Contents Official description' With help from and a of captured, an elite team of and led by and attempt to free a captive, from an. Despite orders to the contrary, tags along, though she proves indispensable when the begins to evolve. Piell and his, are liberated from their cells, but now the fugitives must escape the Citadel itself.' Plot summaryEpisode 18THE CITADELCaptured!
All or nothing is a method of armoring warships, best known for its employment on dreadnought battleships. The concept involves heavily armoring the areas most important to a ship while the rest of the ship receives significantly less armor. The 'all or nothing' concept avoided light or moderate thicknesses of armor: armor was used in the greatest practicable thickness or not at all, thereby providing 'either total or negligible protection'. Compared to previous armoring systems, 'all or nothing. The Citadel, The Military College of South Carolina, commonly referred to simply as The Citadel, is a state-supported, comprehensive college located in Charleston, South Carolina, United States.Established in 1842, it is one of six United States senior military colleges.It has 18 academic departments divided into five schools offering 29 majors and 38 minors.
What Is A Citadel On A Ship Lyrics
Ever been oneshot by an enemy ship, or seen a massive chunk of your hitpoints suddenly disappear in a single salvo? You probably had your citadel zone wrecked. Here's a quick guide on how to do it back to other people.Quick-and-dirty explanation: As naval designers started building larger ships to handle the bigger guns going out to see, they began to realize that they couldn't afford to fit armour everywhere. As such, the decision was made to only armour up the critical zones that were absolutely necessary for the ship's survival. Most, if not all of the armour was concentrated to form a 'citadel' around a ship's engines and magazine spaces - so long as these citadel zones remained intact, a ship could still survive. Conversely, if these citadels were breached by gunfire, it would suffer critical damage.If you'd like more information about warship protection, look up 'all-or-nothing' armour and various articles on the sort.Locating the citadelNow, where are the citadel zones on a ship? These are typically buried in the bowels of the ship and under the most amount of protection.
How to Use Nexus mods with Skyrim SE: The Complete Guide, (WIP). Hello there fellow Dragonborn (or soon to be), and welcome to the work in progress for the complete guide on how to use Next mods wi. How to use nexus mods on steam skyrim. Find a mod you want to use on the Skyrim Nexus. Click the Download (NMM) button. Either a prompt asking you to allow the third party program (Nexus Mod Manager) to which you say yes, or the download will start in NMM automatically. Once the download has completed, go to the mod tab in Nexus Mod Manager. Using NMM is very easy: you first install it, have it detect your various games, confirm that it will install the mods into the proper Skyrim folder in steam, and then start up the Nexus menu. From there you can download mods from the site directly to the NMM or download them normally and manually feed them into NMM through the 'Add Folder' button.
Cruisers and Battleships are the ships who have citadel construction in place. Destroyers are virtually unarmoured everywhere, and don't really have a citadel to hit - any HE shot to their sides will knock out their engines. Note that different ships will have different locations for their citadels, but as a general rule, they're located under the ship's funnels and under their turrets.Hitting the citadelStriking the citadel zone requires penetration of the most protected part of the ship, and thus requires proper shell selection, good aiming, and a healthy amount of luck.First things first - Both HE and AP shells are capable of getting Citadel Hits. However, hitting the citadels require penetrating a ship at the right place and angle. Therefore, you'll want to be using AP shells in order to get citadel hits.As a general rule, in order to get citadel hits, your shells must land as close to the waterline on the target ship as possible, and impact under the funnels or the turrets. Therefore, match your aim marker to the same area where the target ship's hull meets the waterline. If you manage to hit the citadel, you'll see this pop up instead of the standard hit ribbon:If you're in a battleship, you are capable of hitting other battleships' citadels with AP at all ranges, and cruiser citadels with AP at all ranges (or HE if they're lightly armoured enough).If you're in a cruiser, you are capable of hitting other cruisers' citadels with AP.
