Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 I just tried starting new campaigns with own designs and when I enter the shipyard and exit itt again (regardless of whether I actually design any ships) I get an infinate loading screen on loading the world when ....Battles.... shows at the bottom right. 4
spinaker Posted December 30, 2022 Posted December 30, 2022 1 hour ago, Norbert Sattler said: Я просто попытался начать новые кампании с собственными проектами, и когда я снова войду на верфь и выйду из itt (независимо от того, проектирую ли я на самом деле какие-либо корабли) Я получаю бесконечный экран загрузки при загрузке мира, когда....Сражения.... показаны в правом нижнем углу. Yes, there is such a thing. Again, I spent about an hour designing new ships and as a result, I was stuck. Against the background of this hang-up, the exit button to the main menu does not work. @Nick Thomadis When, finally, will it be possible to save ship designs from the campaign screen, so as not to waste nerves and time every time?
Aurora Posted December 30, 2022 Posted December 30, 2022 Can confirm, the game gets stuck on ...Battles... when exiting the designer. Killing the game and trying to reload the campaign save results in the same happening, so campaign mode cannot be used atm. 2
The PC Collector Posted December 30, 2022 Posted December 30, 2022 (edited) Okay, after trying on a couple of custom battles, I can finally see what the wobbling is. Apparently they tried to implement a somehow realistic delay on rudder responses after issuing orders. Which is accurate and is okay. What is not okay is the absolute nonsensical amount of corrections ships require to get the desired direction. That part needs to be drastically reduced or outright reduced. Manual rudder is not working at all. Sometimes ships refuse to move at all upon battle start. Software hanging up upon leaving designer in campaign bug is back. Killed my attemp to start a test campaign. Also, Ship strategic speed (aka taskforces on minimap) need to be dramatically increased. As I suppose that reducing how long turns are will be much more work. Edit: I can confirm that the software freezes once again upon leaving the designer, de facto making the campaign unplayable. It's that hard to fix that for good? Edited December 30, 2022 by The PC Collector 12
KAIKAI Posted December 30, 2022 Posted December 30, 2022 The new Beta update 5 , stuck at doing next turn , try different year , still stuck . Verify file and try again , still stuck . Change AI pattern , still same . Switch back to Live version , worked fine . Switch back to beta , same issue . I do remove my original save file and create a new one .
Zuikaku Posted December 30, 2022 Posted December 30, 2022 Can new hulls now be hit by torpedoes or not?
Knobby Posted December 30, 2022 Posted December 30, 2022 Confirmed, exiting ship editor to main campaign interface hangs at 'battles'. Can't test because of this. 3
Doomed Posted December 30, 2022 Posted December 30, 2022 I'm finding the game hangs on the first turn even if I dont do anything at all. So I start a new game as the UK and as soon as the world map comes up hit Next Turn. At that point the game hangs 2
Max Sin Posted December 30, 2022 Posted December 30, 2022 After upd5 campaign will not start... Freeze on NEXT TURN, Processing. I hope hotfix early future ! 2
PainKiller Posted December 30, 2022 Posted December 30, 2022 8 hours ago, Nick Thomadis said: Fixed remaining large issues with targeting reset. Please check if all is fine now. Nothing has changed. I can still replicate the gun behaviour i, and others had reported previously. 8 hours ago, Nick Thomadis said: Further improvements in ship movements and formation mechanics. Again, nothing here. Ship still massively oversteers after a turn order. I'm nut sure what are we trying to achive here. Having a *little* oscillation after turning is okay, but this is what we have is not. It feels like even just for a small 10-20° turn, ships slam their rudder to maximum turning, and only starts to set their rudder to natural after they passed the desired route. And how they try to correct it? By turning back, again, with maximum rudder set to the other direction. Is this what's happening? I'm asking because we can't see, only watch from abow, and this is what seems to be happening. I'm not trying to say we sould have similar behaviour as in wows, but i'm pretty sure everyone here plays it, so i have something to compare to. Let's say you try to turn to 90° port, by using maximum rudder input. You will have your rudders turned to maximum when you reach...the first 30° maybe. You still keep your rudder to the maximum when you are reaching 60-70°, after that you "release" it, so the rudder start going back to natural. It takes time, so the ship is still turning. Let's say you started turning back at the 70° mark, because we were dodging torpedoes....We know it needs as much time to reach 100% rudder as turning 30°, so we are gonna end up at 100°, 10° more what we desired. The ship starts to correct it, and smoothens it out, but definietly not using 100% rudder input!!! It shouldn't even have time for that, only small light corrections. This is what I do in real life driving a boat. Of course a small boat's rudder is even more sensitive, so i need to correct later than warships need. Neph made pretty good post about how it should look like, i can't attach math to it :_D 1
Nick Thomadis Posted December 30, 2022 Author Posted December 30, 2022 *Hotfix Update 6* - Fixed critical bug which did not allow to play the campaign. - Improved further the targeting code, and now all should work much better. PLEASE RESTART STEAM TO DOWNLOAD 6
Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 (edited) I can now go back out of the ship designer and advance into the next month, which immediately made a whole lot of canals and straits pop up. Edited December 30, 2022 by Norbert Sattler
Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 While the inevitable initial attack of Austria-Hungary against Serbia doesn't produce quite so insane number of losses anymore, something is still clearly wrong, since the losses are still higher than the size of the army. After 5 months I lost 168,022 out of 163,123 soldiers, with the Serbians losing 51,418. I also submitted this ingame.
