server is in "Crew Mode", the ship indicator will only only used tell a player in the engine room how fast the ship should be going. The player in the engine room (the engineer/boiler tech) must right click the Steam Engine / Diesel Sign until it changes the speed settings.*

* Step 2: Building up Steam - Once Speed is set by the Engine Order Indicator, the ship will slowly build up it's engines. For example Maritime Steam plants like real ones, need build up Steam pressure to pressure per inch (or PSI) As warning this can be slow process over couple minutes, with each engine activating and going through the motions of powering up. The ship itself will move slowly and power raises over time as ship moves faster as each boiler reach it's maximum power. Diesel Engine type ships while not needing as much time to build up power, do have similar warm up period of going to full power.

* Step 3: Steering - Ships have a physical helm that resembles old style Ship Wheel. Right clicking will Ship's wheel right, will turn it right, left clicking it will physical turn the ship left. On the Helm Sign graphics, will show a graphical indicator with a red line, where the ship rudder will turn the ship To. Depending on size and speed of the ship, the ship will turn slowly. When the server is in "Easy Mode", driving ships is handled same way as other navycraft server spigots. Face the direction you wish to go an right click towards it with the Gold Sword. Depending on size and weight of the ship, the process will be slow.

### Firing Cannons

Cannons used in Recoded have options for players to choose from. First, they can be controls by remote via a Iron Sword. When with crew, a player may use the Firecontrol and choose which grouped weapons to fire. Gun Directors is more localized selection of ship weapons, where groups of cannons are controlled by this station vs entire ship. When using a cannon or small machine gun directly (local), a Blaze Rod will appear in your characters hand automatically, however Iron Sword and the Arrow (to designate targets) must be on your avatar. Wood Signs can control all gun based vehicle signs while the server is on "Easy Mode".

Currently there are two setups to control a ships controls.

* **Local Control** - Each gun has a sign which designates what kind of Cannon it is. From 40mm Autocannon (anti-air guns) to 16" Inch Main anti-ship Cannons. A player simply click on the sign, they will receive Blaze Rod which allows them to control direction, elevation, firing of the cannon and reloading it. The smaller 20mm autocannon/machine gun can be controlled without sign, but can not be tied into Firecontrol. When in easy mode, all guns including the 20mm can be used remotely.

* **FireControl** & **Gundirector** / **AAdirector** - This is a sign can be used by crew member of a ship to control an all large caliber cannons and smaller 40mm Cannons aboard a ship. Additional firecontrol signs to a ship, will allow for additional locations for a player to control weapons. Once clicked on, the player will be teleported to nearest Firecontrol station sign available, control ships weapons. If more than one turret control sign is used, the master Firecontrol sign will show what control turret signs are available. Hold-Shift and right clicking the sign will switch between what turret control signs available. These individual Turret signs are written "Gundirector" and 2nd line size of the gun used. Example: Gundirector, 2nd line 5- Thus all 5 inch guns on board the ship will be slaved to this sign.

* **Full Ship Weapons Controls** - With Iron Sword, all cannons will fire whatever direction the player holding the sword is looking. The player simply needs to click direction and fire. They can remotely load ammo as long as there is blocks onboard of TnT to reload said guns.

* **Full Ship Weapon Controls with NPCs** - Same as above, however if the player who is captain types /ship bs (battle stations), an alarm will be sounded off and npcs villagers will be teleported per gunnery station (no matter what it is) through out the entire ship. The difference between using this option and the regular Full Weapon Controls, is the NPCs will automatically reload the guns. However, player crews will shoot more accurately than NPCs firing ship weapons. To remove npcs, the captain can do the /ship bs command again to secure from Battle Stations.

* **Loading Cannons / Small Arms** - When players are manning weapons on a ship, a player will need to retrieve a ammunition block of the correct type of gun. When right clicking the box, the player will find it very heavy and no additional blocks can be carried. The player will click the breech (back of the cannon/gun) to load the block into the cannon.

* **Notes - Loading Cannons** - It is recommended when operating a ship alone (if the server set to Easy mode) that ship be placed into Battle Stations (/ship bs) in order to have NPC/Villagers automatically load ammunition found on the ship into the guns.

### Repairs at Sea

Players using active vehicle may use a special cargo block and use it to restore battle damage to a ship. Segment will be replaced but not perfectly.

* Note: The Ship must be at Battle Stations in order for this to work.

