Maximus Tyberius Posted October 27, 2024 Posted October 27, 2024 (edited) 8 hours ago, overvaalmaaken said: Devs changed accuracy system so that hit is predetermined before firing (flying shell is just a visual thing), as opposed to physical contact of shell with the target, so it's more likely hard-coded I hate this...I wish I didn't read this... that's awful... takes away all of the immersion damn... I thought this kind of terrible practises, were a thing of the past, like age of empires... Now I understand the weird grouping of shells where one of them would hit the ship and the rest would hit nowhere near the ship... Edited October 27, 2024 by Maximus Tyberius 3
SpardaSon21 Posted October 28, 2024 Posted October 28, 2024 On 10/26/2024 at 11:53 AM, overvaalmaaken said: Hello, the question is this. "Flush deck" destroyer hull has mounts on top of steel "barbettes". But only secondaries can be mounted, so is there any way to make it accept main guns, so 102mm can be placed? Should also allow 5" guns. Two of them mounted twin 4" guns, and five more mounted the 5"/51 instead of the 4"/50. 1
Lucky Kadono Posted October 29, 2024 Posted October 29, 2024 On 10/17/2024 at 1:29 AM, EDDufa said: Fire sectors. im with you on this one mate fire sectors are fun!
SonicB Posted October 29, 2024 Posted October 29, 2024 On 10/27/2024 at 5:40 AM, alphajedi16 said: I don't know how others feel about this but one of my major grievances with the vanilla game is the shell magnetism that occurs when ships get too close to each other. To me, it seems that the problem is a more "recent" phenomenon since I don't remember it being prevalent in pre-steam release builds. But perhaps I have some rose-tinted glasses towards early builds of this game. Anyway, is there a way to turn off or modify this "feature" in the files or is it hard-coded? The fact that anything getting between a shooting ship and its target gets hit by everything that's fired, even at 1% hit chance, is still absolutely ridiculous. Almost as ridiculous as the fact that the devs seem just fine with this and other half-arsed solutions which have actually gone downhill since the pre-Steam days 😕
VadimAleks Posted October 29, 2024 Posted October 29, 2024 On 10/27/2024 at 1:33 PM, overvaalmaaken said: Devs changed accuracy system so that hit is predetermined before firing In which patch? (at least approximately) I will roll back to the previous version.
Pappystein Posted October 29, 2024 Posted October 29, 2024 25 minutes ago, VadimAleks said: In which patch? (at least approximately) I will roll back to the previous version. So I have been elbow deep in the guts of the code for multiple "gunfire" based Naval games over the years. As far as I can tell this change is to reduce and eliminate the unreliability of the existing calculation tree. AND THAT IS A GOOD THING! It had been hinted that the hit calculations were flawed in many ways from the earliest days I have played this game, so the devs ripping out the old code and outright replacing it sounds like a great idea. The Gunnery calculation tree has been pruned and forced to grow in new ways but at its core it has never been "great." An all new Tree taking all the lessons of the existing one is a good thing. 1
Maximus Tyberius Posted October 29, 2024 Posted October 29, 2024 (edited) On 9/10/2024 at 3:02 PM, NathanKell said: Yeah I can look into that. Those are going to be data in the asset files I think. There's a borders TextAsset (that, like everything else to do with the map, isn't actually loaded) so the borders are baked into the gameobject prefabs that make up the map. I can take a peek at that and see if there's a reasonable way for us to edit them, because yes, the devs basically just took Google Maps data and used it (there's comments to this effect in the assets, IIRC). @NathanKell Hi, greetings, Have you found something about this topic? Edited October 29, 2024 by Maximus Tyberius
Maximus Tyberius Posted October 29, 2024 Posted October 29, 2024 (edited) 3 hours ago, Pappystein said: So I have been elbow deep in the guts of the code for multiple "gunfire" based Naval games over the years. As far as I can tell this change is to reduce and eliminate the unreliability of the existing calculation tree. AND THAT IS A GOOD THING! It had been hinted that the hit calculations were flawed in many ways from the earliest days I have played this game, so the devs ripping out the old code and outright replacing it sounds like a great idea. The Gunnery calculation tree has been pruned and forced to grow in new ways but at its core it has never been "great." An all new Tree taking all the lessons of the existing one is a good thing. At least they could make the animations more plausible. It's super unimmersive to watch 7 shells in a group miss the target ship and impact the water 50 meters off target while one shell does hit following a completely different trajectory... Edited October 29, 2024 by Maximus Tyberius 1
Fyredrake Posted October 29, 2024 Posted October 29, 2024 4 hours ago, SonicB said: The fact that anything getting between a shooting ship and its target gets hit by everything that's fired, even at 1% hit chance, is still absolutely ridiculous. Almost as ridiculous as the fact that the devs seem just fine with this and other half-arsed solutions which have actually gone downhill since the pre-Steam days 😕 Perhaps im misunderstanding but I did try the new vanilla version just to see how the game was since the mods are out of date and in need of updating, and it feels like they did away with this or changed something, because it doesn't feel that way anymore, or perhaps the obscene amount of angle they have in vanilla when firing on a target is making it less apparent lol.