Nick Thomadis Posted December 30, 2022 Author Posted December 30, 2022 Known issues that you may notice: - Ships storing is not working right, ships you designed will open as overweight - Manual Rudder is malfunctioned, works inconsistently We will fix very soon. 5
Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 The AI is still buying only newly constructed ships and not my mothballed ones.
admiralsnackbar Posted December 30, 2022 Posted December 30, 2022 Devs, be careful about putting fuel resources and/or province data too close to the ports on the map. For example near tianjin, any time you mouse over the port, the fuel info will block the information about the ships in the port. 1
Lima Posted December 30, 2022 Posted December 30, 2022 From: Kaiserliche und Königliche Kriegsmarine To: Landstreitkräfte von Österreich-Ungarn The last map of our glorious empire. Please don't go where it says "There's nothing there." I apologize to all the Serbs and Montenegrins here. 2
Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 (edited) Thankfully it appears that it's only the first attack on Serbia that's bugged. After that you have a small chance to take it and Montenegro usually falls to Austria quite easily. Speaking of this map: I think Romania should be split into two provinces, so that Transylvania can be conquered seperately from the rest of Romania. Naturally the new province should be part of Austria-Hungary in the pre-1920 game starts. Edited December 30, 2022 by Norbert Sattler
Nick Thomadis Posted December 30, 2022 Author Posted December 30, 2022 *Hotfix Update 7* - Fixed buggy manual rudder. - Fixed inconsistent saving of ships (Saved ships could become overweight or underweight or invalid). PLEASE RESTART STEAM TO DOWNLOAD 5
spinaker Posted December 30, 2022 Posted December 30, 2022 After all, the developers did well. They ruined it themselves - they fixed it themselves))) 1
o Barão Posted December 30, 2022 Posted December 30, 2022 (edited) Hull pitch issue (report) Battleship V - Russia All main guns in the stern The belt citadel is also mainly situated in the stern With all that weight in the stern, I have a fore weight offset small issues. Very well, let's increase the main belt thickness to increase the weight and balance the ship, right? I increase the main belt thickness from 10 inches to 25 inches. The main belt weight went from 449 tons to 2611 tons. Result? The weight offset increased from 17% to 22.6%. This make any sense? Let's revert and try a different approach. Revert the main belt thickness to the original 10 inches. Move all the main guns further back. There is a small increase in weight because the main belt cover a bigger area. Result? Now there is a decrease in the fore weight offset from 17% to 11.5%. Make sense? Let's continue. I removed one funnel and made sure that CoG is behind the middle. So if I increase the main belt thickness now, sure I will lower the fore weight offset, right? Wrong answer. The fore weight increased, but the pitch values decreased. This make sense to anyone? Edited December 30, 2022 by o Barão 10
Lima Posted December 30, 2022 Posted December 30, 2022 (edited) War is hell (how to get generals to stop sending soldiers to certain death) Stats. I think the more logistics, the better, right? Slaughter in the colonies 50 times more soldiers were needed for "success" These are quite adequate losses. Even too small for Germany. I can believe that, but not what is happening in the colonies. Edit: Britan For some reason, Britain is doing better (although still poorly). Why? Their army is worse and smaller, their fleet is not nearby. Edit2 I think the very first iteration of the ground war was the best, although there were certain problems (the war did not stop after the peace). Edited December 30, 2022 by Lima 1
Norbert Sattler Posted December 30, 2022 Posted December 30, 2022 (edited) So I finally have my first sea-battle since with the new version and... the issue with ships over-turning has become even worse. I ordered my ships to make a slight alteration to their course of maybe 5° and they made about a 40° turn instead and then started the back and force snake-driving. 😕 Edit: Now a couple of turns later I can see that it isn't quite that bad on every single manouver, but I have yet to see a turn that doesn't go at least 10° further than it should initially. Edited December 30, 2022 by Norbert Sattler 1
o Barão Posted December 30, 2022 Posted December 30, 2022 3 hours ago, Nick Thomadis said: - Improved further the targeting code, and now all should work much better. I noticed this yesterday, and today happened the same thing. I don't know if this will happen with other hulls with mixed side / center line main guns. IMPORTANT: This doesn't happen all the time. Note the x10 accuracy values difference between the side main gun in comparison with the main guns in the middle. Not only that, one main gun is using HE the other two AP. Same thing. Almost a x10 time difference in accuracy performance. And again today with the latest hotfix. I reported this in game.
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