* **Steps to Repair - Use Iron Axe** : Using it, right clicking damage section. The area will be repaired. This will continue to work as long as cargo box on board the ship.

* **Steps to Repair - Direct Using the Cargo Box** : Right click a cargo block, only one can be lifted at a time, they are heavy. When the part is found that needs to be repaired, left click with the cargo block where are needs to be fixed.

### Assigning / ReAssigning Crew

All ships have a Vcrew sign. This is the sign notes how many NPC & players operate onboard any given ship or other vehicle.
When active, a commanding officer may click on the sign to be given a Iron Hoe, which can add and remove players.

A player with this tool needs to go to the station which they need manned if it was not automatically populated when the ship was first activated.
By clicking the mouse key on the spot (in front of the device or sign) where NPC Crewmember is needed stand. They will appear or disappear by using this tool. The purpose is VCREW signs have limited imposed how many total players / npc crew members may be on the vehicle. (Also need beds). Excess number are placed in reserved when they are not needed. Such as condition of Battle Stations. Crew can be killed in combat or by accident. The Tool allows replacement should they not populate or they needed such to place villager at a different ship wheel else where on the ship (back up).

### Using Torpedoes

Torpedoes can be fired from surface ships and submarines. However, due to development currently, only submarines may use TDC, which is almost identical to Firecontrol used on older Navycraft. This has not been perfected. The following is rough instructions on how the ships & Submarines work.

Torpedoes fired from submarines have signs, levers or buttons how they are fired. However, surface mounted torpedoes must be directly touched by a player to be fired. Instructions for Direct-Fire or Standard Firing and Limited Guided should be considered as temporary setup for surface and likely on future aircraft.

Torpedoes have currently three modes of firing. Direct-Fire, Limited Guided Fire, and TDC Guided. Surface ships mounting torpdoes can not fire their weapons via TDC unless they are forward or rear firing torpedo tubes. Side mounted / broadside mounted torpedo dues are not coded to work with TDC.

#### Direct-Fire

The following is steps firing a torpedo. As of this writing, surface mounted torpedoes have no actual controls, requires the torpdoes-man/gunner to shift click the torpedoes to fire it from the launcher. Direct-Fire Torpedoes are faster than guided torpedoes. Thus good when you need fire in a hurray.

(Surface Ship Use)

* Step 1: Wait for the target is directly in front of the launcher or timed when it will arrive where you fire the torpedoes.
* Step 2: Hold Shift, left click tail of the torpedo. This will fire the torpedo.

#### Limited Guided Fire

Limited Guided Fire, is a temporary setup to allow players to control torpedoes visually. This may not be permanent.

* Step 1 - Spot Enemy Target: Using either other players, or sensors such as Radar, you track down the enemy.
* Step 2 - Firing : Hold Shift, right click tail of the torpedo and look at the Target the vehicle is firing at. The torpedo will track where you at.

#### Firing from Submarines

Submarines are not like surface ships, which must be manually triggered. These torpedoes, while the same can be fired from torpedo tubes using three sets of Programmable signs. Programmable signs are able to allow players to program any type of lever, button or special widget part of the server's texture pack be place on a oak sign to allow a player to fire the weapons. "Tubefire (Designates which button or lever used to fire a torpedo), TubeDoor (opens/closes torpedo tube's outer) and Tube Sign (same as original tube sign, except sign on outside the sub.

Following are the steps to firing a Torpedo in a submarine.

* Step 1 - Spot Enemy Target: Using Attack or Observational Periscope (unless your on the surface) find the enemy
* Step 2 - Take Aim: The ship must be in front of the tubes (or behind if rear firing)
* Step 3 - Open the outer doors : Torpedo doors on outside must be open for the weapon to work.
* Step 4 - Fire when READY! : When the spotter tells you or you see for yourself, you click lever or button to fire. The Attack Periscope can also be used to fire the torpedoes by right clicking direction want it to fire.
* Step 5 - Reload : Close the outer door, then physically push the torpedo of your choice from the back of the weapon or front, by clicking it towards you or to you by using the mouse buttons.
* Step 6 - Open interior door : Once torpedo in position. Open the inner door once your sure the outer doors are closed. The punch the torpedo from the rear of the weapon into the tube until is no long able go any further.
* Step 7 - Close Door : Close the inside door. The torpedo tube will be ready for it's next firing.

