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Posted
1 hour ago, admin said:

Balls converge on water at first graze (when they first hit water). Maybe some linguist here can provide a better 1-2 word explanation for UI

Now I’m really confused. You mean that with zero gun elevation, when the balls reach maximum range and are no longer in flight, the balls should converge as they hit the water?

Posted (edited)
18 minutes ago, admin said:

we tried it but it does not look like a gun at all and does not convey direction.

what are your thoughts about having separate ammunition loaded for each deck? We can tweak it today so you fire chain on carronades and double shot on normal cannons, would bring even more aspect to the game.

Edited by Guest
Posted
6 minutes ago, Farrago said:

Now I’m really confused. You mean that with zero gun elevation, when the balls reach maximum range and are no longer in flight, the balls should converge as they hit the water?

Cannons have max angle and of course you cannot converge them into one spot at very close distance.
But elsewhere you can. 

  • Convergence - water: means - Whatever vertical angle you chose - gunners will choose horizontal angle to converge on water when they fall and hit water (called 1st graze in the navy). 
  • Convergence - XXX meters: means - whatever vertical angle you chose - gunners will chose horizontal angle to converge at XXX meters
Posted
16 minutes ago, Intrepido said:

Surprised to see so many comments about tiny details when the Battle UI shows no armony with the rest of the other UIs.

Battles is where everyone spends time in and its totally ok.
In terms of harmony, we will get used to it. i cannot look at the old port UI now.. new is better. But for battle UI we tried to keep the legacy as much as we could and tried to remove as much text as we could. 

  • Like 2
Posted
27 minutes ago, Christoph said:

i press 1 4 its double ball i press 1 5 its also double ball. bug?

we need to remove the word double - from double charge

  • Like 3
Posted
10 hours ago, Gregory Rainsborough said:

Switch bow and stern guns for the keyboard. So that bow guns are 3 rather than 4.

perhaps you can do that yourself in the options tab

  • Like 1
Posted
14 minutes ago, Wyy said:

what are your thoughts about having separate ammunition loaded for each deck? We can tweak it today so you fire chain on carronades and double shot on normal cannons, would bring even more aspect to the game.

Great idea. We could also use section fire where instead of firing single gun you fire whole vertical section, just like rolling front/back but in manual.

Posted

Damaged/destroyed pump/rudder icon tooltip should inform if module is operating in limited capacity. The way its worded right now may make player think that having less than 50% of module hp has no negative impact.

Posted

I like the new port UI, it's atmospheric and immersive when i'm checking goods and prices in port. But in battle i really appreciate the fact that the new battle UI is also getting out of the way like the old one. Nothing distracts from the great ships and the action between them.

  • Like 1
Posted
Just now, Bragan Benigaris said:

I like the new port UI, it's atmospheric and immersive when i'm checking goods and prices in port. But in battle i really appreciate the fact that the new battle UI is also getting out of the way like the old one. Nothing distracts from the great ships and the action between them.

This!

Posted
11 minutes ago, Bragan Benigaris said:

I like the new port UI, it's atmospheric and immersive when i'm checking goods and prices in port. But in battle i really appreciate the fact that the new battle UI is also getting out of the way like the old one. Nothing distracts from the great ships and the action between them.

we posted and actually added colored icons to battle ui and they were very distracting and focused too much attention to buttons. same with boarding. it was more colorful in prototype but only looked good in static- when action starts it turned into a bloomberg stock interface and was too distracting. hence - the simple plain boarding ui

Posted
3 minutes ago, admin said:

we posted and actually added colored icons to battle ui and they were very distracting and focused too much attention to buttons. same with boarding. it was more colorful in prototype but only looked good in static- when action starts it turned into a bloomberg stock interface and was too distracting. hence - the simple plain boarding ui

we need wood optics

  • Like 1
Posted
Just now, Durin said:

would also be nice to see the captured ships build, to decide if you want to put crew on it or sink :)

yes its coming

  • Like 11
Posted
16 minutes ago, admin said:

Cannons have max angle and of course you cannot converge them into one spot at very close distance.
But elsewhere you can. 

  • Convergence - water: means - Whatever vertical angle you chose - gunners will choose horizontal angle to converge on water when they fall and hit water (called 1st graze in the navy). 
  • Convergence - XXX meters: means - whatever vertical angle you chose - gunners will chose horizontal angle to converge at XXX meters

Does this mean that Convergence 'water' equals fall of shot left or right (left and right was used in gunnery as new crew were often assigned to gun crews, as they were not of 'Ordinary' or 'Able' seaman Rate)  of target and Convergence 'meters'  equals fall of shot short of, or, over the target in terms of distance? 

