Norbert Sattler Posted June 24, 2022 Posted June 24, 2022 There still the problem with conquered ports. Right when I get them I am able to send my ships there, but a few rounds later they lock up and I can no longer use them. 2
Norbert Sattler Posted June 24, 2022 Posted June 24, 2022 (edited) And the problem of being unable to provoke others to war has gotten even worse. As Austria-Hungary I have ships sitting right outside British ports in multiple sea-zones and they just don't care. I get no window about the tension changing in any way and no event about the British demanding I pull my ships back. And when I do get other events that allow me get their opinion of me lower, it just goes right back up without any notification over the next couple of month. Edit: In fact everyone is friendly with everyone in my campaign... even the French, which had been the punching bags this campaign with everyone being at war with them at least once... and not a single war happening that wasn't someone against France. Edited June 24, 2022 by Norbert Sattler 2
Lima Posted June 24, 2022 Posted June 24, 2022 2 hours ago, Norbert Sattler said: And the problem of being unable to provoke others to war has gotten even worse. As Austria-Hungary I have ships sitting right outside British ports in multiple sea-zones and they just don't care. I get no window about the tension changing in any way and no event about the British demanding I pull my ships back. And when I do get other events that allow me get their opinion of me lower, it just goes right back up without any notification over the next couple of month. Edit: In fact everyone is friendly with everyone in my campaign... even the French, which had been the punching bags this campaign with everyone being at war with them at least once... and not a single war happening that wasn't someone against France. Apart from Germany, I managed to declare war on Britain only for France (in 12 Beta). I lowered the relationship to -99, then it went up to -89 every turn. However, when I sent ships to the western Mediterranean, Britain immediately declared war on me (and the rest of the world as well). That is, when my ships are opposite Scapa Flow, it's fine, but when they appear near Malta, it's war. I've tried everything for Italy and Austria-Hungary, but Britain just doesn't care. In fact, you have only 1 opponent for these countries. This NEEDS to be fixed, Britain has the most ships, they are often the main interest in the campaign.
o Barão Posted June 24, 2022 Posted June 24, 2022 (edited) Let's try to design a Richelieu BB. 44k tons; 32 knots; 8x15 inch guns in quad turrets... Well, this is not going to work. Maybe a Dunkerque design is possible. The funny part is that I am placing the funnel in the secondary tower to stretch the citadel and improve the stability. Hopeless. Edited June 24, 2022 by o Barão 6
ZorinW Posted June 24, 2022 Posted June 24, 2022 Has anyone else noticed how tough the enemy ships have gotten? Three BBs vs. one CA and I have to pount it for ages cause it manages to block 100% pens for some reason and partials give ridiculously little dmg points. Like four 320 mm shells resulted in four hits and a total dmg dealt of 75... cause partial pen. 5
Carl_Bar Posted June 24, 2022 Posted June 24, 2022 23 minutes ago, ZorinW said: Has anyone else noticed how tough the enemy ships have gotten? Three BBs vs. one CA and I have to pount it for ages cause it manages to block 100% pens for some reason and partials give ridiculously little dmg points. Like four 320 mm shells resulted in four hits and a total dmg dealt of 75... cause partial pen. I noticed in my one battle in this patch that where still seeing a really high rate of deck hits leading to limited damage unless you have really high pen guns.