(TDC on Submarines)
The Following are the Steps firing torpedoes via TDC on a Submarine. **T**orpedo **D**irect **C**ontrol improves your aiming at a target. TDC allows for users to pick a pretermined path Spread (swing left or right) or full direct control. TDC allows for the shooter to select 1 or 2 torpedo tubes to be fired at once. The following is how it done, in addition to the steps listed above loading the torpedo with following modifications

* Step 1 : Click the TDC sign to tube you wish to fire. (you must have torpedo tube number signs mounted for this to work.) They need to select either spread or auto (Shift clicking go through options) Auto is direct control.
* Step 2 : The crewmember on the Attack Periscope will have control to fire. Shift Right clicking to fire. After weapon is fired the player MUST BE LOOKING AT THE TARGET.
* Step 3 : After firing the torpedo, the crew will need load the torpedo again. TDC will be able tell if the tube selected is loaded/unloaded. If the door for torpedo tube is not fully closed or the torpedo not fully pushed in, this will remain "Unloaded".
* Step 4 : You may fire or select another torpedo tube that is ready.

### Using Depth Charges

Depth Charges are anti-submarine weapons. There are two method of using these weapons.

#### K-Gun

* Step 1: Setting Depth - The guns are already activated when ship is turned on. There are three settings to allow the gun to fire the charge. Hold Shift Key and right click the "K-Gun" Sign to set the distant the gun will project the bomb.
* Step 2: Timing Shot & Firing - Wait until the projector is in range and right click the sign to fire the depth charge.
* Step 3: Reload the gun by pushing a block used as the depth charge by right clicking or left clicking to pull. The block will depending on where you are standing. Once they are above the blocks the K-Gun is mounted on, they will fire again. Remember the gun can loaded with two depth charges at a time.

#### Depth Charge Rack

These are essentially bombs someone can drop on submarines. They do have a setting when to go off. Shift right click will adjust depth it will explode from 0 - 60 meters below the vehicle. However, its extremely dangerous to the user.

* Step 1 : Wait until ship is going over the target, the ship must be moving at least 7 knots or risk blowing itself up.
* Step 2 : Left click to push the depth charge block away from you until it's over the side of the ship.
* Step 3 : Type /dc in chat to arm the depth charge and allow the depth charge to fall freely into the ocean.

### Using Sensors

The server has similar detection equipment as original navycraft, but all in name.

#### Radar

Radar is design to detect incoming vehicle from 2000 blocks away, however it can be adjusted. When the vehicle is activated, the sign with "radar" on it's first line be will transform into animated "map" texture on the block its mounted on (front or on top). This device can detected active vehicle. The "range" of the radar can find things can be adjusted to make it easier to see targets from 2000 blocks to 250. The radar is arrange in a circle, with your vehicle in the center. The scope is similar to a face on a compass (known as compass rose), with **0 being always front of the ship**, 180 behind it, 90 being right, and 270 degrees being left.

* Basics of operating Radar
* Step 1 : Click on the Radar sign, the device has animated light of red to green. Showing it's on.
* Step 2 : Hold shift, and right click it to adjust range. It will cycle from 2000 to 250 and back again to 2000.
* Step 3 : If a target is found, it will appear as a blimp or small circle on the radar screen.

#### Sonar

Sonar is sensor used to detect underwater targets. Like radar, it uses a circular "Screen" and when vehicle is activated will transform from sign with "sonar" on it to map-texture like animated screen. The sonar uses same "compose rose" face as radar, where it has orientation of the vehicle front being "0" on the screen and so forth.
Sonar sends pings into the water to find active vehicles. Sonar's screen will be green with dot in middle as your vehicle sending out a circle outward from the center showing its searching. Once a target is found, it will show up as "blip"/circle on the screen.

Sonar has many options to find targets, these options are "Modes" which allows for the sonar to do many things. Such as focus on certain direction, Target - Once a vehicle found, it will do repeat "ping" echo the target to confirm to the operated where they've found something.

* Basics of operating Sonar
* Step 1 : Click on the Sonar sign, the device has animated light of red to green. Showing it's on.
* Step 2 : Hold shift, and right click it to adjust range. It will cycle from 2000 to 250 and back again to 2000.
* Step 3 : If a target is found, it will appear as a blimp or small circle on the radar screen.

#### Detector

Passive device, which is used to "listen" for active sensors (radar/sonar) and radio. Detectors limitation is they required to be "aimed" in correct direction to find something, as well adjusted how far to look for them. When detected, the bottom right side of the screen will show distance the target is.

