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o Barão

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o Barão last won the day on January 7

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  1. It is not possible by using my method. Maybe Nathan with the TAF dll can do it, that being said, the game speed limits exist to help the CPU doing all the shell's calculations. Related to that, in NAR the 2" and 3" mk4 and mk5, the reloading speeds were nerfed to what is possible IRL to prevent issues. This was done after Nick himself mentioned to me that there is a limit to what the game engine can handle in a single instance. Now one thing is a battle with multiple ships on both sides, another thing completely different is 1 vs 1. The game engine will not take into consideration how many ships are in battle, but only the distance you are from the nearest target to set the game speed limit.
  2. In your left panel, "range found" modifier: 998% Crazy stupid value, that ruins the game IMO. And it was possible to get 2000% in previous versions.
  3. The range found boost mechanic from UAD is the main kicker. (Just to be perfectly clear, I never liked that mechanic, but I can't remove it or nerf the effect) Just sail in a straight line at cruise speed (you need to hover the mouse above the engine to know the value) and let your crew work. In a few salvos against the same target, the modifiers will all stack up, and you get insane values. Double barrels, not triple or quads. The test was made using perfect conditions. Calm sea, sun behind me, perfect light conditions, huge target, the best components, only 1 vs 1, huge beam, minimal draught, veteran crew, etc, etc
  4. Probably the error is me. English is not my native language, and If knew how much important it would be in life, I would have paid more attention in the classes 25 years ago. I had to open the game and run a test battle just to see what is the issue. 6.3% at 18.5km 18% at 15km 86% at 10km. How can this be low to you? For me, this is too much already, but I am using all tricks in the book to get the maximum performance, but still crazy high value.
  5. Damn, two comments in one day where I fail completely to understand the English writing. 😭😓 Let's go back and read again what you wrote: Range of the weapons? Effective hit chance? The range of the weapons follow for the most part the UAD vanilla values. Note that in the second example you gave, there is a big difference in the range due to the fact that you are using the coastal variant, which had more elevation. But yes, is possible to improve the ranges with values more close to real life. If you are interested in doing this, I would recommend using navweaps website to get the data you want. Then open the guns file. You will see these modifiers for all calibers: "range_1,range_2,range_3,range_4,range_5" Those are the base range for all calibers before the modifiers. Now, hit chance is a complete different matter. I did some research about hit rates in some reports to use as foundation for the accuracy realistic model being used in NAR, but I can't say that would be exactly how it worked IRL. Note that there are many modifiers in the game to take into consideration when we are talking about hit rates: Target size Target speed Target maneuvering Sea state Wind Clouds/fog Sun Light Radar quality if available Spotter plane quality if available Range finder quality Shell type Gun barrel Propellant Splashes from own guns Splashes from other guns Funnel smoke Turret barrels (how many) Modifiers from the towers Modifiers from the hull Crew quality So when you say is 1%, is against what, in what conditions and using what technology? But if you are interested in tweaking the accuracy values, again in the guns file you will see: hitChanceMaxRange,hitChanceCurver,hitChanceMult modifiers.
  6. I apologize. I understood that you were talking about the enemy ships. Sorry. About your question. I don't think it is possible, but if it is, then probably the solution will in the stats file.
  7. For me, is exactly the opposite. To know that info in battle is really frustrating and cheating. Well not cheating because the game allows, but is 100% unrealistic and make the battle much easier for the player. But answering to your question, maybe it is possible, but I don't know how. The only thing I added to the game related to tooltips was the tower night modifier that you can see in the shipyard.
  8. It was Nathan who made that possible with TAF. For me, yes, it should, but you can change that. Open shipTypes file and look for "optimalEnemyDistance" modifier. If I am not mistaken, the closer this value is to absolute "1" the more the AI will want to be at maximum gun range in combat. At bold is where the problem lives. This was made a few months ago already, and in the last attempt to try to understand what it was possible to do, I removed all the barbettes from a ship class and made the AI to design some ships to see what would be the result. Didn't work, the AI would still use some barbettes. Now, I never fully understand how the randParts file (if you are interested to try, that is the file responsible for the AI design logic) so maybe there is a better solution.
  9. Params file was already updated! Thanks
  10. ML doesn't mention exactly what is the issue in the file, the line or the error. @NathanKell is it possible to improve ML logs to report exactly what is the error?
  11. You can increase the armor limits in the shipTypes file, but I strongly recommend for you not to do that. All the components weight and armor limits are based on historical examples and if you increase too much the limit, it can make the AI life harder to get good designs.
  12. shipNames file was updated!
  13. Thank you, Nathan! 🫡
  14. Interesting, but in that case that error should also happen in vanilla game but I am not aware of other players reporting that issue. Also in that case, I can bump again the AI naval invasions for the major players. Thanks!
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