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o Barão

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Everything posted by o Barão

  1. These are not transports. It is a hidden ship class in the game files. Something that was considered at some point from the devs to add to the game. Note: "Ultimate General: American revolution" got a major update, so don't expect anything from me the in the next days.
  2. "Pinguin" Sadly, I can't make it work. I can enable the auxiliary cruisers class, and design the ships but will crash when I enter a custom battle. I can maybe make it work as a light cruiser, but that would allow the AI to build them for the campaign. Not a good option. Oh well...😒
  3. I don't have any modifier to edit related to that.
  4. Yes there is. That is supposed to be the Revenge Class. What the hell is doing that hull there? Going to be fixed. Thank you!
  5. BETA v9.0 - "Silent hunter" update - N.A.R. changelog: Updated to UAD 1.5.0.7 opt Changes to submarines: Added escorts to all convoys. They will be used if available. * Increased the sub stealth, stealth power and the escort's ASW power. Dangerous if undetected, vulnerable if spotted. *This is highly experimental. If you see the game stuck between turns with the message "updating missions", report to me. I think I solved the issue, but I am not sure. Changes to mines: Vastly increased the mine sweep power. Decrease the chance to have ship being damaged by mines events. Increased the mine damage. It is now possible to see some ships being sunk. Minefields will take more time to reach the maximum size. Note: I still don't like the mines mechanic. 😒 Other: Fixed the German 4" x3 mk5 gun model.
  6. Open "guns" file. accuracy_1,accuracy_2,accuracy_3,accuracy_4,accuracy_5 These are the modifiers that fixed my issues. @CenturionsofRome not going to happen. My eyes are tired of bleeding every time I saw that in game. It is the devs' responsibility to add the H-series aft superstructure that allows to use another funnel, not mine. A similar thing happened with the Rodney BB. We had the hull, but not the iconic tower. And there are other secondary towers fantasy, that are ruining the ship looks, that I will remove from the game in a later stage. About your E.E being low, the problem is your components choice and hull stats. (Beam/draught) And if you need more funnels, well you have a big deck area to use. Not bad. Something that could be built by the Germans. The same we cannot say about that ugly tower. Thank you about the 4" gun model issue. It was fixed. 👍
  7. Preview Well, this is promising. Now I need to increase the damage and see how it goes. A few minutes later... Oh shit.😁
  8. That will depend on the gun caliber, the shell being used, your armor quality, the distance, the angle... so many modifiers. What the citadel does is raising the armor quality above the base value, and I am almost sure that will apply that bonus everywhere. Unrealistic, but a minor issue IMO. Then we have the penetration modifiers for penetrating the 1st inner belt, 2nd inner belt, 3rd inner belt. Something I will need to take a look someday to see if it is possible to have a penetrating hit in the belt without reaching the engines or the magazine. Well, I can play around with the gun's curve, to see if I can find a value that will increase the gun accuracy at low ranges, but I can't be promising anything. Probably I can't do much. I spend many hours trying to make it work months ago without any luck. I have a few modifiers to play around, but I don't have much hope. TIP: Use TBs to lay down the mines. One cheap TB for each port. And order them to stay in the ports all the time. A cheap way to have minefields. It is what I do. The overpenetration is the situation where the shell have enough power to punch through the armor, but the fuse failed to detonate the shell on time inside the ship. That is why the fuse timer is much more important IMO. In game, the overpenetration damage value is around 8% if I am not mistaken. Then we also have a random modifier that can make the damage go up or down. And a final note: Playing around 1940 I am noticed the subs to be incredibly weak. Something I was suspecting since I nerf them months ago, since nobody was complaining anymore about them. 😁 I will need to run a Japanese 1940 test campaign only with subs and run tests to make them more realistic. Subs and TBs laying mines. Nothing more. I really don't have much hope related to the mines mechanic, but subs are important.
