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o Barão

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Everything posted by o Barão

  1. I don't know. I didn't update the mod yet. Maybe. I always recommend the players to block auto updates from steam and wait the mod for being updated first. You can see the instructions in the mod description.
  2. No it's not! It's IMPOSSIBLE. I placed a hard cap on all ship types in game to prevent the AI from designing fantasy ships so that it could have more displacement to be used in other more important stuff, like armor or to have engines with a reasonable efficiency. No matter what you do inside NAR, your CAs are limited to 36 knots! So please, with all due respect, never again do that. It is for me already very time-consuming to come here and answer to all the questions related to all the things I did inside the mod. To explain the fantasy decisions made by other players or what bullshit designs wows is doing atm is too much, and I really don't care. I always tried to help everybody, telling them what files you need to go to edit this or that. I really think if anyone is interested, it should go and change the game to fit their playstyle, but NAR is focus in making the game the more realistic as possible inside the game engine limitations. And turbo electric drives have an insane acceleration, because of the instant torque from the electric engines. Simple as that. You could argue that should be 143% or maybe 267%, who knows? That value is only there to represent the properties from an electric engine compared to the others used on ships.
  3. Tillman designs are from 1916. If it was practical to build them is another question, but Tillman, fed up with all the requests from the navy, was asking what was the bigger ship the American shipyards could build at that time. About 7500 tons DDs at 1936, that is also not unrealistic since there was plans already at the time for large destroyers. https://en.m.wikipedia.org/wiki/Spähkreuzer_1938 Note: I added this ship to the German tech tree in NAR. Also big destroyers, or simple small light cruisers, the difference between them is so small anyway.
  4. Do we have the London naval treaty? No. Do we have the Washington naval treaty? No. Are heavy cruisers limited to 10000 tons? No. Are heavy cruisers limited to 8" guns? No. No, no, no, no. So what is the issue here? By the way, maybe you didn't notice. But your 48 knots cruiser have only 11% E.E. 🤔 And other thing. I have no idea how it is possible for you to get 48 knots from a hull in NAR since I limited the maximum speed for all ships to more realistic values, unless you are doing your editing the files.
  5. I don't think so, but you should ask that to the devs to be sure.
  6. I am failing to understand what is your issue, but if you don't like it, write a letter to the devs. 😉
  7. That is related to the target size, speed, light conditions, weather, sea waves and if it is turning. Just because you have long guns, that doesn't mean if it is worth it using them against that TB speeding at maximum range. The hit rate will be so low that the gunners will prefer to save the ammo. If you try against a slow BB, most likely they will be used.
  8. The old one made by me? I should delete that. I don't recommend anyone to do shared design until the devs and I stop working on the game. Parts are being changed, new ones are being added, and so what works now, maybe will not work tomorrow.
  9. The only change was to increase the tension much quicker against enemies from allies to see if they would join the war quicker and behave, well, like allies. You want auto resolve to sink less ships??? Strange request. Well, you can edit these values in "params" file. power_armor_exp,0,autoresolve power factor for armor,0.45,,,,,, power_speed_exp,0,autoresolve power factor for speed,0.6,,,,,, power_firepower_exp,5,autoresolve power factor for firepower,0.68,,,,,, power_ammo_exp,0,autoresolve power factor for ammo,0.1,,,,,, power_crew_exp,0,autoresolve power factor for crew,0.1,,,,,, and give a high number to speed and the rest set to "0". Maybe that will help smaller fleets to disengage if they are faster.
  10. @rossi191 o7! "...they seem to be fixated on using as many 17 inch guns" AI have a tendency to use big guns on late BBs, specially in vanilla game. I changed the AI behavior to use middle caliber guns more often, but I can't push down more without the risk of seeing BB with 9" guns around 1910 as an example. This is a global modifier that the AI is using as a reference when building, and not an independent value per hull. "bb hulls need to have there minimum armour raised by an inch or two to help the Ai" I can't do that, because again, it is a global modifier. Historical speaking, there were dreadnoughts with 6" belt armor, and 9" (the minimum)in game is already way higher, specially around 1900. "a dreadnaughts minimum armour in game is 7 inch" 9 not 7. "the ai will already have an ok amount of armour when designing a new ship and can only increase thickness if it wants to and not make paper ships " That is not how it works. If I raised, in theory, the minimum belt armor to 15" as an example. The AI would have less displacement available to use armor in other places, and so you would see a 15" belt, and 0,0,0,0.... elsewhere more often. What I did was by telling the AI to use more but smaller capital guns, fewer torpedoes and fewer secondaries. It should help the AI to have more displacement to use in other things, like armor, but it is not possible to teach the AI to not use 0, 0,0.. armor in important parts of the ship protection. It is an engine limitation. It should happen fewer times in the mod, but you will still see it sometimes. Note that there are still modifiers that I am still learning what they do in game, so maybe I find a new thing tomorrow, but it is not an easy task to change a value, open the game and see the AI designing ships for 10 minutes to see If I notice a changed in the behavior. It is time-consuming and very frustrating. "this could be an issue that only I'm facing and the Ai has just decided that it doesn't need armour in this campaign" Yeah, basically it is random what you will get. The changes I made, it should in theory help the AI to design better ships more often, but we still can get odd ducks sometimes.
