AdmiralObvious Posted August 14, 2022 Posted August 14, 2022 Found a new bug with higher speed ships deciding to not even attempt to track targets with guns if the ship is making a turn of any significance. These ships tend to have the turrets do stop/start motions as though they want to track, but then they stop. It's created cases where only the front and rear turrets turn, but the rest of the centerline turrets do not.
Urst Posted August 15, 2022 Posted August 15, 2022 (edited) German Large Armored Cruiser (1910) Advanced Foredeck Tower, casemate guns don't have Fire. I have reported this issue with German and U.S. cagemast towers many times. Kindly fix the fact that U.S. cagemasts refuse to accept any casemate despite having a slot for them, and the fact that German heavy cruiser and battle cruiser towers have no fire-arc for the top-most slot. Edited August 15, 2022 by Urst
The PC Collector Posted August 15, 2022 Posted August 15, 2022 @Nick Thomadis I think you guys overdid it with the list. A ship with a 65% float shouldn't already have a list which made it effectively disabled. 1
SonicB Posted August 15, 2022 Posted August 15, 2022 Yikes. The previous patch actually fixed the bug that caused turrets and torpedo launchers not to turn when the ship was turning. This one has made the problem even worse than it was before. Exhibit A: this heavy cruiser which completed a hard turn to starboard to avoid torpedoes about 8-10 seconds ago. The turrets are still not much changed from where they were pointing previously. If this were a video you would see them twitching or jerking instead of moving.
SonicB Posted August 15, 2022 Posted August 15, 2022 Furthermore, since Nick decided (for reasons best known only to himself and God) to shut the clown car thread down again, I have no option but to post this triumph of naval architecture here instead. 2
Lakel Posted August 15, 2022 Posted August 15, 2022 4 hours ago, SonicB said: Furthermore, since Nick decided (for reasons best known only to himself and God) to shut the clown car thread down again, I have no option but to post this triumph of naval architecture here instead. Oooh, look at this beauty Do wonder how balanced it actually was . at least yours was balanced more or less. 2
Robert Steel Posted August 15, 2022 Posted August 15, 2022 On 8/13/2022 at 5:44 PM, Suts said: Interesting bug, what was a perfectly fine Destroyer starting the battle with 0% structural integrity. I guess what people say about the structural integrity of post WW1 German Destroyers is true. Happened me too, twice in a few hours of play. First time a CA, second time a BB started with 0% hull. 1
Sturmalex Posted August 16, 2022 Posted August 16, 2022 Still no way to directly build refits? As long as this is not in I am stopping to play. 1
Robert Steel Posted August 16, 2022 Posted August 16, 2022 57 minutes ago, Sturmalex said: Still no way to directly build refits? As long as this is not in I am stopping to play. There is. You could always make copy of a refit, but could not build it. But it was fixed some patches ago, so now you can just copy your latest refit, and build them. (And IIRC it counts as if it was a refit of the original hull, so further refit plans of the original can be applied to them too. I think I could do that, but not sure ).
Vinrellren Posted August 16, 2022 Posted August 16, 2022 I wonder why everytime my ship engaged someone, even when they are undamaged they returned to the FARTHEST PORT they can find (In my case Pillau) while other port are empty 1
Maxman Posted August 16, 2022 Posted August 16, 2022 How can I donload the BETA without the Steam Version of the game. I have downloaded it on the website.
SonicB Posted August 16, 2022 Posted August 16, 2022 19 hours ago, Lakel said: Oooh, look at this beauty Do wonder how balanced it actually was . at least yours was balanced more or less. I can't believe the AI still thinks a hybrid battleship-carrier is a clever idea
ZorinW Posted August 16, 2022 Posted August 16, 2022 In my current British campaign I am bullied into fighting a German Navy that by 1917 is still building the same designs they started the campaign with. The best BB is from 1890 and their CAs, CLsa and TBs are from 1887 with refits in 1890/91. But they have hundreds of these stupid things....