  9. I fixed most issues with a simple change to gun mark accuracy bonus. Much quicker than editing the many hulls and towers variants in game. Now is at very good state IMO. 1" or 2" maximum at bow and stern belt. And fight your enemies around 15km range or more to avoid the secondaries. (for BBs) Note, that the game don't have an armored box for the rudder and will use the stern belt armor. Something to consider if it is worth it going with low armor in the rear to battle. Look at your flooding and damage instability.
  10. Exactly what I think about mines. No need to start a new campaign.👍
  11. BETA v8.1.0 - "Battle stations update" - N.A.R. changelog: Updated to UAD 1.5.0.7 Changes to accuracy Fixed all the issues with the high accuracy values in late years. This is the most accurate version I made based on real life data.* Arcade version is now x3 the hit rate to make the gameplay more enjoyable for the casual type of players. *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the semi realistic accuracy version. You guys are not going to like it. Changes to provinces The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Expect to lose a little more in a tropical country, or a lot if you try to invade Switzerland or decided to cross the Sahara or fight the Russians at Moscow. Armor penetration threshold increased to x3. This was a request from some players, and I can't see a reason why not. IMO, is still the shell base fuse mechanic what really matters. The AI ammo logic improved to know better when to use HE or AP. Other changes: Turbo electric drive cost rebalanced to make it more interesting. Crew training values were rebalanced. Flash fire and ammo detonation damage x2. KGV turrets design language improved for single and double barrels. Small improvements to make it easier to place torpedoes in some places. Badly damaged AI divisions will try to disengage from battle. Battle AI logic improvement. Light lamp is now the signal lamp. English file needs to be updated. Radar night stats improved. Note: From my 1940 tests runs, I noticed how bad is still the mines mechanic in this game. So I am considering removing it from the mod.
  12. The only thing I can tell you, is that they are working. In my tests, I increased the overpenetration threshold by a crazy number and I still got overpens. This is good news. Now for me to work them, it is a complete different thing. I will need to study the different type of shells, to see how they are working, and to understand the fuse time mechanic to see if it needs, or it is possible to be improved.
  13. @Nick Thomadis Game exploit issue. If sailing in reverse, the AI will aim the torpedo forward. Map issue. Portuguese Guinea being attacked from two provinces that don't share any land borders. AI auto design issue. Sometimes, the AI, will add more deck armor to the bow and stern, leaving the main deck with almost with no armor. The priority should always be the main deck. If possible to give us modders the possibility to edit the AI targeting logic that would be much appreciated, or at least stop them going nuts every time they see a small ship to kill, even if that target is 20km away when there are powerful enemies at 5km away. To focus more on what is close to them, and not the ship type.
  14. Increasing the overpen threshold will be in fact making the life for DDs more miserable. But I am seeing a much important thing to do. A nightmare. To fix the issue with the accuracy, I will need to edit the aiming, and long range accuracy from all towers in game. Around 1400 entries or 1500. Something like that. Yeah... 🙁 Well, I don't know if I have the guts or if I am crazy enough to do that. It is not. "Partial Penetration - The forward half of the shell penetrates the armor while the rear half is rejected; or, for hits over 45° obliquity, the nose and upper body are rejected while the broken lower body penetrates - only if the shell breaks, of course, but most will at such a high obliquity below the Naval Limit." http://www.navweaps.com/index_nathan/Penetration_index.php
  15. Then you have a misconception what are HE shells. You got that idea from playing wows, right? Incendiary shells will never overpen. At least, they are not supposed to do, and I never saw that in game.
  16. A TB, but the damage from overpen was insane. I will run more test so see what is the relation. One thing interesting about the damage gun model in game. armor_damage,0.16,damage multiplier due to partial penetration,0.33,,,,,, over_penetration,0.085,damage multiplier due to over-penetration,0.33,,,,,, So the game is telling me that what I am seeing in the image is better than to have a shell that failed to penetrate the armor? 🤔
  17. @flaviohc16 look at this: In the left bottom corner. This is with x100!!! over_penetration_threshold,100,penetration threshold over armor to over-penetration But we are still seeing over pen. Make sense? Only if the shell fuse timer is working. Good news right? But look at the damage. 25k from a overpen. Now I will run more tests, but it seems what you are asking is not exactly what you want.
