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Posted (edited)

It appears that the latest update broke the custom battles for post 1950 years.

edit: Could somebody confirm this bug? I tried to delete all my moddings for testing purposes but there is non zero chance I broke something myself.

Newer mind, I bugged it myself, sorry

Edited by HMS Implosive
Posted

Another minor thing: the "Mega Tower #" of Italian and Spanish Super Battleships are some of the highest towers in the game, yet they have some of the shortest spotting ranges when compared to other nations Super Battleship towers. I would like their spotting ranges to be significantly increased to represent their massive height.
 

Also, would be nice if these "Mega Towers" were accopanied by equivalent sized "Mega Sec Towers" for style reasons. I modded that for my personal use by adding the fallowing line:

modern_tower_sec_littorio_mega,,tower_sec,Mega Sec Tower I,,550,280000,,130,littorio_tower_sec_c,1.5,,tower_sec,,"need(BB_Littorio_Super;BB_Modern_Spain_Super), needunlock(latecruisertowers_level_4)","tower_sec(1), night(31), aim(14.5), acc(11), acc_long(4), fire_ex(13), smoke(-16), size(13), tspot(3700), torpedo_detect(26)",,,,,,,,,,,,,,,,,,,534,400.5,900000,2700000

Which in game, on a Spanish Super Battleship, looks like:

MegaSecTowerI.jpg.79db4d9959641200387af9511803b5f7.jpg

Fits quite neatly, would you agree?

  • Like 1
Posted (edited)

Is it possible as a quality of life to add a mark that shows the installed part in the selection menu? For example, it would be nice to see what kind of funnel\s I have installed on the ship without hovering the mouse over the installed part.

Also, as another QOL it would also be nice to have a button that removes all torpedoes from the ship. This is especially useful for the BB designs as having underwater torpedoes on modern designs is not the best way to utilize the ship's weight, but looking for the installed part is sometimes tricky (at least for me). Or, as an alternative, highlight underwater slots somehow so it will be easier to find them.

Edited by HaMaT
  • Like 1
Posted (edited)
14 hours ago, HaMaT said:

Also, as another QOL it would also be nice to have a button that removes all torpedoes from the ship. This is especially useful for the BB designs as having underwater torpedoes on modern designs is not the best way to utilize the ship's weight, but looking for the installed part is sometimes tricky (at least for me). Or, as an alternative, highlight underwater slots somehow so it will be easier to find them.

If i understand it correctly this feature already exists by hovering on the relevant part in the side menu:

https://steamcommunity.com/sharedfiles/filedetails/?id=3389257196

Edited by Cryadis
  • Like 1
Posted (edited)

I can agree that underwater torpedo tubes on heavily armoured ships are too vulnerable to small callibre fire. That just don't make any sense at all!

Edited by Zuikaku
  • Like 2
Posted (edited)

Regarding underwater tubes - a long standing issue that I have when I use them with larger, more modern torps, on more modern hulls: they are EXTREMELY fiddly to actually launch. Most of the time, they don't.

I can run a modern CL along an enemy ship, overtaking it, with the torps set to aggressive, and they won't launch most of the time.

I don't know if this is down to the extremely narrow arcs they have, but they're almost useless in my experience.

A fix for that would be much appreciated, as especially a lot of modern CLs are too slim to mount modern launchers on the deck beside the superstructure, so as soon as you want to upgrade your CLs and the older launchers you initially could fit there get more bulky in the upgrade, they don't fit anymore, and the underwater tubes might as well not be there for all the good they do.

An aspect of the overall problem of guns getting more bulky with higher marks, often not fitting anymore.

Most egregious example of that was a German 15" triples BC I built in my latest campaign. The only available tower is the one with the integrated barbette in the front, and the Mark IV onward didn't fit there anymore (well, it did fit, but it couldn't rotate). So I was stuck with leaving it on Mark IIIs and without radar, or downgrading the main battery to lower calibre. which REALLY sucked.

Edited by Aldaris
Posted
11 minutes ago, Aldaris said:

Regarding underwater tubes - a long standing issue that I have when I use them with larger, more modern torps, on more modern hulls: they are EXTREMELY fiddly to actually launch. Most of the time, they don't.

I can run a modern CL along an enemy ship, overtaking it, with the torps set to aggressive, and they won't launch most of the time.

I don't know if this is down to the extremely narrow arcs they have, but they're almost useless in my experience.

A fix for that would be much appreciated, as especially a lot of modern CLs are too slim to mount modern launchers on the deck beside the superstructure, so as soon as you want to upgrade your CLs and the older launchers you initially could fit there get more bulky in the upgrade, they don't fit anymore, and the underwater tubes might as well not be there for all the good they do.

An aspect of the overall problem of guns getting more bulky with higher marks, often not fitting anymore.

Most egregious example of that was a German 15" triples BC I built in my latest campaign. The only available tower is the one with the integrated barbette in the front, and the Mark IV onward didn't fit there anymore (well, it did fit, but it couldn't rotate). So I was stuck with leaving it on Mark IIIs and without radar, or downgrading the main battery to lower calibre. which REALLY sucked.

Have you tried lowering speed? Underwater torpedo tubes were unable to launch at speeds above 10-13 knots. Talking about port and starboard torpedo tubes. The water currents at high speeds tended to jam or break the torpedo exiting the tube.

