ijp8834 Posted May 5, 2023 Posted May 5, 2023 14 minutes ago, mrfox1918 said: I have had this same issue forever. Even with low fire rate secondary guns OR if I just turned them off and mains set to aggressive fire, still nothing. I do not use mods and am on the build 14 for 1.3. Turrets also like to be stuck and place and not rotate or train to target. Have made in game bug reports for this issue with almost every post 1.2 update in game as well. This, along with the turret rotation bug have been a thing for way too long. I don't understand how my 10s of reports, and the reports from others, along with near constant examples of it in BrotherMunro's videos have not seen this fixed.
Nick Thomadis Posted May 5, 2023 Author Posted May 5, 2023 Beta Update v1.3 "Build 15" - Added thunder sounds in storms. - Battle sound effects got an enhance. - Improved further the ship physics and the ship motion due to sea waves. Additionally the jitter oscillation that could happen at start of battles should be now fixed. - Ungoverned territories can now be attacked by Major Nations (similarly as it happens for the other minor nations, via government decisions). - Other minor improvements. PLEASE RESTART STEAM TO GET THE UPDATE FAST 8
Guest Posted May 5, 2023 Posted May 5, 2023 (edited) 2 minutes ago, Nick Thomadis said: Beta Update v1.3 "Build 15" - Added thunder sounds in storms. - Battle sound effects got an enhance.- Improved further the ship physics and the ship motion due to sea waves. Additionally the jitter oscillation that could happen at start of battles should be now fixed. - Ungoverned territories can now be attacked by Major Nations (similarly as it happens for the other minor nations, via government decisions). - Other minor improvements. PLEASE RESTART STEAM TO GET THE UPDATE FAST nice! thank you for this Edited May 5, 2023 by MDHansen
Suribachi Posted May 6, 2023 Posted May 6, 2023 @Nick Thomadis Just had another bout with teleporting ships in v1.3 Build 15. Unfortunately, I have to preface this with the fact that multiple turns have past and I forgot to create an in-game bug report for the issue. Playing as USA in a 1890 start. At war with Britain. In my previous turn, I was rushing a fleet over to Belize with the intention of restarting a naval invasion to regain it from the British next turn since there invasion attempt at 100% would surely complete next turn. When the next turn was started, the British took Belize as expected, however, I was unable to start the naval invasion due to my fleet being scattered to all corners of my territory. These ports included, but were not limited to Colon in Panama, Miami in Florida, San Juan in Puerto Rico, Habana in Cuba, Anchorage and Nome in Alaska and San Francisco in California. If I had to hazard a guess as to what happened here I would guess the following: when I stationed my fleet off the coast of Belize, I did so too close to the port and the game thought the fleet was to go into the port. Before the invasion was finalized, the game put my fleet in the port. The game then had to somehow move the fleet out of the port and selected random ports in my territory for everything to move to. If my guess is correct, I would propose the following solution: Instead of the above, have the game move the fleet 100 km into the closest body of water. For a few examples: Cuba and Puerto Rico would move to the Caribbean, Tampa and Pensacola would move to the Gulf of Mexico and so on. Something to note, when I started this campaign, I put every single ship in and around the Caribbean with the sole goal of controlling that region as soon as possible so my ships have never been to the Pacific. This means that the game is not using some kind of randomized movement for the ships as a last resort to move them to prevent a crash. If the movement was not random, it would surely alleviate the issue and make a lot of players, myself included, happy that an issue that has been plaguing many patches would finally be laid to rest.
Suribachi Posted May 6, 2023 Posted May 6, 2023 Feedback from multiple battles played. In Build 15, division ships are unable to sail a straight line. This is very similar to the issue at the beginning of January which the players called "drunk ships". Build 14 division ship steering logic was far superior and is preferred over Build 15 in every instance. Also reported in game. 3
SMS Posted May 6, 2023 Posted May 6, 2023 the new dual barbettes can't revolve in the ship side,please check it. 3
ijp8834 Posted May 6, 2023 Posted May 6, 2023 7 hours ago, Nick Thomadis said: Beta Update v1.3 "Build 15" - Added thunder sounds in storms. - Battle sound effects got an enhance. - Improved further the ship physics and the ship motion due to sea waves. Additionally the jitter oscillation that could happen at start of battles should be now fixed. - Ungoverned territories can now be attacked by Major Nations (similarly as it happens for the other minor nations, via government decisions). - Other minor improvements. PLEASE RESTART STEAM TO GET THE UPDATE FAST And still you haven't made ungoverned territories that are under invasion prior to collapse become a territory of the invading nation? Minor nations that are allied with our enemies can still not be invaded? All Minors do now is exist to take up provinces that could be used by major nations. They need to be a much more dynamic part of the game. If I am at war with Britain, who is allied with Egypt, I should be able to invade Egypt. Egypt is a critical choke point on the map, it 100% makes sense to invade them in a war setting. It should not be outside of the agency of the player to take that action. Especially when we have the ability to do incredibly dumb things like invade the Channel Coast! Minors desperately need a rework, and there is no way France, or any country, but France always collapses, collapses and nothing steps in to take control. Major powers should either die and be absorbed or die and go through a revolution, reforming immediately with just their core territory. Minor powers and colonies should have local powers taking control, and eventually allying with major powers. This prevents Minor powers from becoming "You can't do anything here, so ignore this part of the map" blockers and would greatly improve the way the campaign plays. 7
Zuikaku Posted May 6, 2023 Posted May 6, 2023 (edited) TF invade order seems to work now. At last! Escorts still don't even try to defend convoys. They just hit the speed and run for their lives. Edited May 6, 2023 by Zuikaku
flaviohc16 Posted May 6, 2023 Posted May 6, 2023 France keep having un ungodly GDP growth in my careers, even though they are at war with 2-3 nations and they have something like 660k oil production per capita, even though only Northern France produces oil, it doesn'take sense.