It is possible, just unlikely, to manage to citadel a battleship as a cruiser - your guns may not have enough penetration to break through a battleship's side armour.If you're in a destroyer, don't bother trying to citadel a battleship - your AP shells will likely just bounce. It's possible, but very unlikely that you can manage to citadel a cruiser in a destroyer - it typically happens when you're firing at a very close range. However, note that when your torpedoes breach the citadel zones, it might be possible to deal extremely massive damage to your target and kill them in 1-2 torpedo hits.Note that it's possible to get citadel hits at very long range due to plunging fire. When shells are striking at near their maximum range, they fall almost vertically impact on a ship's deck instead of its sides. If AP shells land on a ships (usually more thinly armoured) deck, they may penetrate the citadel zones if they hit juuuuuust right. It's really difficult to actually actively seek these, but its always worth it to shell targets at long range in the hopes of getting it.For additional information and examples of how to aim, check out this excellent video guideEdited July 8, 2015 by Syanda. Since one of the last patches, AP on ships perpendicular to you seem to have an increased chance of penetrating the citadel if you manage to strike the bow or stern, or hit it with plunging fire at range.
AFAIK, you could always do it with AP from the stern since the 0.3.0 patches, but the bow had a problem with always registering perpendicular hits as overpenetrations until a patch fixed it. Battleships can't really take advantage of this due to their massive dispersion (it makes it more luck-based than anything), but cruisers firing on cruisers can and will hit citadels while firing AP at T-crossed targets. Edited July 9, 2015 by Syanda. Since one of the last patches, AP on ships perpendicular to you seem to have an increased chance of penetrating the citadel if you manage to strike the bow or stern, or hit it with plunging fire at range. AFAIK, you could always do it with HE from the stern since the 0.3.0 patches, but the bow had a problem with always registering perpendicular hits as overpenetrations until a patch fixed it. Battleships can't really take advantage of this due to their massive dispersion (it makes it more luck-based than anything), but cruisers firing on cruisers can and will hit citadels while firing AP at T-crossed targets.4.0.
In reality, ships did not fire HE rounds at each other unless it was by accident or they were out of AP ammunition. None of this 'opening up' business.Say if you are in a cruiser shooting 6 inch rounds at a destroyer, Ap rounds will often go right through and out the outher side.there are more than 1 type of Ap as there are many kinds of explosive shells as well. My father was RN (Gunnery Branch)as were 3 generations on his side of the family. So you could say it is kind of a 'family tradition' to serve.The main round used by RN during WW II was actually a 'dual purpose' shell that was basically a HE round with a 'hardend' cap.A number of diffrent fuse settings were available and shells were usually 'set' at the gun just prior to loading.I suppose it is my fault for Generically reffering to them simply as 'HE'.
I do this as i find most people are generally bored and notvery intrested with actual fact historical or outherwise. 'AP' in this game is simplified - in actual historical fact, by the modern era all naval armour piercing rounds are fitted with a bursting charge as a consequence of the design of ironclad warships. If you refer to 'AP rounds', its the armour-piercing high-explosive rounds that are dedicated shipkillers. These aren't 'dual-purpose', since warships utilize naval AP against other ships, and HE shells with impact detonators for bombardment of soft targets. Again,this is simplified in the context of the game with the division between HE and AP.
Within the mechanics of the game, there's no real bonus nor need for switching to HE to 'finish off' a target.Naval rounds can be divided into two types - shot, which are solid and rely on kinetic energy for penetration, and shells, which carry explosives within them and explode to deal damage. For the majority of naval history, shells were generally unreliable and not used, and shot was more effective anyway. This changed with the advent of iron-armoured warships, who required the use of explosive shells to penetrate to deal damage.Fuse settings are generally preset by the modern era, but require substantial impact to cause shells to detonate. That is why there were reports of larger calibre shells passing through unarmoured targets (merchant-built vessels, or destroyers) without detonating at all, since the impact was not substantial enough to cause detonation. In-game, this is rendered as the Overpenetration mechanic. Edited July 22, 2015 by Syanda.