Fyredrake
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Fyredrake last won the day on November 1 2024
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About Fyredrake
- Currently Viewing Topic: NAR Alpha 1 for UAD 1.7
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I really cant say I understand this error because its similar to the previous ones I got, however I was able to have a very long Italy campaign that went just fine whilst the mod was closed. So it feels like something in the setup must be going wrong? And that is causing long term issues in the game with turns.
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I know youre going for historic but I tend to just do 3 guns, 2 fore like you did and 1 aft, which saves room for 3 turrets in a line aft with the aft tower sitting where that middle turret is. I just find the earlier DD hulls before modern ones to be too unstable for the guns to be any bit accurate.
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Im not understanding what the effort here was to do, since again, my design of 15500 tons for a 4x3 turret design with 10" guns and accompanying armor with those turrets, when in reality a 3x3 8" gun cruiser from the same era(Look at Baltimore and Des Moines class CAs) was 15000-17000 tons, with modern armor layout, fire control, torpedo protection, etc etc. Doesnt seem right, I'm getting 1 extra turret, 2" increase in gun diameter, more armor on the turrets to protect them, and of course whilst maintaining the same speed doesn't seem right here, I think you can agree. If I may add, your design above basically matches mine in terms of what you did, going from 14000 tons to 15700 tons for all of the above changes, IE a net 1700 ton increase in displacement, is far too light.
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Yes I understand how that works, im simply saying that a modern ships because they were more complex and had more mass allocated to different systems, it now means that a CA with 8" guns now weighs the same as a predread from 30 years prior would. Its why a battleship from the 30s displaced 35000 tons or in the case of the Iowas, displaced far more than a contemporary ship from WW1, they simply had more protection, more systems, more overall complexity. Hence why again it doesn't make sense that a WW2 era CA hull that is limited to 15-17Ktons, can mount 11" guns without severe compromises to protection and other internal systems. I should not for example below, be able to build a 4x3 10" gun heavy cruiser with 8" belt armor, 33 knot top speed, etc, for 15250 tons of total displacement lol. For example the Alaska class CBs with 3x3 12" guns were upward of ~30000 tons standard. The limitation is simply that the hulls in game are not meant to scale with armament, they are more so aligned with what was done in real life, IE 8" CAs and 6" CLs. So we either need armament limitations for these ships or we need the hull weight and systems to be more attributed to the armament added to them instead of it already being somewhat predetermined.
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Im talking about modern CA/CLs, not pre WW1 Armored Cruisers and Dreadnought BBs. 1905 is not in the preview of what I'm trying to discuss here, I'm discussing modern CA/CL hulls in game which become available in the 1920s and 30s. 2x2 12" guns was not a layout that was normal or used by the era I'm discussing. Modern hulls have different armor layouts, building techniques, more weight for a bigger powerplant/boilers, more structure for protection, etc etc. a 1905 semi-dreadnought with old building techniques is not equivalent to that of the cruisers built in the 1920s and 30s.
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My issue again isnt that the larger guns are available, its the size of the hull which they are mounted on. The Deutchlands were often called pocket battleships for their armament, but their protection was incredibly limited, not to mention the somewhat "odd" 2x3 11" main battery. They were solely built as commerce raiders. Their turrets had nowhere near the protection they should have for a battery that size, and their belt was smaller than that of some modern light cruisers of the era. Which is what all enabled it to have such a low displacement for its main battery size.
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Just a small aside or discussion I wanted to have, what are the thoughts of reducing or limiting gun sizes on cruisers especially going into the modern era. Its a bit laughable that I can mount 10-11" guns on a 15000 ton cruiser hull. Completely unrealistic to real life displacement of ships in that area. Im thinking perhaps modern CAs being limited to 7-9" and CLs 5-7"? I know the game is supposed to allow some amount of customization, but unless we can scale the hulls better I suppose to match the displacement required for such armament, it doesn't feel right, but if I'm being too much of a "fun police" then just knock this idea out I suppose xD.
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https://drive.google.com/file/d/1WDAyIWy8BVpxp7rX0XhybfdwIhAfqBpb/view?usp=sharing Here is my save, its on the turn before this occurs, when you click next turn, it will run through the normal steps and then give you the options to go to war, or deny, etc, and then once you get through that menu, it just is frozen on the moving ships page I think.
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It showed up here earlier in the week with a few others, I grabbed files only after you reopened the mod on Wednesday, ill see about going through steam DB and just grabbing the game and creating a whole new melon loader/mod file setup for it and see if it persists and get back to you.
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Still havent been able to get around this, have tried doing a few more things in the turn before and of course restarted thee game a few times which hasn't worked. Uncertain what I should do but its basically broken the campaign if there is no work around 😕
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Uncertain if this is a TAF or NAR thing that's upsetting TAF, but I have gotten this a few times, atm its acting like the turn is complete but when it does, I still have a moving vessels screen covering the map. Here is the log @NathanKell @o Barão
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As pictured here, this feels far too conservative in terms of where I can and cannot place the turret, I don't see a reason as to why irl they couldn't have placed a turret there and just simply not traversed it further over. Restrictions are good so you arent just overlapping them or basically limiting arcs of fire to like 5 degrees over the side because you crowded secondaries, but to basically require the entire arc to be usable when in that first image where the error is thrown with virtually no impingement on either turrets AOF, it feels a bit restrictive.
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My experience is the AI is far more aggressive now than it used to, I have austria 4 years into my save pushing into russia and japan coming in 2 years later to take that territory lol