Carl_Bar Posted June 24, 2022 Posted June 24, 2022 14 hours ago, jw62 said: Are we talking about Center of Flotation or buoyancy and not Center of Mass? Every vessel has a center of Buoyancy for a given trim. If you want your decks level then the center has to be in one spot and if you want your decks kicked back or nose-down then you want that forward. Since we want level decks both fore and aft and sideways what we are trying to do is balance the boat around it's center for that trim only, ie, we have picked the trim, now we want to balance the boat around it. In the bad old days I used to calculate foot pounds out from the center, now I just press a button. I actually can get a well balanced destroyer or Battleship by 1895 by maxing the tech slider and going right for boilers and engines. That's me on a Pushboat I designed and built 25.5'LOA 18"Beam 7"2" Draft, 36' Keel to brow (Tall) not including light mast or stacks, 112,000 Lbs, Twin 500HP running a pair of 46" wheels in front of a pair of Barn door rudders. Balance and Trim. Back to the game: assuming a 0deg trim is decks level, then the weight offset in the game is nose down or nose up in real world, but not simulated in the game visual 3d mechanics, however to some degree it is simulated in sinking mechanics and gun accuracy, maybe steering, although in real life a nose heavy boat turns great but tracks wild and a stern heavy boat tracks (steers straight) and can be made to steer well by "cutting away" the underbody fore and aft to some extent, but that's not useful for this game unless you want to add a fun layer to the flooding mechanics. I have not tried the very latest patch so I have not seen the gravity ball, but it should be centered dead over the center of flotation for a decks level trim to the hull, and even if you don't make the boat in the game simulation go out of trim, you should show it on a profile over the gravity ball. Truthfully I'm recovering from covid and an early heart attack and then I dropped dead for a little bit but came back and I've been playing this game to keep from moving around and hello kittying up my recovery (while trying to get a third boat in the water and getting a few more built for clients, I suck at recovery) so thanks for the excellent diversion, but this argument over trim was missing something. PS I have Sea trial videos of all my bigger midgets and that tub of steel handles like a maserati right up to her max of 7.8kts, will turn in half her length at full speed and not fall over. Will also handle barges in excess of 300' Some of the technical is going over my head but yeah right now it's very obvious the centre of buoyancy isn't being represented at all. You can have the centre of mass severely biased towards one end of the hull and still have good balance. Your free to correct me but i'm pretty sure most of the hulls in game would have their centre of buoyancy on or very near the halfway point of their length. 6 hours ago, Lastreaumont said: I thought a long time about the Nelson example presented by o Barão, because I didn't understand how the design changes could have a so strong impact on roll and pitch. Why the big citadel have to create a more stable ship. And I found a possible explanation. Look at the center of mass position on the Z axis on o Barão's ships pictures: it is very high for the Nelson style design, quite high for the small citadel classical design and low on the big citadel design. So, the smallest your citadel is, the higher the center of mass is, and the higher the center of mass is, the more unstable your ship is, because too many heavy things are on the top. So, reducing the citadel to save more weight for other things is a good solution only if the saved weight is used to add things that don't increase the center of mass height, or if your center of mass is already very low. This is consistent with the stability problems of my SSTO designs in Kerbal Space Program, if I don't take care of center of mass position regarding center of lift position regarding center of propulsion position. Yeah but we don't have a lot of control over the height factor. That said the point of the Nelsons shorter citadel was to let them get the same capabilities in a shorter and thus lighter hull. The citadel length as a percentage of the hull length wasn't excessively small, but because it was shorter in absolute terms it let them make the whole design shorter.
JeeWeeJ Posted June 24, 2022 Posted June 24, 2022 Is anyone also having issues with completely passive AI after this latest hotfix? As Germany I'm at war with both the UK and France but no matter if I keep my fleets at sea or at port, I just don't get any missions. Only my allies (Italy and Austria) have some small fleets out, but otherwise...noting. 🤔 And it's not like the AI is lacking ships, France is equal in numbers to me while the UK outnumbers me 2 to 1. 1
Danz_Von_Luck Posted June 24, 2022 Posted June 24, 2022 12 hours ago, hangma said: Why doesn't protectct work? Honestly every time the enemy has higher numbers of cruiser I lose lots of transports until I counter with my own cruisers. You have no cruisers at all so I would expect you to lose transports, surprised its only 5 tbh mine is usually alot higher even if I half half the enemies numbers in cruisers
1MajorKoenig Posted June 24, 2022 Posted June 24, 2022 Hey all, it’s been a while and I am once again motivated for this game! Is the roadmap thread still around? I would be curious what’s coming next? 3
