Jump to content
Naval Games Community

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


Recommended Posts

Posted

How do I get minor nations? I downloaded the DIP v3 and extracted the zip file to the Mods folder. But  I still get the same major nations.   Am I missing something by not having Melonloader? I only see an assets file in the zip when I unzip it

Posted

Alas, it does not work. It says I do not have runtime NET6.0.  This is after installing Melon Loader, linking it to Dreadnoughts.exe in my steam file, and then unzipping the main file into the Mods folder

Posted
1 hour ago, william1993 said:

Alas, it does not work. It says I do not have runtime NET6.0.  This is after installing Melon Loader, linking it to Dreadnoughts.exe in my steam file, and then unzipping the main file into the Mods folder

 DIP V3 and or the Great Game version of DIP v3 currently only work for UAD v 1.6.1.4 opt x4.

Melon loader should be on 6.6 version for it.

Hers a YT walkthrough on how to install it...

If your on opt 5x i think u might be out of luck 😞

 

Posted
26 minutes ago, mrfox1918 said:

 DIP V3 and or the Great Game version of DIP v3 currently only work for UAD v 1.6.1.4 opt x4.

Melon loader should be on 6.6 version for it.

Hers a YT walkthrough on how to install it...

If your on opt 5x i think u might be out of luck 😞

 

so none of this mod go with 5x?

Posted
21 hours ago, william1993 said:

so none of this mod go with 5x?

Nope. If you play with one of these mods (DIP nor NAR), I strongly advice you to turn off automatic download on steam and start the game by a shortcut on your desktop, not via steam. By that, you avoid updates and keep playing until the mods are updated too for the latest UAD version. :) 

  • Like 1
Posted

I've updated v2 for the latest opt x6 patch. 

V3 does run on 1.6.1.4 x6 with TAF 3.16.7 which is in the hot patch. However on the regular version the minor nations seem to cause unresolvable crashes when they start invading each other. The Great Game version does not have minors, and therefore does not have this issue. 

Posted
On 12/3/2024 at 8:21 PM, mrfox1918 said:

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...

This will be fixed in b2 :)

  • Like 2
Posted

@brothermunroDid you already fix the engine weight issues for early destroyers? I tried to understand engine weight stuff today... but I met some problems, which I don't know are a bug or my misunderstanding of the calculation.

US destroyer I in 1900:

With 26 kts, it requires 7925 hp. Multiple expansion gives 27 hp per engine ton. I assumed, the engine would weight 7925/27 = 293 tons. But ingame it's only 162t for engine/boilers. Why is that? Have induced boiler. 

With 27 kts however, the same hull requires 8653 hp. (Induced boiler and multiple expansion again). Now instantly the engine/boiler weight goes up to 480 tons. So it almost triples. Why? In my calculation with 27 hp per engine ton, shouldn't it be 8653/27 = 320 tons? So only a bit more than with 26 kts?

I actually assume that there is a major error in my calculation. In this case, could you explain how exactly this stuff work and what I do not see? I give you a screenshot of the expansions. Guess it makes it easier to explain. :)

image.png.6ee8ba5df819e184fbc9c658f45d2179.png

 

Posted

Another question: Is it supposed to be that a high caliber battleship is able to completely destroy another battleship by two or maximum three good salvos of HE shells? With capped ballistics HE shells are still making so terribly much damage just by hitting the superstructures. (armor about 3 centimeters). Or is it actually considered to increase the superstructure to 10+ centimeters in later game? 

Posted

When starting a campaign, the game seems to be struggling to make designs for the initial phase of the campaign.

Game loading is stuck on Jan 1908 in this example but it also happens at 1900 start.

After 10min waiting on January i quit to desktop.

I've tried both the DIP v3 packages on multiple versions of UAD 1.4 (from rx2 up to rx6) but the problem persists.

Can someone point me to my mistake?

Capture.PNG.cf8a74b1cfe0a6ef87510109aaafb21e.PNG

Posted
16 hours ago, Keunes said:

When starting a campaign, the game seems to be struggling to make designs for the initial phase of the campaign.

Game loading is stuck on Jan 1908 in this example but it also happens at 1900 start.

After 10min waiting on January i quit to desktop.

I've tried both the DIP v3 packages on multiple versions of UAD 1.4 (from rx2 up to rx6) but the problem persists.

Can someone point me to my mistake?