o Barão Posted October 29, 2024 Author Posted October 29, 2024 2 hours ago, VadimAleks said: In which patch? (at least approximately) I will roll back to the previous version. From my understanding, it is the same system since the beginning. The same thing with the magnet bug issue, that it is related to this mechanic.
uvm0902 Posted October 30, 2024 Posted October 30, 2024 Good day! I have a big request to consider the possibility of: - making 6-inch twin-gun turrets available for German Armor Cruiser 1. - larger fleets of states at the beginning of the campaign. - increasing the probability of a shell hitting ships at close range.
mittolazy Posted October 30, 2024 Posted October 30, 2024 Hi is there a Share Design pack for NAR, i dont use any shared design so its take like 3,4 minutes to end turn Or is there another solution for this problem Thanks
o Barão Posted October 30, 2024 Author Posted October 30, 2024 4 hours ago, uvm0902 said: Good day! I have a big request to consider the possibility of: - making 6-inch twin-gun turrets available for German Armor Cruiser 1. They are available, but you need to unlock them. - larger fleets of states at the beginning of the campaign. I still didn't find a way to do that. - increasing the probability of a shell hitting ships at close range. Use the arcade accuracy option if you wish to increase the probability. 3 hours ago, mittolazy said: Hi is there a Share Design pack for NAR, i dont use any shared design so its take like 3,4 minutes to end turn Or is there another solution for this problem Thanks Not at the moment. There are plans to create a ship pack with thousands of ships for the AI to use, but initial tests show there are some issues with some designs being loaded by the game engine that will compromise the save file and the game experience. We need to find what is causing this issue only with some ships first, if that it is possible anyway. Errors like this: 2
mrfox1918 Posted October 31, 2024 Posted October 31, 2024 Been wanting to try this mod and decided to give it a go. Having trouble getting it to launch though. I carefully followed the install instructions but 2 problems. One is the only version of UAD I can run thats close to what this mod is for is UAD 1.6.0.6 opt x6... The other problem is I get an error launching UAD saying that the Tweaks and Fixes mod is not compatible and I need to change versions. How do you install and play this mod? I can't choose the opt x4 and theres only 1 version of Tweaks and Fixes from what I can tell. What am I missing?