  11. BETA v9.1 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.8 ---IMPORTANT--- Do not update unless you want to start a new campaign. There are some changes to hulls that can break your current campaign. Hulls: Added a new hull to better represent the Austrian SMS Kronprinzessin Erzherzogin Stephanie (BB I Austrian hull) https://en.wikipedia.org/wiki/SMS_Kronprinzessin_Erzherzogin_Stephanie Semi dreadnought hull removed from the American tech tree. This was made by me months ago, and it is not needed anymore with the recent hulls added by the devs. Dreadnought V hull from the British tech tree removed. I don't remember why I added that hull, maybe was made by the devs, but it is not in line to what was being made by the British at that point. Dreadnought VI becomes Dreadnought V. Early Spanish pre dreadnoughts name scheme fixed. Early British dreadnoughts AI design logic was improved to use more main guns. Bugs fixes. Many fixes under the hood, from reading the game log. Not really important for the players. Some modern Russians CL could fit 9" guns. Barbettes Increase the bonus armor modifier from 6% to 20% to better represent the average from the round shape and hopefully make them more useful in game. ---The frustrating part--- Made more changes to see if I can force escorts to be used against subs in convoy battles more often. Where this worked very well in my campaign test in 1940, in my current 1910 campaign, not once they were used. 😒
  12. Do not use "save". Instead use "off" and only use them when you know it is safe for your ships. "Save" feature is not related to your ships position in the battlefield.
  13. Check this values if you are interested inside the "params" file. w_super_barbette,0.0035,increase weight of the barbette from armor A.Barbette,0.00115,,,,,, w_armor_barbette_gun_caliber_threshold,5,A.Barbette only for guns >=5 inch.,,,,,,, w_armor_barbette_turret,0.03,turret barbette weight: percent of base turret weight,,,,,,, I will probably look at them again at a later stage. Atm, I am very busy with other stuff.
  14. Thx. I also read. "partmodels - copied germany and changed relevant info" You don't need to do that. Just add the nation you want for the gun choice. "germany,brazil" as an example. Much quicker and easier, I guess.
  15. I look more careful, and I don't know if it is better to fix that issue. The reason being that "home" status is applied to any nation that owns that province. An engine limitation. There are other starts that it is China that owns that province, or there is also the chance of China to conquer those provinces. Would those provinces be a colony or a home province for China? There is also the "claim" status and it says it belongs to China. So the home province should only be applied to China but is also being applied to the European nations? If France conquers West Germany, will be considered a colony or a home province? Both have the "home" status. It is a little confusing.
  16. Not a bug. Both Germany and Austria don't have DD II. They have instead the large torpedo boat II hull.
  17. That logic is already applied here, and I can tell you that is much more dangerous than vanilla game. "Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. " mod description. But I can tweak more the damage. If you show me a TB or DD getting hit by a big torpedo in the middle and survive, I will be interesting to see. The TR surviving a torpedo hit is more related to how the change to bulkheads are being applied to all ships. Unrealistic to see a TR with maximum bulkheads like it was a warship, but that is what you will see in game. Still, if it was hit by two torpedoes, one near the bow and the other near the stern, I am almost 100% sure that would be enough to sink it. Note: you can edit the torpedo damage in the "shipTypes" files.
  18. Done! 👍 If I can? Ofc. If I will do that? Ofc not.
  19. You can edit that in the "technologies" file. To add bigger guns on ship classes you need to edit the class inside the file "shipTypes".
  20. Time to open the champagne 🥂 ? I was almost sure it was the flags missing that was causing the issue, but I still need the solution. Teach me how to use the force, master Yoda! 😁
  21. @NathanKell time to call the heavy cavalry. I need your help. I am trying to change minor nations to become playable, but I step on to a problem. Likewise, I supposed that you might have the knowledge to come with a solution for this. As you can see here in this image, all major nations have a flag pack for all the different governments and also the "country". Minors, as you can see below, the Brazil example only have one. I need to learn how it is possible to add the flags missing for any minor nation. The string path mentions other file. I supposed this is important. Thanks in advance!
  22. If we are talking about capital ships, it is normal to get values much higher than this around 1910. Maybe 15% at 8km. Something like that.
  23. But the strange part, all minors have a flag, only when we promote to a major they will lose it. Somewhere must be something that we are missing, but I am afraid that can be inside the game code and not available for us.🤔 Edit: Ok, I see the issue. There are the country flags and the government flags, which are exclusive for the majors. Hum... I edited the home provinces, but I need to check it again in detail if there is something missing.
  24. @MDHansen help me out. In the custom battles menu and the campaign map, the game does not read the Portugal flag. How did you solve that issue?
  25. I checked, but I failed to understand why. Also, the AI can't autodesign this ships, atm. The log mentions something is missing from the "randParts" file and that one is chinese for me. I never understood how it works. Well, if you are using the arcade version, the other version will be x3 worse.
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