Zombie1914 Posted June 24, 2022 Posted June 24, 2022 (edited) "Building New Ships" hang up is back and worse than in the last 2-3 patches for me. 1.5h into campaign and 4 hangs so far. 1 at the start and now 3 in short order. PS: make it 5 PPS: restarted campaign, only 1 hang 2h into it so far Edited June 24, 2022 by Zombie1914 PS - PPS 1
Lastreaumont Posted June 24, 2022 Posted June 24, 2022 (edited) I tried to build a Dunkerque design too, and can't do something good. Maybe we'll need some ballasts... ☺️ Edited June 24, 2022 by Lastreaumont 1
o Barão Posted June 24, 2022 Posted June 24, 2022 46 minutes ago, Lastreaumont said: I tried to build a Dunkerque design too, and can't do something good. Maybe we'll need some ballasts... ☺️ We already have ballasts in game. Doesn't do anything.😒 Let me explain... Another test I was doing about the stability mechanics. Let's remove the A and X turrets. Damn it!😝 Anyway, look at ship weight: 18706/22634 The ship have 18706 tons displacement or 22634 tons displacement? And the answer is... 22634 tons displacement So what explains the 4k ton weight difference? We already have a fuel and ammo slider. It is the ballast to make the ship stable in water. However, this weight is not taken into consideration by the game engine and so will not help us with the stability issue. But if we stretch the citadel, and with that gain more weight, now we have a stable ship. So we have ballast in game, but is irrelevant. 😑 1
Nick Thomadis Posted June 24, 2022 Author Posted June 24, 2022 *UPDATE 18 * (24/6/2022) - Fixed bugs of alliances. Some times an alliance did not break as it should, and later it was impossible to go to war with that nation, because it caused errors. - Fixed old issue that could cause battles to start too near. This fix will affect the campaign and the custom battles. - Definite fix of the "ping-pong" damage bug rarely caused by engine damage (needs checking by you). - Battle AI improvements as per some recent feedback.- Beam/Draught now affect ship's center of gravity and weight offsets more accurately. - Other minor fixes. PLEASE RESTART STEAM TO DOWNLOAD (Saves are not reset - Due to Ship weight mechanics changes, saved ships may become slightly broken - ongoing campaigns may have large delays due to building errors - It is advised to start a new campaign) 8
IshPR7777 Posted June 24, 2022 Posted June 24, 2022 7 minutes ago, Nick Thomadis said: *UPDATE 18 * (24/6/2022) - Fixed bugs of alliances. Some times an alliance did not break as it should, and later it was impossible to go to war with that nation, because it caused errors. - Fixed old issue that could cause battles to start too near. This fix will affect the campaign and the custom battles. - Definite fix of the "ping-pong" damage bug rarely caused by engine damage (needs checking by you). - Battle AI improvements as per some recent feedback.- Beam/Draught now affect ship's center of gravity and weight offsets more accurately. - Other minor fixes. PLEASE RESTART STEAM TO DOWNLOAD (Saves are not reset - Due to Ship weight mechanics changes, saved ships may become slightly broken - ongoing campaigns may have large delays due to building errors - It is advised to start a new campaign) Not bad, keep going with the good work. Man, this 1.06 Beta would have for almost 20 updates in a single version before the full release
Spitfire109 Posted June 24, 2022 Posted June 24, 2022 35 minutes ago, Nick Thomadis said: *UPDATE 18 * (24/6/2022) - Fixed bugs of alliances. Some times an alliance did not break as it should, and later it was impossible to go to war with that nation, because it caused errors. - Fixed old issue that could cause battles to start too near. This fix will affect the campaign and the custom battles. - Definite fix of the "ping-pong" damage bug rarely caused by engine damage (needs checking by you). - Battle AI improvements as per some recent feedback.- Beam/Draught now affect ship's center of gravity and weight offsets more accurately. - Other minor fixes. PLEASE RESTART STEAM TO DOWNLOAD (Saves are not reset - Due to Ship weight mechanics changes, saved ships may become slightly broken - ongoing campaigns may have large delays due to building errors - It is advised to start a new campaign) What specifically has been improved for the AI? 3
Sturmalex Posted June 24, 2022 Posted June 24, 2022 (edited) Now I suffered the infamous "building new ships" hang up aswell for the first time ever after updating to HF18. Interestingly enough UA:D uses 100% of my GPU but no CPU. Edited June 24, 2022 by Sturmalex 2
IshPR7777 Posted June 24, 2022 Posted June 24, 2022 30 minutes ago, Sturmalex said: Now I suffered the infamous "building new ships" hang up aswell for the first time ever after updating to HF18. Interestingly enough UA:D uses 100% of my GPU but no CPU. @Nick Thomadis, we need to do something about this "building new ships" hang up issue, he has that issue when the game itself went 100% of his GPU but it did not happened for CPU 4
Aloeus Posted June 25, 2022 Posted June 25, 2022 (edited) I'm running into the target bug pretty often. Very annoying when your BBs can't hit anything because they're stuck with the target bug Edit: another bug I've seen. Sometimes the game says I just went to war with someone when I was already at war with them. This has the big disadvantage of massive diplomatic penalties with their sympathizers (doubled my war vs germany and AH, who I just made peace with, is not -48 for me) Edit 2: I just realized it reset my VP. Thats very frustrating. Edited June 25, 2022 by Aloeus