Guest Posted May 6, 2023 Posted May 6, 2023 3 hours ago, Zuikaku said: Escorts still don't even try to defend convoys. They just hit the speed and run for their lives. There is a parameter in the shipclasses-resources.assets for transports called "flee". Could a new "escort" classification be made, wich is given a "don't flee" parameter (unless normal damage modifiers set in). This should then be given to any ship protecting convoys. Without too much technical knowledge, I think this sounds like something that is doable.
RNV Posted May 6, 2023 Posted May 6, 2023 Ships continue to go back to ports that are different from the one they departed from for me. It happens mostly when they are dragged in a different sea zone than the one they're based in from my observation, initially I thought it was because it was the closest port but it doesn't seem to be the case. I know I'm boring but I think a "home port" setting that is overridden only when the ship cannot go back home in 1 turn, at its post-battle travel speed is needed to solve this. I would also like to be able to tell my ships not to go engage outside of an assigned sea zone. 3
Nick Thomadis Posted May 6, 2023 Author Posted May 6, 2023 9 hours ago, Suribachi said: Feedback from multiple battles played. In Build 15, division ships are unable to sail a straight line. This is very similar to the issue at the beginning of January which the players called "drunk ships". Build 14 division ship steering logic was far superior and is preferred over Build 15 in every instance. Also reported in game. Most likely you use the rudder command in large formations? This can lead often to undesirable steering, and we cannot improve it further.
Nick Thomadis Posted May 6, 2023 Author Posted May 6, 2023 8 hours ago, SMS said: the new dual barbettes can't revolve in the ship side,please check it. Can you please share an image for the problem you report? There are dual barbettes which can be placed to the sides, depending on the hull.
Suribachi Posted May 6, 2023 Posted May 6, 2023 (edited) 1 hour ago, Nick Thomadis said: Most likely you use the rudder command in large formations? This can lead often to undesirable steering, and we cannot improve it further. In the entirety of my 742.8 hours playing this game, I have never once used the manual rudder feature. I suggest the developer team take another look at changes made from Build 14 to Build 15 to see if there were any that directly or indirectly affected the steering of ships in combat. Edited May 6, 2023 by Suribachi 1
Zuikaku Posted May 6, 2023 Posted May 6, 2023 I can confirm that ships are having difficulties in holding formation- following lead ship. 3
Guest Posted May 6, 2023 Posted May 6, 2023 (edited) can confirm the same as above Edit: I never use manual rudder either, at all Edited May 6, 2023 by MDHansen
Lima Posted May 6, 2023 Posted May 6, 2023 The problem definitely exists. Mostly ships do constant course corrections and it's not that bad, but sometimes there are some really crazy situations where the ship get very far away from the leader due to strange maneuvers. Division leaders behave normally. 1
mrfox1918 Posted May 6, 2023 Posted May 6, 2023 44 minutes ago, Suribachi said: In the entirety of my 742.8 hours playing this game, I have never once used the manual rudder feature. I suggest the developer team take another look at changes made from Build 14 to Build 15 to see if there were any that directly or indirectly affected the steering of ships in combat. I honestly can't remember the last time ships in UAD were able to even 1/2 able to hold a battle line...
Guest Posted May 6, 2023 Posted May 6, 2023 2 minutes ago, mrfox1918 said: I honestly can't remember the last time ships in UAD were able to even 1/2 able to hold a battle line... to be fair, it's been quite good for some time now. and I didnt notice anything in 1.3.0beta branch before b15
Nick Thomadis Posted May 6, 2023 Author Posted May 6, 2023 Beta Update v1.3 "Build 16" - Battle Sound Effects optimizations. - Shell dispersion logic optimization. Please read before you report any game issue:https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ PLEASE RESTART STEAM TO GET THE UPDATE FAST 3
The PC Collector Posted May 6, 2023 Posted May 6, 2023 Any plans to give Austria-Hungary some love (hull wise) on the 1890 start? They should be one of the most interesting nations to play designs wise due to how many unconventional ships they had... And instead is barely playable due to barely even having any hulls. 1
Narbar Posted May 6, 2023 Posted May 6, 2023 (edited) 6 hours ago, Nick Thomadis said: Can you please share an image for the problem you report? There are dual barbettes which can be placed to the sides, depending on the hull. I have ran into this problem, it's where the dual barbettes are placed centrally but the highest end is facing aft and will not place so you can use the guns in a super firing position. If I remember correctly it was on one of my German Destroyers Edited May 6, 2023 by Narbar
SMS Posted May 7, 2023 Posted May 7, 2023 (edited) 12 hours ago, Nick Thomadis said: 你能分享一张你报告的问题的图片吗?根据船体的不同,可以将双炮座放在两侧。 when i did these It finally will be There are some interesting bugs It looks reasonable, but when it finishes saving for the next read, it disappears and is replaced by the previous save. Edited May 7, 2023 by SMS 1
Nick Thomadis Posted May 7, 2023 Author Posted May 7, 2023 10 hours ago, SMS said: when i did these It finally will be There are some interesting bugs It looks reasonable, but when it finishes saving for the next read, it disappears and is replaced by the previous save. https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ Have you cleaned up all your shared designs as advised in the link? It is very important to not use any older shared designs because saves would be corrupted otherwise.
SMS Posted May 7, 2023 Posted May 7, 2023 41 minutes ago, Nick Thomadis said: https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ Have you cleaned up all your shared designs as advised in the link? It is very important to not use any older shared designs because saves would be corrupted otherwise. The save problem is solved.The dual barbettes problem need solve.Thank u😙
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