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.
Land the shells can hit
Shore fire needs a shore. Each historical mission builds a coastline as
an analytic heightfield — a single heightAt(x, z)
that is the one source of truth for the terrain mesh, the radar
landmass paint, target placement and, crucially, shell impacts. Off the
DMZ that'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 then
the Shouf stacking up to a February snow line. A 16-inch round now flies
its ballistic arc until it meets that function, and bursts in a
climbing column of earth exactly on the hillside you can see from the
director's optics.
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 PPI scope as hand-plotted gold diamonds beside the radar's own landmass paint, and they designate to the main battery exactly like a skunk: same Mk 8 rangekeeper, same solution quality, same F. 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.
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 go through the same shell simulator as everything else, flagged as the splinter threat they were — the armor scheme treats them with period-honest contempt, but a lucky one topside can still start a fire in the spaces you actually use. 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 — and the rangekeeper solves for sea level, so the game's fire control had to learn altitude. The range table now records each trajectory's angle of fall, and for an elevated target the plot walks out along the descending branch until the arc crosses the target's height — aim long, drop on top. And because Beirut sits under your gun-target line, the mission adds the constraint the real ship lived with: rounds into the city are counted, and three relieve you of command. Suddenly a 98% solution isn't a formality.
Also: you can find the bridge now
Play-testing the missions surfaced a nest of embarrassments. The first order is “lay up to the navigation bridge,” and the nearest ladder to your spawn point climbed four meters into a blank wall — the aft fire-control tower sat directly on top of it. The route that did work was a 197-tile maze around the far side of the superstructure. Worse: ladder cells are non-solid, the greedy mesher only draws solid and glass, so every ladder on the ship was climbable but invisible — and the trunk up to the Mk 38 director topped out against the platform deck because the deck plate was stamped over the hatch after it was cut.
All fixed, with witnesses: ladders are now real brass rails-and-rungs geometry (one instanced mesh for the whole ship), they land where a sailor can step off, climbing magnetizes you gently onto the column so one-meter deck hatches thread cleanly, SHIFT beside a hatch grabs the ladder to go down — and a Playwright test now physically climbs the director shaft with simulated keys before we ship. Every order projects a gold beacon through the steel with a name and a range on it, on the HUD and the deck plans. And for the impatient: press T, and the ship's seven stations are one keypress away — teleport straight to the helm, CIC, plot, the director, and you're manning it. Walking her decks is the point; being lost on them isn't.
Same ship, same walk, three wars. Report aboard: warbirds.io/battleship.