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[Mod] The Dreadnought Improvement Project v3 BETA for UAD 1.6.1.5 Opt x4


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Posted

Could someone help me? how do i make a mod like sapphire's hull mod, where the tonnage is 300k or more? i dont seem to understand how things work when i use UABE and opened the resource.assets...

  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v2.4.1 for UAD 1.6.1.4 Opt x2
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v3 BETA for UAD 1.6.1.4 Opt x2
Posted (edited)

The version 3 beta is now out on the Nexus. There are two versions:

DIP v3: A lot of the minor nations are now playable! Mostly historical (aside from the super Netherlands, an alternative file is included if you want Belgium to exist for some reason).

DIP The Great Game: No minors at all (except Switzerland), adds two alt history nations, the Byzantine Empire and Scandinavia.

Install guide: How to Install DIPv3
https://youtu.be/X0RSOnNpZ9Y

Edited by brothermunro
  • Like 4
Posted
1 hour ago, brothermunro said:

The version 3 beta is now out on the Nexus. There are two versions:

DIP v3: A lot of the minor nations are now playable! Mostly historical (aside from the super Netherlands, an alternative file is included if you want Belgium to exist for some reason).

DIP The Great Game: No minors at all (except Switzerland), adds two alt history nations, the Byzantine Empire and Scandinavia.

Assume the update needs a new campaign save? 

Posted (edited)

Yes (sadly), given that updates can cause havoc I strongly recommend that you create a version locked copy of the game when you start a new campaign. 

 

Edited by brothermunro
  • Like 1
Posted (edited)

@brothermunro

When starting a USA campaign in 1900, there is no way to design a destroyer or TB... they all are far over their max weight just through standard engines and hull weight right from the start. Tried for Destroyer I as well as for Torpedo Boat and Torpedo Boat Destroyer Hulls.

With absolute minimum speed and armor, it might be possible to do something... but that seems to be behind what should be possible at this time.

Edited by Peksern
Posted (edited)

You need to design these ships slower than you are used to in previous versions, and invest in better engine techs (steam basic will be terrible), as most of the weight is going on engines as I updated the engine calculations to give more realistic horsepower requirements. As compensation torpedo tubes are also more realistically weighted and therefore much much lighter. 
I’m open to balancing it of course! Can you send a screenshot of an attempted design?

Edited by brothermunro
  • Like 1
Posted (edited)
53 minutes ago, brothermunro said:

You need to design these ships slower than you are used to in previous versions, and invest in better engine techs (steam basic will be terrible), as most of the weight is going on engines as I updated the engine calculations to give more realistic horsepower requirements. As compensation torpedo tubes are also more realistically weighted and therefore much much lighter. 
I’m open to balancing it of course! Can you send a screenshot of an attempted design?

Absolute minimum, I only used induced boilers and exp steam engine II. No torpedo protection, single bottom etc. Armor on minimum. And as you can see: Not even towers or guns installed. Pure hull with engines.

Have a look at the speed: 26 kts is the hard minimum for this hull. With 26 kts it is working, but this point of critical exponential weight increase lies somewhere between 26 and 27 kts. At a hull, that is supposed to have about 33kts. So that's perhaps a bit too extreme balanced? :) 27 kts increases the engine weight about 300 tons compared to 26 kts.

Edit: Yes, I tried to max out bulkheads, but even minimal bulkheads and low range results still in 109% weight

image.thumb.png.7ad11399a2d5f70324f70af9c6373492.png

Edited by Peksern
Posted (edited)

Try reducing the beam, that helps a lot with fast designs. As a historical example the RN A-Class destroyer of 1913 used coal fired triple expansion engines and could only get to 26 knots and they were tiny 300 ton things. A Paulding class was closer in displacement to your ship (at 900 or so tons) and faster at 29.5 knots but used oil fired turbines.

Fuel is also crazy heavy right across the board for everything at the moment, and seeing as how that also impacts mission generation I’ll probably look into improving that.

Edited by brothermunro
  • Like 1
Posted

Is DIPv3 and TAF not working atm?  I just tried to update everything a few hours ago and I get a message saying "TAF doesn't match game version" and then everything crashes.  I'd been using DIPv2 for a while with no issues.  I reinstalled everything with a clean install and followed your YT video.  

