Peksern Posted January 9 Posted January 9 3 minutes ago, o Barão said: The range found boost mechanic from UAD is the main kicker. (Just to be perfectly clear, I never liked that mechanic, but I can't remove it or nerf the effect) uhh, never heard of this, I think. How to see that? 😅
o Barão Posted January 9 Author Posted January 9 7 minutes ago, Peksern said: uhh, never heard of this, I think. How to see that? 😅 In your left panel, "range found" modifier: 998% Crazy stupid value, that ruins the game IMO. And it was possible to get 2000% in previous versions. 1
Peksern Posted January 9 Posted January 9 1 minute ago, o Barão said: In your left panel, "range found" modifier: 998% Crazy stupid value, that ruins the game IMO. And it was possible to get 2000% in previous versions. Okay. Crazy. O.o ... well, I see my mistake. I usually move more and go to the closer distances, where the chances are getting higher anyway. Well, in that case I think you are doing a good job to compensate the "range found". Seems like the result are realistic battle ranges. 😊 Just was confused since I could not see this in the gun tables. 😅
Walayimuna Posted January 9 Posted January 9 On 1/7/2025 at 5:40 AM, Walayimuna said: Can you modify the restrictions to speed up game speed while in combat? I don't understand why removes the cap of game speed, I think the player should be allowed to keep the game pace at whatever speed they wish, specially when you are just finishing up the enemy and the battle is already won, being stuck at 3x speed really sucks @o Barão sorry to ask again, but I think you missed my previous message, can this be done, if yes, how? 1
o Barão Posted January 9 Author Posted January 9 4 hours ago, Walayimuna said: @o Barão sorry to ask again, but I think you missed my previous message, can this be done, if yes, how? It is not possible by using my method. Maybe Nathan with the TAF dll can do it, that being said, the game speed limits exist to help the CPU doing all the shell's calculations. Related to that, in NAR the 2" and 3" mk4 and mk5, the reloading speeds were nerfed to what is possible IRL to prevent issues. This was done after Nick himself mentioned to me that there is a limit to what the game engine can handle in a single instance. Now one thing is a battle with multiple ships on both sides, another thing completely different is 1 vs 1. The game engine will not take into consideration how many ships are in battle, but only the distance you are from the nearest target to set the game speed limit.
Walayimuna Posted January 10 Posted January 10 12 hours ago, o Barão said: It is not possible by using my method. Maybe Nathan with the TAF dll can do it, that being said, the game speed limits exist to help the CPU doing all the shell's calculations. Related to that, in NAR the 2" and 3" mk4 and mk5, the reloading speeds were nerfed to what is possible IRL to prevent issues. This was done after Nick himself mentioned to me that there is a limit to what the game engine can handle in a single instance. Now one thing is a battle with multiple ships on both sides, another thing completely different is 1 vs 1. The game engine will not take into consideration how many ships are in battle, but only the distance you are from the nearest target to set the game speed limit. The situations that frustrate me the most are when you are attacking convoys with smaller ships because they were in sea control in a random harbor, and the game fixates speed at 3x, so it takes 20, 30 minutes to sink the unarmed transports early game once you're done with the escorts.
MDHansen Posted January 10 Posted January 10 (edited) If you're willing to install an addon to ML, you can use UnityExplorer to increase sim speed during battle. It works all the time, everywhere, and you can choose the x yourself. Want a time multiplier of 500? sure, go ahead I also use UE to tweak the ui of the game, and other thingamabobs Edited January 10 by MDHansen 4
briand Posted January 10 Posted January 10 I've been holding off a new campaign recently and just playing around in the Shared Design editor, and encountered this error for the second time while increasing the "Nation and Year" through 1915: Not sure if it makes a difference, if this is NAR or TAF, but first was Italian, second American.
A.R.Euro XVIII Posted January 11 Posted January 11 17 hours ago, MDHansen said: If you're willing to install an addon to ML, you can use UnityExplorer to increase sim speed during battle. It works all the time, everywhere, and you can choose the x yourself. Want a time multiplier of 500? sure, go ahead I also use UE to tweak the ui of the game, and other thingamabobs could you please tell me how to install this "UnityExplorer"? I am quite interested in it.
A.R.Euro XVIII Posted January 11 Posted January 11 oh, and there goes my 1890-1929 Germany campaign got stuck at "...loading ships..."
Peksern Posted January 11 Posted January 11 can be solved by reloading savegame, but occurs randomly repeating. Crash at "update research"
o Barão Posted January 11 Author Posted January 11 On 1/7/2025 at 2:08 AM, Walayimuna said: Froze on updating research phase, not sure you can fix bugs like this, unsure of what is the range of things you can address as a modder you and... 14 hours ago, A.R.Euro XVIII said: oh, and there goes my 1890-1929 Germany campaign got stuck at "...loading ships..." you, and... 4 hours ago, Peksern said: can be solved by reloading savegame, but occurs randomly repeating. Crash at "update research" you. In all this reports I see an error at line 36 Something related to techgungrade and shell weight. One question that maybe can help me. What is the year you guys are seeing this error happening?