Pappystein Posted October 31, 2024 Posted October 31, 2024 1 hour ago, mrfox1918 said: Been wanting to try this mod and decided to give it a go. Having trouble getting it to launch though. I carefully followed the install instructions but 2 problems. One is the only version of UAD I can run thats close to what this mod is for is UAD 1.6.0.6 opt x6... The other problem is I get an error launching UAD saying that the Tweaks and Fixes mod is not compatible and I need to change versions. How do you install and play this mod? I can't choose the opt x4 and theres only 1 version of Tweaks and Fixes from what I can tell. What am I missing? The link above shows you how to downgrade to the correct version. Then you need to have the correct version of MellonLoader... Then you should be good to go (as I understand it)
Fyredrake Posted October 31, 2024 Posted October 31, 2024 54 minutes ago, Pappystein said: The link above shows you how to downgrade to the correct version. Then you need to have the correct version of MellonLoader... Then you should be good to go (as I understand it) Only note is that even the downgraded versions of UAD are bricked with peace deals. 1
Sir David Green Posted October 31, 2024 Posted October 31, 2024 Sadge, there isn't a version available for Nathan's tweaks and fixes that matches the mod's version 4
Fyredrake Posted November 1, 2024 Posted November 1, 2024 (edited) I hope you dont mind this question, since I know you are hard at work trying to get ship packages setup for the new version, but how difficult would it be to get the mod updated to the current version as an interim till you have those features done? Only reason I'm asking is because at least from what I've been able to tell and do, downgrading to the version NAR is meant for atm and using the required TAF for that version, doesn't appear to work, for one reason or another. Edited November 1, 2024 by Fyredrake 3
uvm0902 Posted November 1, 2024 Posted November 1, 2024 On 30.10.2024 at 20:01, o Barão said: На данный момент нет. Планируется создать пакет кораблей с тысячами кораблей для использования ИИ, но первоначальные тесты показывают, что есть некоторые проблемы с некоторыми конструкциями, загружаемыми игровым движком, которые поставят под угрозу файл сохранения и игровой опыт. Сначала нам нужно выяснить, что вызывает эту проблему только с некоторыми кораблями, если это вообще возможно. Ошибки вроде этой: Sorry for bothering you, please explain to me again: At the start of the campaign, the German Armor cruiser has the following main caliber turrets available - 7", 8", 9", 10", 11", in the classic game it also has a 6" twin-gun turret available. What technology do I need to research to unlock the 6" turret? It seems to me that it is simply not available for this ship hull by default and I ask to add it. Or am I wrong?
o Barão Posted November 1, 2024 Author Posted November 1, 2024 7 hours ago, uvm0902 said: Sorry for bothering you, please explain to me again: At the start of the campaign, the German Armor cruiser has the following main caliber turrets available - 7", 8", 9", 10", 11", in the classic game it also has a 6" twin-gun turret available. What technology do I need to research to unlock the 6" turret? It seems to me that it is simply not available for this ship hull by default and I ask to add it. Or am I wrong? A side note: In vanilla game, there is a random year modifier being applied to when some techs are unlocked. Can be sooner or later. So it is possible to start the campaign with some techs unlocked, and in other campaigns you still need to research. In NAR is only one year, I think. I don't remember anymore. But yes, the 6"x2 are there, but they are irrelevant in this hull anyway. You don't have room for them unless you are interested to use only one main gun. This is in custom battles (year 1895) the 3D model was also updated. 9 hours ago, Fyredrake said: I hope you dont mind this question, since I know you are hard at work trying to get ship packages setup for the new version, but how difficult would it be to get the mod updated to the current version as an interim till you have those features done? Only reason I'm asking is because at least from what I've been able to tell and do, downgrading to the version NAR is meant for atm and using the required TAF for that version, doesn't appear to work, for one reason or another. With the current live version is impossible because TAF wasn't updated yet. Nathan is very busy atm with important work, and so we can only wait. I manage to make it work with 1.6.1.1 with the latest TAF available, and is the version I am using to prepare the next update. 1
Fyredrake Posted November 1, 2024 Posted November 1, 2024 20 minutes ago, o Barão said: A side note: In vanilla game, there is a random year modifier being applied to when some techs are unlocked. Can be sooner or later. So it is possible to start the campaign with some techs unlocked, and in other campaigns you still need to research. In NAR is only one year, I think. I don't remember anymore. But yes, the 6"x2 are there, but they are irrelevant in this hull anyway. You don't have room for them unless you are interested to use only one main gun. This is in custom battles (year 1895) the 3D model was also updated. With the current live version is impossible because TAF wasn't updated yet. Nathan is very busy atm with important work, and so we can only wait. I manage to make it work with 1.6.1.1 with the latest TAF available, and is the version I am using to prepare the next update. Understood, just was curious is all, thank you again for your work and time put into this mod for us. 1
K-024 Posted November 2, 2024 Posted November 2, 2024 Hello, the actual versions of the game work with the mod ? When i launch it, i don't see the mod name in the info .
mittolazy Posted November 2, 2024 Posted November 2, 2024 Hi, im unable to press any button on this notifications and the Melon window return this Thanks in advance
xXT4LLIXx Posted November 2, 2024 Posted November 2, 2024 I've observed this too. Since the last Major update with mods the should support this newer version (the latest version of Dreadnought improvement project). The problem seems to have to do something with the shortened round time. It looks like a hiccup so that the Popup activates before a round starts and couldn't recieve input when not in a round.
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