Posted
14 hours ago, brothermunro said:

Try reducing the beam, that helps a lot with fast designs. As a historical example the RN A-Class destroyer of 1913 used coal fired triple expansion engines and could only get to 26 knots and they were tiny 300 ton things. A Paulding class was closer in displacement to your ship (at 900 or so tons) and faster at 29.5 knots but used oil fired turbines

I tried, but it wasn't much better. USS Bainbridge, the very first Destroyer of the USN (1902) displaced 450 tons. With its triple expansion engines it could reach almost 29kts. So at this time the possibilities ingame seem by far more limited. In 1902 it certainly used coal too. :)

 

Posted (edited)
2 hours ago, Peksern said:

I tried, but it wasn't much better. USS Bainbridge, the very first Destroyer of the USN (1902) displaced 450 tons. With its triple expansion engines it could reach almost 29kts. So at this time the possibilities ingame seem by far more limited. In 1902 it certainly used coal too. :)

 

That’s her ‘official’ tonnage, in UAD she’d be 722 tons and a TB - but I love a data point, I’ll try to build her…

Indeed there is an issue, the engine is about 1000 hp (or 12.5%) too large (although even at minimum beam the U.S. TbD hull is thicker than the Bainbridge was). I’ll adjust :)

Edited by brothermunro
  • Like 1
Posted
1 hour ago, brothermunro said:

That’s her ‘official’ tonnage, in UAD she’d be 722 tons and a TB - but I love a data point, I’ll try to build her…

Indeed there is an issue, the engine is about 1000 hp (or 12.5%) too large (although even at minimum beam the U.S. TbD hull is thicker than the Bainbridge was). I’ll adjust :)

Guess this issue happens not only with tbD hull, but also with the hulls of DD 1 and TB. The screenshot above shows DD 1. :)

Posted

Did anyone else here encountered the "move vessels" freeze with DIP? This bug made the Baron crazy the last weeks and it seems to be conntected to the provinces files also in DIP (or vanilla) 😬

Posted

I just had the same problem. Restarted the game, but no success. The Melon Loader shows that there are problems with the TaF files. Could that be the cause?

  • Like 1
Posted
20 hours ago, Peksern said:

Did anyone else here encountered the "move vessels" freeze with DIP? This bug made the Baron crazy the last weeks and it seems to be conntected to the provinces files also in DIP (or vanilla) 😬

This is, as far as I can tell, a vanilla issue. It doesn’t happen in the great game version because I got rid of all the minor nations (which cause a lot of problems)

  • Like 1
Posted
1 hour ago, brothermunro said:

This is, as far as I can tell, a vanilla issue. It doesn’t happen in the great game version because I got rid of all the minor nations (which cause a lot of problems)

okay, thanks for the advice... still hope that there will be fixes soon. But without the baron sending the errors in provinces files in, I'm not sure it will ever be fixed. 😬

Posted
1 hour ago, Peksern said:

okay, thanks for the advice... still hope that there will be fixes soon. But without the baron sending the errors in provinces files in, I'm not sure it will ever be fixed. 😬

Technically not errors though (per definision the kind that would break/crash a game), game works fine with it as-is. The only issue would be land invasion not having all oppurtunities; if province A is missing nearby province D, or one of them missing the other, that/those provinces would not engage in an army fight.

I have seen some outliners though for the minor factions when this happens. Unsure if those are connected to the "move vessels" soft crash during turns though.
Nathan Kell could probably tell us more there.

  • Like 1
Posted
4 minutes ago, MDHansen said:

Technically not errors though (per definision the kind that would break/crash a game), game works fine with it as-is. The only issue would be land invasion not having all oppurtunities; if province A is missing nearby province D, or one of them missing the other, that/those provinces would not engage in an army fight.

It's no crash, but a freeze. Game can't move on to the next turn. But yes, the province which caused the issue was involved in a land invasion last time. Dunno exactly, what the problem is. But it is there and it's still game breaking.

Posted

Been enjoying the G.G. mod so far but Destroyers are now impossible to build a lot of times and when you do find a way to build them they are STUPID expensive. Playing as China in your G.G. mod, its 1912 and on a the DD III hull at 32 knt speed and 1200 ton, double gear turbines and oil 1, this DD costs almost 70 million....... and I literally cant make it any cheaper unless I cut the speed to less then 30 knts... Think you might need to double check the changes you have made to engines and such... Built the same DD in vanilla for almost a 1/4 the price using the same hull, tech, year, armament, engines ect...

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