WARBIRDS.IO Dev Log

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Big J goes to her real wars

The walkable USS New Jersey shipped with a fictional 1944 gun duel — the fight the Iowas trained for and never got. But the Big J did shoot in anger, twice, and neither time at a ship. The battleship page now opens on a mission select: the what-if surface action, the Vietnam gunline of 1968–69, and Beirut in February 1984. The new ones needed a whole mechanic the game didn't have: shore bombardment.

The battleship title screen mission cards: Surface Action (the Pacific, 1944 — what-if) alongside her historical deployments
The mission select — one invented action, the rest straight out of the deck logs. (Wonsan, 1951 joined the board in a later update.)

Land the shells can hit

Shore fire needs a shore. Each historical mission raises a real coastline — and it's the same land the radar paints, the same land your targets sit on, and the same land your shells strike. Off the DMZ it's a beach berm, paddy plain and jungle foothills with the Cua Viet cutting through; off Beirut it's the city's narrow shelf and the Shouf mountains stacking up to a February snow line. A 16-inch round flies its arc all the way out and bursts in a climbing column of earth exactly on the hillside you were looking at through the director's optics.

The voxel New Jersey firing a main battery salvo toward the Vietnamese coast, muzzle smoke over the forward turrets, the fire-support tasking checklist on screen
On the gunline: six guns answering a call for fire, the DMZ coast on the horizon.

A spotter on the net

There's no enemy fleet out here, so CIC works for someone ashore. A spotter — ANGLICO callsign LEATHERNECK 2-6 in Vietnam, the Fire Support Coordination Center off Beirut — calls fire missions over the net: target, description, bearing, range. Called targets appear on the radar scope as hand-plotted gold diamonds beside the painted coastline, and you hand them off to the main battery exactly like any other contact — same rangekeeper, same firing solution. The spotter talks you on in his own language — ADD 200, RIGHT 100 instead of the naval OVER and SHORT — and reads back battle damage when the target dies: guns silent, pits burning, end of mission, out.

The SG radar PPI scope in CIC with the coastline painted as a green landmass and four gold diamond fire-mission plots labeled TGT A through D
The scope earns its keep: the real coastline painted green, four fire missions plotted in gold.
Sixteen-inch shell bursts walking across an NVA artillery battery on the coastal plain, one gun pit erupting in flame, the message log reading TARGET DESTROYED
Effect on target. The 122 mm battery stops being a battery.

They shot back, so we do too

New Jersey was taken under fire repeatedly on the gunline — coastal guns near Cap Mui Lay straddled her more than once and never touched her. So: fire your first salvo in the Vietnam mission and the coastal battery unmasks, counter-battery radar plots the flashes, and 130 mm rounds start arriving with a whistle. They fly and hit the same way every shell does, the splinter threat they really were — the Big J's armor treats them with period-honest contempt, but a lucky one landing topside can still start a fire in the spaces you actually walk. Silencing that battery is on your tasking.

Beirut: gunnery as a rules-of-engagement problem

The February 1984 mission is the interesting one. The targets are artillery positions nine hundred meters up the Shouf, high above the waterline — so the guns have to reach up the mountain, not just out across flat water. The firing solution accounts for the climb: you aim long and let the shell drop onto the ridge from above. And because the city of Beirut sits right under your gun-target line, the mission carries the constraint the real ship lived with: rounds that land in the city are counted, and three of them relieve you of command. Suddenly a near-perfect solution isn't a formality — it's the difference between a clean mission and a court-martial.

The New Jersey on station off Beirut, the city shelf and the hazy Shouf mountains rising beyond her bow
On station off Beirut: the city on its shelf, the Shouf in the February haze behind it — and every round has to clear one to land in the other.

Also: you can find the bridge now

Walking the missions turned up a nest of embarrassments. Your very first order is “lay up to the navigation bridge,” and the ladder nearest your spawn climbed straight into a blank wall — the only route that actually worked was a long maze around the far side of the superstructure. Worse, most of the ship's ladders were climbable but invisible: you could ride them if you knew where they were, but you couldn't see a single rung. Getting anywhere on the Big J was a guessing game.

All fixed. Ladders are now real brass rails and rungs you can see and grab, they land where a sailor can actually step off, and climbing eases you gently onto the ladder so you thread deck hatches cleanly; tap SHIFT beside a hatch to take one down. Every order now throws a gold beacon up through the steel with a name and a range on it, on your HUD and on the deck plans, so you always know where you're headed. And for the impatient: press T and all seven of the ship's stations are one keypress away — jump straight to the helm, CIC, the plot, the director, and you're manning it. Walking her decks is the point; being lost on them isn't.

From the quarterdeck spawn: two brass ladders flanking the aft deckhouse door and a gold beacon column marking the navigation bridge objective, chip reading NAV BRIDGE — 65 m
From the spawn point: brass ladders you can actually see, and the beacon saying where they lead.

Same ship, same walk, three wars. Report aboard: warbirds.io/battleship.