RattyB Posted April 12, 2024 Posted April 12, 2024 Thanks - its all sorted now. One thing I have fed back to the devs is the invisible dead ball zone around the ships. When they collide when they are within 30ft of each other! It can also make for torpedo strikes against a part of the ship which isn't there
Ronny 1001 Posted April 12, 2024 Posted April 12, 2024 On 4/8/2024 at 2:42 AM, brothermunro said: Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc. If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other ok fair enough thanks 1
brothermunro Posted April 16, 2024 Author Posted April 16, 2024 Updated for 1.5.0.9 Opt x1 compatibility.
brothermunro Posted April 17, 2024 Author Posted April 17, 2024 Updated for 1.5.0.9 Opt x2 compatibility.
brothermunro Posted April 18, 2024 Author Posted April 18, 2024 Updated for 1.5.0.9 Opt x3 compatibility.
brothermunro Posted April 25, 2024 Author Posted April 25, 2024 (edited) Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file. Edited April 25, 2024 by brothermunro
Guest Posted April 25, 2024 Posted April 25, 2024 gah. didnt catch that. is it serious? a decimal error in the gdp calculations?
brothermunro Posted April 26, 2024 Author Posted April 26, 2024 Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry)
brothermunro Posted April 27, 2024 Author Posted April 27, 2024 Compatibility update for UAD 1.5.1.0. Fixed a typo in penetration data of 15" guns.
RattyB Posted April 27, 2024 Posted April 27, 2024 Do I need to reinstall the DIP Ship pack each time the game updates?
TamaDasha Posted April 28, 2024 Posted April 28, 2024 As a suggestion - since the muzzle velocity seems to affect gun accuracy a lot more in the mod, wouldn't it be simpler to balance propellants entirely with muzzle velocity effects, removing the gun base accuracy effects? As an example, Ballistite has a lower effect on gun accuracy than Cordite I, however, because Cordite I has a higher muzzle velocity modifier, you end up with actually more accurate guns according to the tooltips. This makes comparing propellants somewhat unintuitive.
brothermunro Posted April 28, 2024 Author Posted April 28, 2024 I haven’t changed what muzzle velocity does in the mod, that’s all hard coded. I will have a look at ballistite vs cordite though and see if there’s anything weird going on
brothermunro Posted April 30, 2024 Author Posted April 30, 2024 Compatibility update for 1.5.1.0 R. Also updated the ship pack with some new designs.
brothermunro Posted May 8, 2024 Author Posted May 8, 2024 Uh ok folks, I am uploading a compatibility update for 1.5.1.1 Opt x1 just now, it works, you can keep playing your saves but it seems that all guns have now become laser guided precision weapons. I can fix it, if I rebuild the entire ballistics system, which I've already done (twice) for the under development DIP v2. I was planning on releasing the new version of the mod alongside the next save wipe, however I may need to bring that forwards (unless of course you want to enjoy the auto hitting experience).
brothermunro Posted May 8, 2024 Author Posted May 8, 2024 New update 1.13.0 with a best attempt to keep the old v1 balance with the new aiming system
TK3600 Posted May 11, 2024 Posted May 11, 2024 What is the thought behind quadruple damage on torpedo? I am asking out of curiousity only. My personal experience was early BB gets sunk in 1 or 2 torpedo hit. They are pretty deadly as long as it hits. 1
brothermunro Posted May 13, 2024 Author Posted May 13, 2024 There were a few, the simplest being that I copied it from Admiral Snackbar’s balance mod 😅 More seriously it is part of making torpedoes a viable threat to both players and AI. A dd or CL that takes a torp probably should sink from only one, unlike the dozens you need in vanilla, and be a serious threat to big ships so that you can’t just ignore them completely. Ai ships which are great at dodging (even though I turned that down) only need to mess up once and their ship is possibly crippled (rather than merely inconvenienced slightly). Destroyer ambush missions against lone capital ships are now somewhat possible depending on circumstances instead of being a pointless waste (of time if you ignored them, or of destroyers if you didn’t).
brothermunro Posted May 13, 2024 Author Posted May 13, 2024 If you’re early on in the campaign then torpedoes are very dangerous, as you discovered. They become somewhat less deadly once you research and deploy counters like superior guns to blow up would be attackers and anti torpedo belts to reduce any damage from them (anti-torp is stronger in DIP)
TK3600 Posted May 13, 2024 Posted May 13, 2024 5 hours ago, brothermunro said: If you’re early on in the campaign then torpedoes are very dangerous, as you discovered. They become somewhat less deadly once you research and deploy counters like superior guns to blow up would be attackers and anti torpedo belts to reduce any damage from them (anti-torp is stronger in DIP) Won't it make more sense for torpedo to get buff over tech as opposed to a flat buff? To compensate tech buff against torpedo. I find torpedo kinda OP now in early game against AI. This seems to be the case up to 1905 so far. I am sure it gets more balanced in mid game and late, but still.
brothermunro Posted May 14, 2024 Author Posted May 14, 2024 Kinda reflects the historical reality and might lead players down some of the more esoteric garden paths around at the time like torpedo battleships, or the paranoia around torpedo boats. I’d say torps (bearing in mind UAD does not have aerial or sub launched torps) are at their most dangerous in the late pre dreadnought period, so that feels about right.
brothermunro Posted May 14, 2024 Author Posted May 14, 2024 Updated for 1.5.1.1 Opt x2 compatibility. I also brought over the 'flattened' gun length modifiers from v2, changing the gun length should be less impactful now.
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