These terms would have been used early in engagements at longer ranges and the term 'on target' used when hits were scored, closer ranges, naturally, required fewer adjustments  in terms of distance and left/right azimuth, in much the same way as land based artillery, when speed and direction were matched, excepting that, the timing of broadsides was more critical at sea.

Single gun ranging shots at maximum elevation were usual, reducing elevation and azimuth if necessary, until range and azimuth were established, given the limited supplies of shot and powder carried, a factor which, within the game, we can happily ignore (excepting chain where every round counts).

  • Like 1
Posted

Where the teased boarding UI is gone ? It looked 10 times better than the testbed one ..

 

pUKVMp7.jpg

 

 

At least illustrate each boarding action in the battle log with a picture of the action of each side.

 

- Overall the battle UI looks exactly the same (not a problem for me but definitly not in pace with the rest) I understand the need for lisibility but it looks more like a cold simulator (like cold waters game ui for exemple, with even less themed designs) => For short, it still looks like a WIP/ early access ui

- And the Boarding windows is simply awefull. (not even talking about the new boarding system)

 

Definitly not sexy at all.

=>  Quite a disapointment at the moment. I'll have to test tonight but definitly not impressed.

  • Like 4
Posted
54 minutes ago, admin said:

Battles is where everyone spends time in and its totally ok.
In terms of harmony, we will get used to it. i cannot look at the old port UI now.. new is better. But for battle UI we tried to keep the legacy as much as we could and tried to remove as much text as we could. 

about battle ui, im missing some kind of frames and depth around things, also me and banished discussed that you see almost no difference if sailing/gunnery/survival/boarding is on or off since the white/grey backlight is turned to slightly grey when you turn it off.

about port ui, still missing my other ships in port docked around the port or anchored slightly outside with the gunports closed and anchors dropped.

 

Also suggestion about battle ui, use ship sunk icon as kill and assist icon in different colors.

Posted
1 minute ago, Sir Lancelot Holland said:

Does this mean that Convergence 'water' equals fall of shot left or right (left and right was used in gunnery as new crew were often assigned to gun crews, as they were not of 'Ordinary' or 'Able' seaman Rate)  of target and Convergence 'meters'  equals fall of shot short of, or, over the target in terms of distance? 

unlocked sector auto = convergence water.
It means (will try to be precise this time) that if we ignore dispersion all cannonballs from the broadside will fall onto one point on water at the end of the trajectory. 

Convergence 100m means that if we ignore dispersion all cannonballs will converge at 100m (hit one point at 100m) on the trajectory (at 100m)

 

  • Like 2
Posted
1 minute ago, Baptiste Gallouédec said:

Where the teased boarding UI is gone ? It looked 10 times better than the testbed one ..

 

pUKVMp7.jpg

 

it did not work out. it only looks good in static. 

Posted
1 minute ago, Wyy said:

about battle ui, im missing some kind of frames and depth around things, also me and banished discussed that you see almost no difference if sailing/gunnery/survival/boarding is on or off since the white/grey backlight is turned to slightly grey when you turn it off.

 

we will see what we can do about it.

  • Like 1
Posted
1 hour ago, Stilgar said:

Battle UI:

I like the battle UI: stylish and crisp, with some nice touches (e.g., indicators for rudder or pump hits). Increased font and graphics elements are also appreciated: all should still be readable on 1440p screen. Compliments to the artist! (Btw, I'd pay to see that style UI implemented in OW and in port.)

+1

 

I could just make one quick sail yesterday evening so I couldn't really test.

I found just one negative of the graphic Elements... Icons for different shoot types (Single, Chain, Grape, Double Shot/Ball) are really nice but not very intuitive. We all know what the Icons mean and are used to their Array but thinking of a new Player who most likely will have no clue what the Symbols mean. Maybe it's better to still have a short description (in words) like Double, Grape etc. below the Symbols.


Just my 2 cents

More testing upcoming

Posted
4 minutes ago, Joernsson said:

 

I found just one negative of the graphic Elements... Icons for different shoot types (Single, Chain, Grape, Double Shot/Ball) are really nice but not very intuitive. We all know what the Icons mean and are used to their Array but thinking of a new Player who most likely will have no clue what the Symbols mean. Maybe it's better to still have a short description (in words) like Double, Grape etc. below the Symbols.

 

There is a tooltip (if you enable a mouse and mouseover) explaining what each does. 

But in general we believe that those buttons will work just like the red, green, yellow lights on the intersections. You just need to find out ONCE what each means and after that you will remember.

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