HMS Implosive
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HMS Implosive last won the day on May 10 2024
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Is the Light Cruiser III ever going to get fixed?
HMS Implosive replied to Norbert Sattler's topic in General Discussions
If you are into modding, you can change the hull for something else that fits your liking. -
Would you change the late model Italian DD guns from open mounts to enclosed mounts? Nobody really fielded open monts in late ww2. Image below from World of Warships for a reference for what Italian Capitani Romani -class DD/CL 135mm gun turrets looked like. Alternatively, if you dont feel like creating a new model for Italian DD turreds, I think "bismarck_gun_b_150_x#"-series turret models would be good enough approximation for Capitani Romani class turrets. edit: Alternatively alternatively, just, give Italian DD 5" guns the same model as light cruisers (Monte Cuccoli 152mm) and 4" guns same model as BB and BC (Littorio 90mm) have.
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Another minor thing: the "Mega Tower #" of Italian and Spanish Super Battleships are some of the highest towers in the game, yet they have some of the shortest spotting ranges when compared to other nations Super Battleship towers. I would like their spotting ranges to be significantly increased to represent their massive height. Also, would be nice if these "Mega Towers" were accopanied by equivalent sized "Mega Sec Towers" for style reasons. I modded that for my personal use by adding the fallowing line: modern_tower_sec_littorio_mega,,tower_sec,Mega Sec Tower I,,550,280000,,130,littorio_tower_sec_c,1.5,,tower_sec,,"need(BB_Littorio_Super;BB_Modern_Spain_Super), needunlock(latecruisertowers_level_4)","tower_sec(1), night(31), aim(14.5), acc(11), acc_long(4), fire_ex(13), smoke(-16), size(13), tspot(3700), torpedo_detect(26)",,,,,,,,,,,,,,,,,,,534,400.5,900000,2700000 Which in game, on a Spanish Super Battleship, looks like: Fits quite neatly, would you agree?
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It appears that the latest update broke the custom battles for post 1950 years. edit: Could somebody confirm this bug? I tried to delete all my moddings for testing purposes but there is non zero chance I broke something myself. Newer mind, I bugged it myself, sorry
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Also, would you make it so that for the Nelson style "Advanced BarbetteTower #" the secondary guns could fire over the blast guard thingy protruding from the barbette structure, see image below:
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The new Nelson hull looks really nice 😎 Would it be possible to get also four shaft version of it, as a battlecruiser hull or something? (I admid, would love to use that for my own moddings 😅)
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No, thats not what I meant. See, the quatruple turrets are of different style than equivalent caliber single, twin and triple turrets. I attached 14" and 20" guns in the images for reference.
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14"-20" inch mk5
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Also, late model Chinese Battleship guns appear to have quadruple turret model that is of wrong turret series (KGeorge turret instead of Iowa turret).
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If that is the case, I would prefer the boats to be removed for us to enjoy better firing arcs. Same thing frustratingly repeats throughout most of the tower designs in the game, I just hoped maybe this one time it could have been fixed.
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The New Arizona style parts are visually fine, but I noticed theyr collision boxes are quite bulgy. Especially the secondary tower limits firing arcs of turrets placed behind them needlessly. What is this turret colliding with exactly?
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Ok, first of, I am really happy that most of the gun models now have their own quatruple version available 😊 Second, now that you are working on the gun models, would you increase the barrel legths of 2" and 3" guns? For example Japanese 3" late model guns are 23 calibers long. You could triple that barrel legth and it still wouldn't be out of place for a gun of that size and era. Third: would it be too much to ask that you changed the code such a way that on the file that defines the turret models' parameters, the barrel legth was given as an actual barrel legth in calibers rather than a vague modifer? Would make it a lot easier for us who like to tinker with mods, and maybe also help your own work when you want to add new models or chance their values. For example, currently the code goes: "gun_2_x1_japan_bb, bc,ca,cl",,51,gun_2_x1,japan,"bb, bc,ca,cl",,,,,,,,,,,,,,,,yamato_gun_25_x1,0.985,1.15245,0.75,1,yamato_gun_25_x1,1,1.17,0.77,1,,,,,,,,,, While it would be easier if the code was: "gun_2_x1_japan_bb, bc,ca,cl",,51,gun_2_x1,japan,"bb, bc,ca,cl",,,,,,,,,,,,,,,,yamato_gun_25_x1,0.985,1.15245,0.75,60,yamato_gun_25_x1,1,1.17,0.77,60,,,,,,,,,, Fourth: could you maybe tweak the range we can adjust the gun calibers a bit? Currently we can have 98.9mm gun and 102mm gun, but not 100mm gun, even though that caliber was extremely common in some navies. Not a big deal, something I have just been missing. Fifth: could the reloading tech be revorked to something more realistic? I feel that whether or not the loading of the gun is automated or not is more of a feature of the gun model rather than separate tech and shouldn't even exist as an separate option. However, if you want to keep it there, maybe make it so that small guns get bigger boost to their reload speeds than big guns. It feels weird that, say 3" guns, get only 20% increase to their rof even from the most advanced reloadc tech. Realistically handloaded 3" gun would have rof around 20 rpm while automatic 3" gun would reach around 60-100, or somewhat less if accounting for reload time taken by filling up the gun feeding magazines. Alternatively, just rename the tech names form "Auto I" and "Auto II" to something more ambigous such as "Advanced Gun Rammers #" or something. Thanks a lot for this update patch!
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I just wanted to ask: In the campaign mode there is an option to choose "AI Design Usage" and its tooltip points out that the "slow" option is the only one that works with mods. However, at least initially the campaign seems to run normally with other options as well even when Tweaks and Fixes is installed. Does anybody know if it is safe to use this mod with other campaign options, or is it better to be safe than sorry and just stick to the slow option?