  18. I had several battles yesterday, with 5 dds with capped shells II against a british CL, and it was a nightmare. Too much overpens. If it was against CA, would be much better, probably. There is no perfect solution, because the distance to target, armor thickness, gun pen values at those ranges, armor angle. All of them will create situations that are unique, for the most part, and we need to evaluate what we are seeing and adapt. But in the heat of the battle with many ships under our command, this is an impossible task to do all the time. I have already tried to look info about overpenetration, and basically what I am getting is if the armor have enough resistance to arm the fuse, it is the fuse time x shell velocity x distance inside the ship that matters. No magical x2 overpen value. Now we have a shell fuse time ingame, but I have no idea how it works or if it works in the first place. I am still running several tests to see where I can improve. As an example, I will try a crazy value, like x100 overpen, shooting AP against with a big caliber gun just to see if the fuse time makes any difference against a DD. Atm, I can't add anything more about this without running more tests.
  19. Oh, yes ofc. That gun model is more detailed and good-looking to see on a ship. Strange, I must be having Alzheimer already in my mid 40's. I can't remember ever to talked about that with you in the past. But, if you like it, then it is good enough. 😁
  20. No because we are losing the secondary mount, if I am not mistaken. However, there is an improvement that can be made. kgeorge_gun_380_x1_b kgeorge_gun_380_x2_b kgeorge_gun_380_x3_c By using the "b" version for x1 and x2 turrets, we get a better looking design. I will implement this change for the next version. EDIT: As I thought. It loses the secondary mount and uses the big size for all guns barrels. No good.
  21. You can start by choosing the right shell for the job and not picking capped shells all the time. Also, you are ignoring the distance factor, since both are related. Keep your distance if you don't want to see so many overpens. So as you can see, you can do a lot to improve. But what you really want is capped shells that work all the time against all the targets. To be the easy choice for all guns, all situations, all targets. No, no, no... This being said, I'm currently playing a 1940 campaign, and I tend to agree with many things you are saying. Overpens I can't say atm if I am going to change them, because as I said, in many times it is more related to a player that don't understand the game mechanics then the game fault to simulate real life ballistics. But I will research more about this to see if I can find some precious information. I already reworked the gun damage. TBs and DDs are incredibly weak around later years with the new explosives and the guns' accuracy being too high, so I rebalanced for all the ships. The accuracy is too good and too fast even with radar and spotter plane. The solution is IMO to nerf the long range accuracy bonus and a little the target accuracy speed. Even with the semi realistic accuracy, the bonus is so huge around 1930, that I get the feeling of a naval battle game with tech from the early 21st century.
  22. It is a known game exploit. I can remove that barbette from those ships to fix the issue, but why bothered? It is a single player game, so not a big deal.
  23. 7 from the nearest ship or 7 km from the main divisions?
  24. Next version preview. Small improvement to make it a little easier to place torpedo launchers in some places. Without exaggerations. 2x2 21" can fit here. 3x2 21" can't fit here. 3x3 18" can fit here. This helps both the player and the AI to place torpedoes where it is not possible atm. But again without any crazy stuff. Reasonable designs. If you want to place bigger torpedoes, consider increasing the ship beam or have enough space away from towers, barbettes or another guns to be able to use them.
  25. Next version preview. Badly damaged AI divisions will try to disengage from battle. Battle AI logic improvement. Province defense bonus for many provinces rebalanced. Some are too high in vanilla game. Locations with extreme weather or geographic conditions that favor the defense or guerrilla warfare will get a bonus (harsh winters, jungle, desert, mountains). This should help major nations to expand in many situations.
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