* Basics of operating a Detector
* Step 1 : Activate the sign by clicking the hold the shift key & right clicking at same time. The Circle animated sheet will start waves from center of it.
* Step 2 : Adjust the direction where to look for targets. Right or left click the sign.
* Step 3 : Change Range (distance to look) by Hold Shift + Left Key

#### Hydrophone

Another Passive device, which also "listens" for ship movement. This is mainly a underwater detection sensor, but it also can detect ships on the surface. However, if the vehicle listening is moving half or higher speeds, the Hydrophone will fail to hear another vehicle.

## Building Instructions

This is a snap shot guide to building a ship, this is not a comprehensive guide.

### Size of Ships

Ships use old World War II Categories of classifying types of ships used. Patrol Gunships, Patrol Ships, Destroyer Escorts, Submarines, Destroyers, Light Cruisers, Heavy Cruisers, Battlecruisers, Aircraft Carriers, Battleships, and Auxiliary Ships. Knowing what your building is must when building on High Caliber. Plots used on the server are shared / temporary, where you use one of your start plots. You must select of allotted plots to build in, you must pick size of the plots. From Battleship to tiny Patrol Ships. This is important when building ships.

Ships are built 1:1 Scale, which means be careful laying out your ship. The Navycraft takes to account curves of a hull for better movement. Making a box shaped ship will be slow goings if done that way.

Submarines are build in same fashion as surface ships listed above. However, like surface ships they are restricted by type submarine they are via Vehicle Sign. Built in the drydock, they need additional materials as end stone, Diesel-Electric Engines.

### Basic Parts

* Signage - Ship Sign, Engine related Signs, sensor/navigational signs, Weapons signs
* Physical Components - Boilers/Diesel Engine components, and related recipes that must be followed for them to work,
* Fuel - Basic block needed for vehicles ship wise to move
* Weapons - If your ship is a warship (which is likely) you need stock your vehicle with proper weapons and it's needed ammunition.
* Electrical Power - You need build physical generators for your vehicles (SteamGen or DieselGen if your parked / docked)
* Crew Bunks - NPC Villagers to appear, they need place for the crew to sleep. This is linked to the Vcrew sign that shows how many people are needed for the ship (npc crew, but players count as well.)

#### Ship Signs

The Ship sign is the arguably the most important sign used. This identifies what your ship is.
Ship signs use all 4 lines of a Oak Sign to function.

* Line 1 : Type Ship (using initials - Example CL is Light Cruiser or SSC is Submarine, Coastal)
* Line 2 : Ship Number (This is the serial number used to identified which ship is number wise. Example CL-51 is the 51st Light cruiser built. This number maybe made up and is purposes of irl historial reference or your own faction numbers. It does not effect the usage of the ship.
* Line 3 : Make Identification : This is again line used identified who build your ship by initials. Example: OSC = Outsider Ship Co-operative
* Line 4 : Ship Name - This is the important one, that gives your ship it's identity.

### Hull

Ships on NBZ:HC are 1:1 Scale, meaning that size of the ship in game using Minecraft blocks of 2 meters, is roughly same size as real ship is. Example Atlanta Class Light Cruiser is 541 ft 0 in (164.90 meters) Thus, 165 blocks rounded up in length. You need use the right plot for this sizing. Such as a Cruiser or Battleship size Dockyard plot.

### Power & Engines

Arguably the most complicated mechanism on High Caliber. Engines vary depending on type of vehicle it is. Currently only two types of engines. Diesel Engines (with electric if it's submarine) and Boilers/Steam Engines are used to power ships. SteamGen is electrical generator powered also by the Steam Engines, while diesel ships don't need them, both ships need Battery blocks to help start the ship before the engines power up fully.

* Steam Power
Used for any medium to large ships, these Boilers + Steam Engines consist of following things. Obsidian blocks consisting of 2 to 3 Magma Blocks in a bath tube like shape with 3 blocks obsidian and layer below. A Oak Sign is placed on the obsidian marked "Boiler", a number below stating which boiler it is. (Boiler 1, Boiler 2 etc) Stone brick is used to guide steam gas (it can be seen when vehicle active) rising to exhaust port called a Stack or smoke stack. Diamond block is used as pipe to connect it to the Engine blocks, which are made of Lapis Lazuli Blocks. Engine sign "SteamEngine" and number on the 2nd line stating which engine. Like Boilers, the sign is mounted on the Lapis blocks. Electrical Power is generated using the Boilers. A Steam Generator, sign "SteamGen" need to be placed on 4 engine blocks and connected between the Boiler & Steam Engine. If no SteamGen is there, ship will have difficulties operating electrical systems or maintaining them.