Zombie1914 Posted June 25, 2022 Posted June 25, 2022 (edited) Here is a new one (for me at least): Campaing battle (convoy escort in this case) that goes decently well for me with 2 hostile DDs getting away. So i click the "End Battle" button and it switches to the black loading screen and is basically stuck there. Settings button still there and working, menue pop-up opens -> "Leave Game" i get the pop-up but nothing changes, -> "Exit to Main Menue" i get back to the battle view. UI still there but no ships rendered and time counts forward. Closing the game is the only thing that works but once i load the campaing i get the same pop-up for that campaing battle again. Doing the battle again gets me the same as above. Trying to replicate this now with a different battle/campaign. ... different battle same results, will try with new campaing now Edited June 25, 2022 by Zombie1914 Update 1
kjg000 Posted June 25, 2022 Posted June 25, 2022 1.06.18 build. Many, many still unresolved problems and no indication that the Devs are even listening to any but a very few of us; - STILL getting the “building Ships” lockup. In 1.06.18 games these have started as early as April 1900 after a 1900 start. - STILL getting battles with 40 or more TB, DD and LC. While such battles can be rewarding if encountered once in a while, when it is nearly EVERY battle it is game breakingly tedious not to mention historically inaccurate. - STILL getting “chase the horizon” encounters where an encounter is forced but the player just spends hours chasing an unseen enemy, even when our ships are equipped with RDF or RADAR and are faster than the enemy ship. Once again, if the enemy is not going to engage DO NOT generate the encounter, or at least don’t force the encounter. - STILL getting the AI building far too many small ships. - STILL difficult, sometimes impossible, to balance ships but no hint of a solution such as an auto balance. Although at least the Devs have instigated the center of gravity indicator. - in 1.06.17, unconfirmed as yet in 1.06.18, STILL getting a free pass for transports once all of their escorts have been sunk. Either let us chase them down or assume they were sunk. - STILL no way to force a war. - STILL getting info boxes disappearing off the screen/window. - STILL no scroll bar on info boxes. I assume such boxes are an object, add a scroll bar to the object! Less importantly; - Still no link from ships in the Fleet screen to the Refit function! C’mon guys, this should just be a link! - Still can’t build directly from a Refit design, again little more than a link. - as of 1.06.17, surrendered ports still not working. Unreliable whether we can dock our ships but if we do and that ship needs repairs, then the repair function for that ship can be permanently disabled. - as of 1.06.17, still having problems with prize ships stuck in enemy ports. Still can’t correctly manage prize ships. - Still effectively only one war/alliance option. If more than one war then the campaign breaks or at least becomes unreliable. Similarly, if non-standard alliances form then the system breaks. - Still no way to force a war. And more I haven’t mentioned because I’ve lost track. This happens when there is no feedback, not even a simple “Yep, we heard you” no matter how many people post comments on the same issues. I don’t expect every thing to be addressed right now, but, unless the code is very strange, some of these are as simple as adding a link. 5
Sandermatt Posted June 25, 2022 Posted June 25, 2022 (edited) I am now also running into being stuck on "Building New ships" for a long time, every turn starting at some point in the campaign. However nothing in my PC is especially strained, not CPU or GPU. Edited June 25, 2022 by Sandermatt 1
Doomed Posted June 25, 2022 Posted June 25, 2022 18 minutes ago, Zombie1914 said: Here is a new one (for me at least): Campaing battle (convoy escort in this case) that goes decently well for me with 2 hostile DDs getting away. So i click the "End Battle" button and it switches to the black loading screen and is basically stuck there. Settings button still there and working, menue pop-up opens -> "Leave Game" i get the pop-up but nothing changes, -> "Exit to Main Menue" i get back to the battle view. UI still there but no ships rendered and time counts forward. Closing the game is the only thing that works but once i load the campaing i get the same pop-up for that campaing battle again. Doing the battle again gets me the same as above. Trying to replicate this now with a different battle/campaign. ... different battle same results, will try with new campaing now I get exactly the same although in this case I'm attacking the convoy. This was with a new campaign 1
M3rky1 Posted June 25, 2022 Posted June 25, 2022 It would be nice if we could speed up the game to what we want. I like that it slows down when we get closer to the ships but we should still be able to speed it back up if wanted. I just had a mission we're I sunk all but 2 DDs. I had a BB with a lot of damage resulting in slow speed and no accuracy. I couldn't run away from the enemy DDs and they couldn't sink me and I couldn't hit them. What resulted was them running in circles around me and nothing I could do to trigger the end battle button. I had to sit and let the timer count down for about an hour or so while I played on my phone. I have had other situations where it would be helpful as well. Another item that I would love to see is better torpedo warnings. When managing a large fleet it is really easy to miss the warning indicator. It's small and short timed and if you are not looking at the spot when it pops up you will miss it. It would be nice to have it be visible slightly longer or have some type of audible warning like a alarm bell or something. 1
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