- gun has similar firepower to 5 inch gun (5/62)
- most available rounds used are standard high explosives, there are a few armour piercing rounds available, rounds are guided and even around their maximum range have circular error probable of 10 m
- the target ships are being identified as 2 destroyer escort (~100m long) and 6 armed merchant (~150 m long)
- shells need ~45 seconds to reach their target, but can be reloaded in 6 seconds, so subsequent ones will be fired before any damage assessment is done
Which part of ships should be targeted while using guided artillery rounds? (Simple center of mass to have highest chance to hit? Around guns hoping they would explode? Try to score a hit near waterline? Around chimneys trying to get engine room? Ship bridge to get captain?)
- on the other side, there is a small, semi-autonomous trimaran with a disproportionately big gun, classified as gun boat (a bit too slow to be considered as fast attack craft)
- under war conditions, when target is reasonably confirmed and human operators in HQ can not be reached the AI is allowed to open fire on its own
- there is a huge technological gap between both sides, but actually AI does not understand that. It is ordered to assume enemy quality of ships as "shoddy", but incorrectly assumes that it can be wiped out in any moment by torpedo or anti shipping missile.
- AI is NOT brilliant (a few versions earlier it was refereed as "Beached whale"). It's way of reasoning is highly simplified - meets with highly valuable enemy assets - unless is ordered to set some sophisticated trap by operators, should fire everything available at its targets. Simultaneously another algorithm should select where exactly to hit to cause the most damage. But such algorithm do not rely on sophisticated models, but mostly on reasonable rules of thumb - like try to hit anything but frontal armour of a tank or if enemy ship is listing to one side, then try to hit it more only from this side.