Capture.PNG.cf8a74b1cfe0a6ef87510109aaafb21e.PNG

Its same for me. There might be some errors going on but to me it seems that the game is trying to power through some imposed design limits. It takes a while but its only in the beginning of the campaign. If you let your PC power though that, it should be dine afterwards. Go grab a coffee or even some food XD

Posted
9 hours ago, Jakub963 said:

Its same for me. There might be some errors going on but to me it seems that the game is trying to power through some imposed design limits. It takes a while but its only in the beginning of the campaign. If you let your PC power though that, it should be dine afterwards. Go grab a coffee or even some food XD

Quite indeed. These errors basically tell you that the AI fails to create a design (and starts the process again from the beginning). So it's not a bug or something, but the reason why the "build ships" phase takes ages. 

Posted (edited)

Hey. Another thought about the engines of destroyers. Played the campaign to the early 1930s now and do have some 3400 tons destroyers. To push those to 35 kts, is possible with minimizing beam and using the modern geared turbines.

But they are horribly expensive. One destroyer with these engines costs about 895 million dollars. More than 800 million dollars are only for the engines, which make only 24% of the weight. That's not as intended, is it?

For comparison: An even a bit newer heavy cruiser with the most modern hull possible, 19000 tons displacement, 3x3 11 inch guns and diesel II driven 31 kts costs only 70 Millions more. With same engines it would even be one hundred millions cheaper than the destroyer.

 

Edit: Upgraded Destroyer to Gas turbines and 37 kts (about the speed of USS Gearing)... now it costs 4.5 Billions. 😂 That's slightly more than my newest battleship with 3x3 20 inch guns and 30kts cost.

Edited by Peksern
Posted

hi all,

newbie here so please have mercy 😇.  I've followed the instructions on the YT video and installed both the Melon and the mod properly ( well I guess not since I'm here), launch the game and getting the error message " melonloader failed to load cpp2il". I've tried with both the V3 and The Great Game version , and still having the same result. Melon is launching the vanilla version of the game (1.6.1.4 x6). Is there a solution to my issue ? Can anybody help ? Will appreciate any feedback. Thanks!

NB: I had to revert to Depotdownload to get the correct version of the game.  I Don't know if it is relevant here but needed to be said.

Posted
10 hours ago, kanader said:

Melon is launching the vanilla version of the game (1.6.1.4 x6)

Most likely there is the problem: This mod's current game version is 1.6.1.4 x2, so your game version might be too new. 

Posted
On 12/7/2024 at 11:34 AM, Peksern said:

@brothermunroDid you already fix the engine weight issues for early destroyers? I tried to understand engine weight stuff today... but I met some problems, which I don't know are a bug or my misunderstanding of the calculation.

US destroyer I in 1900:

With 26 kts, it requires 7925 hp. Multiple expansion gives 27 hp per engine ton. I assumed, the engine would weight 7925/27 = 293 tons. But ingame it's only 162t for engine/boilers. Why is that? Have induced boiler. 

With 27 kts however, the same hull requires 8653 hp. (Induced boiler and multiple expansion again). Now instantly the engine/boiler weight goes up to 480 tons. So it almost triples. Why? In my calculation with 27 hp per engine ton, shouldn't it be 8653/27 = 320 tons? So only a bit more than with 26 kts?

I actually assume that there is a major error in my calculation. In this case, could you explain how exactly this stuff work and what I do not see? I give you a screenshot of the expansions. Guess it makes it easier to explain. :)

image.png.6ee8ba5df819e184fbc9c658f45d2179.png

 

Fixed on internal testing version, will be coming with b2

  • Like 1
Posted
On 12/9/2024 at 11:45 AM, Peksern said:

Quite indeed. These errors basically tell you that the AI fails to create a design (and starts the process again from the beginning). So it's not a bug or something, but the reason why the "build ships" phase takes ages. 

Yup, unless the game crashes or fails to load a campaign the 'failed to create design' error is quite normal. This will be solved somewhat with the engine improvements in b2, and fixed completely once we get the mixed/fast modes working.

  • Like 1
Posted

With 1.7 on the way I am hoping updates to 1.6 will stop. This will allow me and Rocket to actually work on the mod without chasing our own tails, and folks won't have to use the steam console to downgrade the version. V2 will be updated to 1.6.1.5 next week at some point, as will the Great Game. Regular V3 though is still running into the minor invasions causing a soft lock, I think disabling that behaviour will help but that will take some time to do. 

With 1.7 I do not intend to make V2 availible for it. V3 & The Great Game will be ported to 1.7 at some point but this will be once 1.7 reaches a stable state, by which I mean it hasn't been updated in at least a couple of weeks.

  • Like 3

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...