Pappystein Posted January 11 Posted January 11 On 1/8/2025 at 10:19 AM, Peksern said: @o Barão I know there is the arcade accuracy mod, but generally I do like the historical accuracy and range. Yet sometimes especially in 1910 to 1920 it feels like the accuracy is a bit too low. Common battle range even with Dreadnought V hulls is less than 10 kilometers, is that supposed to be? As an example, I compared the range and effective range ingame and by values of wikipedia - even though I am not quite sure, if all there is correct at all. USA - 40.6cm/45 Mark 1 Ingame (1915) Maximum range: 19.6 kilometers (with SPD, heavy shells) Effective range (above 1% hit chance): 10 kilometers practically common battle range: 7.5 kilometers Historical (as Wikipedia says for this gun) Maximum range: 32 kilometers effective range: 21 kilometers USA - 30.5cm/45 Ingame (1906, ingame only Mark 2) Maximum range: 15.4 kilometers effective range (above 1% hit chance): 5 kilometers practically common battle range: 3 kilometers Historical (at this time already Mark 5, like on USS South Carolina) Maximum range: 27 kilometers effective range: 19 kilometers These examples makes me wondering, if arcade accuracy (and therefore range, I guess?) might be less non-historical than I thought. I'm just a bit confused. Could you tell more about what you do think about that? ❤️ I know most of this has been explained already but one thing that no one mentioned. Who said UAD Mk1 16" (40.6cm) is US Navy Mk1 16"? Just because it is a UAD US Navy Mk1 gun does not mean it is a direct correlational to a real world US Navy Mk1 16" cannon. The UAD Mk system is NOT a real world Mk system and absolutely does not match real world guns. There is no Mk XI 9.2" (23.4cm) for the Royal Navy for example. Rather it is an expression of broad technology improvements. I would say the UAD Mk2 16"/40.6cm is roughly eqv to the US Mk1 16" when set to 45caliber length (from memory, no testing in response to this question/answer chain) Also and un-related but important none the less. I really wish UAD kept countries measurement instead of just Imperial or Metric. With the exception of Germany and almost France, no Navy ever kept to just one standard of measurement. EG Brittan/UK didn't really start using metric until after WWII era unless the weapon was an import from another country. And yes, France had 12" battleship cannons... Marked as 30cm but actually 30.5cm which is exactly 12" hence ALMOST France
SwissAdmiral Posted January 11 Posted January 11 1 hour ago, o Barão said: One question that maybe can help me. What is the year you guys are seeing this error happening? The moderators took so long to approve my message that I fixed the issue myself. It was some corrupion in the download I got. Either way, I have a different, smaller issue: submarines are still in the game. Unless im sorely mistaken, they are meant to be removed?
Peksern Posted January 12 Posted January 12 2 hours ago, o Barão said: One question that maybe can help me. What is the year you guys are seeing this error happening? uhh, not sure, when it happened first. But similar to Centurion about 1927 to 1929. 1
A.R.Euro XVIII Posted January 12 Posted January 12 (edited) 11 hours ago, o Barão said: One question that maybe can help me. What is the year you guys are seeing this error happening? i first experienced massive slowdowns between turns by 1925, and by mid to late 1929 is when it stopped loading in. Edited January 12 by A.R.Euro XVIII 1
Walayimuna Posted January 12 Posted January 12 14 hours ago, o Barão said: you and... you, and... you. In all this reports I see an error at line 36 Something related to techgungrade and shell weight. One question that maybe can help me. What is the year you guys are seeing this error happening? I unfortunately do not recall, it happened several days ago. Should it happen again I'll record as many details as I can
Peksern Posted January 12 Posted January 12 3 hours ago, A.R.Euro XVIII said: i first experienced massive slowdowns between turns by 1925, and by mid to late 1929 is when it stopped loading in. Don't think, that the slow downs are related to the crash itself. I rather think this does happen, because the increasing economics lead to increasing amount of ship Designs every month. And it takes longer, because the amount of options is increasing either. More guns, more modules etc. 3
bartosz Posted January 12 Posted January 12 guys i got a problem, got the game from steam, did everything like the instruction said and cant get the mod to load Tweaks and fixes load but not the NAR mod....
Pappystein Posted January 12 Posted January 12 7 hours ago, Peksern said: Don't think, that the slow downs are related to the crash itself. I rather think this does happen, because the increasing economics lead to increasing amount of ship Designs every month. And it takes longer, because the amount of options is increasing either. More guns, more modules etc. I agree with this both with and without NAR installed I have seen exactly this happen. And honestly an easy way to see it is to just make a bunch of different shiptypes in the designer... let the game play 1 month and go back into the designer and you will see how much longer it takes to load because of the many ship types involved... Multiply that by all the other factions out there......
o Barão Posted January 12 Author Posted January 12 7 hours ago, Walayimuna said: Where would one edit to modify torpedo damage? In shipTypes you can edit the damage ship class, and the damage overall can be edited in the params file, I think. 1
o Barão Posted January 12 Author Posted January 12 So based on the reports, there is clear an issue happening around 1925/1926. That is a good sign, and It should help me. Thanks 2
Walayimuna Posted January 13 Posted January 13 4 hours ago, o Barão said: In shipTypes you can edit the damage ship class, and the damage overall can be edited in the params file, I think. thank you
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