Diesel Power
Used for smaller to medium surface ships, and with Submarines. They also provide electrical power as they go, which eliminates the need for a DieselGen or SteamGen found on Steam Powered ships. The server has engine blocks like that can be used, such as Lapis Lazuli is main blocks their made out of.
* Power Ratio
All vehicle and their assigned equipment have weight. The engines assigned to them must be adjusted for engine blocks and power they generate. Diesel Engines arguably easiest power plant used move water vehicles. However, speed is limited. Boiler plants offer more power, but are a binary system or boilers and the steam engines (which are separate.) and also require Diamond block connecting them to function with SteamGen to power electrical items on the ship. Diesel / Electric Engines are simpler devices, and can use Motor signs for better movement underwater.

## Server Notes

* All Signs (Aka the signs that work with Navycraft:Recoded) used on NBZ:HC must be the oak based signs (since sign object can be made from different types of wood as of 1.6.5) for it to function on NBZ, each sign must have the initial of the type vehicle is is. CA (Heavy Cruiser), BB (Battleship) etc.

* Login Requirements : **No Sealing in Protected Dock**s...The act of swimming to another player's ship and attacking the crew (Sealing), is generally ALLOWED. However, it is not permitted in any protected dock and spawning region. You are not allowed to sneak on board a ship you are not invited on while in the protected region, and you can be removed if necessary. Repeat offenders could be considered for player harassment charges.
 **No Copying Player Builds**...You are not permitted to copy the build or part of a build of another player's or anything out of a Dry Dock without the owner's permission. You ARE permitted to copy any of the tutorial and example models in the Shipyard area (that are NOT within a Dry Dock). You are also always permitted to copy an Atlantis. This rule also applies to copying engines, turrets, interiors, and so forth.
 **Discord Required**...All players on the server are required to join our Discord server. New players are not required to join right away...but in order to participate in any events they will need to join it. If a player gets in trouble for breaking rules, and is not on the Discord, they may be banned from the server until they do get on the Discord.
 **One Name Only...We do not allow nicknames** on either the Discord or the game server. Your name in our Discord server must match the name you use on the game server (ask an Admiral if it needs fixed). In the future, there will be an option for players to do a one-time permanent name change (in case they really don't like their MC username).

* Strict Ranking System: The server is played (In Character). Where administrators are admirals who shown their maturity. Players joining will star off as Seaman Recruits (SR), must do participate in live crew events performing jobs on a ship during a mission. They are graded by the commanding officer (CO) of the vehicle they are crewing to show what they showed what they can do and able be mature and listen to orders of the ranking players. The admirals (Collectively known as the Admiralty) will track a active player's progress, marking their achievements. As they do these achievements, they will be rewarded with improved rank and be earn more plots among other rewards.

* Donations: Players are highly encourage to donate money to Maxmimuspayne via the server plugins. By doing so they are given special privileges such as special housing, additional plots to build vehicles in and the ability to scheme / achieve their vehicles they build.

## Gallery

French Battleship Richelieu - Underway near Atlantis DocksRussian Battleship Gangut - Firing it's boardside of 14inch cannons.Early trials of the USS Atlantis CL-51. This image shows the Light cruiser as it's building steam for it's first cruise.Patrol Ship Atlantis - Underway dureing a night patrol.Submarine Chaser USS PC-461 - Docked at APG - North Docks - unloading ammo & refuelingDrydock - Area where players build their ships.Naval Battlezone: High Caliber flagExample of Active Helm Sign (left front facing), Lee Helm (on top block with Helm), Ship's Wheel (Known as the Helm, in center top), and the Nav Sign (right side top of block). Note: Ship sign is old & out-of-date, it has been changed.Dockyard - Building area for players constructing their ships.Villager manning the Ship's Wheel a a Ship is cruisingExample of a Modern BattleshipU-643 a German Submarine - An example of NBZ:HC Submarine
## Videos of NBZ: High Caliber

* Internal Link to Video Archives of NBZ: High Caliber

## External Links

* Server Address: hc.navalbattlezone.com (Minecraft Version 1.16.3)
* NBZ: High Caliber Wiki - Still in Development