ZorinW Posted August 16, 2022 Posted August 16, 2022 10 minutes ago, Grayknight said: you surre you have current version of game? Yes
Sturmalex Posted August 16, 2022 Posted August 16, 2022 11 hours ago, Robert Steel said: There is. You could always make copy of a refit, but could not build it. But it was fixed some patches ago, so now you can just copy your latest refit, and build them. (And IIRC it counts as if it was a refit of the original hull, so further refit plans of the original can be applied to them too. I think I could do that, but not sure ). Interesting. I tried that out. Unfortunately still unwieldy as frick. Now I have 2 times the same ship in my design section. Once as refit, and a second time as "new" ship. Also there is a new name getting pulled for the ship when copying the refit. Means my "Kaiser Friedrich III"-Class of 1901 is now called "Brandenburg"-Class because for the game its a new ship.
Panzergraf Posted August 16, 2022 Posted August 16, 2022 You can rename the first ship of a new class, so when copying a refit just give it the same name (or a variation) of the original class so you'll know they're the same. 2
The PC Collector Posted August 16, 2022 Posted August 16, 2022 2 hours ago, Sturmalex said: Means my "Kaiser Friedrich III"-Class of 1901 is now called "Brandenburg"-Class because for the game its a new ship If you name the new, updated class the same as the old one, the you can consolidate them later under a single clase, as any further refit you do of either of them will consider both eligible. 1
Nick Thomadis Posted August 17, 2022 Author Posted August 17, 2022 Hello Admirals, We offer a small but important update including the following necessary fixes: https://store.steampowered.com/news/app/1069660/view/3353513061586037614 Enjoy! The Game-Labs Team
Fangoriously Posted August 17, 2022 Posted August 17, 2022 1 hour ago, Nick Thomadis said: Hello Admirals, We offer a small but important update including the following necessary fixes: https://store.steampowered.com/news/app/1069660/view/3353513061586037614 Enjoy! The Game-Labs Team Hope my bug report let you nail down that AI built ships missing structure bug! Some more leeway in firing wile listing is greatly appreciated.
Sturmalex Posted August 17, 2022 Posted August 17, 2022 6 hours ago, Panzergraf said: You can rename the first ship of a new class, so when copying a refit just give it the same name (or a variation) of the original class so you'll know they're the same. I am aware, that I can change the name of a class. My point is that this is somewhat unwieldy and unintuitive compared to just enabling the build button on the actual refit.
The PC Collector Posted August 17, 2022 Posted August 17, 2022 Welp, after the update I found a bug: The first time you mothball a ship, even a brand new one, whenever you reactivate the ship it needs to be repaired as if it was a 0% condition.
Zyw Posted August 17, 2022 Posted August 17, 2022 (edited) On 8/16/2022 at 9:13 AM, Sturmalex said: Still no way to directly build refits? As long as this is not in I am stopping to play. I'm still curious to know why we have to go with the gimnick of clone refit/build insted of directly building it. I mean, peoples are constantly asking for it, if you don't allow it there must be a reason, right? Edited August 17, 2022 by Zyw 2
The PC Collector Posted August 17, 2022 Posted August 17, 2022 25 minutes ago, Zyw said: if you don't allow it there must be a reason, right? The reason is that they don't want to allow us, plain and simple. I have captures which prove that the AI is allowed to, so there is no technical reason for not allowing us to, besides them not wanting to.
torpedoBoatAddict Posted August 17, 2022 Posted August 17, 2022 6 hours ago, Nick Thomadis said: Hello Admirals, We offer a small but important update including the following necessary fixes: https://store.steampowered.com/news/app/1069660/view/3353513061586037614 Enjoy! The Game-Labs Team Urgent bug! Hi Nick, It seems like upon the introduction of the R2 fix, there is now a major bug with Mothballing, such that whenever you re-crew a mothballed ship, it has to go through a considerable period of repair (2-4 months for DDs, 12 months for BBs!), rendering it out of service for that duration and making the mothball mechanic to save maintenance cost completely worthless. Please fix asap as my Campaign rely heavily on mothballing ships in peace time that can be reactivated to war in short notice.
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