  • Nick Thomadis changed the title to >>>Beta v1.7 is open<<<(Update 7)
Posted

There has been this update before some hours:

Beta Update 7
- New British “Experimental Large Cruiser” with a base displacement between 27,500 and 32,500 tons, available from 1923.
- New Chinese/Spanish “Assault Battleship” with a base displacement between 45,000 and 59,500 tons, available from 1929.
- New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929.
- New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929.
- Various optimizations.
You must restart Steam to get this update fast. The content has been finalized. The update is ready to release after some testing. It will need some time to finalize the pre-made ships which will allow you to play the fast campaign modes.

  • Like 6
Posted
51 minutes ago, Zuikaku said:

Have you tried lowering speed? Underwater torpedo tubes were unable to launch at speeds above 10-13 knots. Talking about port and starboard torpedo tubes. The water currents at high speeds tended to jam or break the torpedo exiting the tube.

I haven't actually, because slowing a CL down to 10 knots in torpedo range of significant enemy targets is usually not a good idea...

Posted
8 minutes ago, Aldaris said:

I haven't actually, because slowing a CL down to 10 knots in torpedo range of significant enemy targets is usually not a good idea...

Well, historically, this was one of the reasons why submerged torpedo tubes were abandoned on surface ships.

Posted
4 hours ago, Nick Thomadis said:


- New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929.
- New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929.


The main tower parts for these hulls are very small compared to the rest of the ship. Is this intentional? 

  • Nick Thomadis changed the title to >>>Beta v1.7 is open<<<(Update 8)
  • Nick Thomadis changed the title to >>>Beta v1.7 is open<<<(Update 9)
Posted

Beta Update 9
- Fixed single submerged torpedo tube on the side of new assault warship hulls.
- Fixed issue of a barbette in the new ironclad cruiser.
You must restart Steam to get this update fast.

  • Like 2
Posted
16 minutes ago, lordcmdr said:

What on Earth is an “Assault battleship”? Don’t give WG any ideas!!

Get this but no actual early ships for the Germans just more Chinese ships. 😀

  • Like 1
Posted

@Nick Thomadis Can you please check the bug with the crew pool? I cannot make 2 screenshots and send them via 1 in-game bug report...

I have a 1388 crew pool, and my mothballed BB requires a 1388 crew. Yet it is still mothballed. Commissioning started next turn

  • Nick Thomadis changed the title to >>>Beta v1.7 is open<<<(Update 10)
Posted

Beta Update 10
- Optimization and improvement in the Division Screen/Scout logic. This will positively affect the Opponent Battle AI and the player’s divisions set to “Screen” or “Scout”.
You must restart Steam to get this update fast.

  • Like 5
Posted

Please add a 'recall' button on the fleet screen, so you can order ships to come to the nearest port.

And also allow us to filter, or at least sort the order, of ports, by either location or port name.

And remove altogether the code that deletes saved games, had them deleted twice without notice, once when I swapped to beta, and then again when the game crashed and I relaunched it.

Posted
11 hours ago, Candle_86 said:

Question why don't the Brittish get the Ironclad 1, it's based on their ship anyway

At the time the campaign starts, Britain had a lot more advanced hulls than this ironclad. Spain and China were technologically backwards, buying ships from foreign shipyards, and that is reflected in the game.

Posted (edited)

So, with Ostpreußen taken back easily im more relaxed again 😛 

As i said in the previous post, the designs seem to have improved, but imo they still need more guidance, hence more boundaries, to create more reliably competititve designs. For Example no use of Mark 1 Gunz, just because they are the biggest available caliber.

A big relief and great improvement in gameplay experience is the fact, that i can now reliably send ships into ports on the World map. Last time i played fleets would often be send right next to the port, not within it. 😃

Another big relief is the fact, that the player has now much more control / influence on the diplomatics. Player beeing more in control is a good thing. 😃

Although a sudden peace without me beeing asked still happened. as well as that peace conference beeing super fruitless, despite the fact that i completly annihilated the enemy while suffering none to minor losses i could not pick a single province, didnt want to have their ships so i ended up with useless money, wich is so ridicoulusly abundant, that i basically got nothing after 28 month of war ... 😩

Opportunities to attack minor nations / ungouvern territories seem to happen more often, more reliable now. although there still happens that ... nothing happens^^ although a sizable fleet is parked either directly at their face (harbour) or in the respective sea region.

On the other Hand, those things and war in general are way to frequent atm. Basically after a few month into the game the world is in a constant war. Minor Nations attack each other back and forth, Bigger nations also the minor nations and latter going to war among each other.

While its nice to see that attacks on Minor nations bordering a major nation causes diplomatic problems with the latter, that and the general plus / minus game on relations when two majors go to war with each other create a world were soon almost everyone is at bad relations with each other.

It never made sense to beginn with, that nations are forced to care and take sides, when two others are going to war. As long as there are no alliances or other treaties involved that mechanic has to go or respectivly tuned down by a great margin. ☝️

The eagerness to go war should be reduced. the willingness to do peace to be increased cause atm great nations are strangeling each other to death basically.

Also its a really soft death, since those government overthrows really dont have that much of an impact for the player, since diplomatic relations are not revisited by the new goverments. its mostly just a change of colours. Since money is of no concern to anybody, the modifiers for economy are the least important, only the military one could make a difference.

And thats another part were more player control is needed. How im supposed to change the government type in order to get a more effective military?? Getting unrest up is a really hard thing to achieve and not reliable. The Eco-Modifiers dont make sense to begin with. There is no evidence in history that would support the game mechanic of constitutional monarchies having a huge disadvantage compared to democracies in terms of economics. 🧐

And while we are at that point. Why is the german GDP still much lower than those of GB and especially France at starts aroudn 1900 / 1910 ? 

Why is The Kaiser gone in a game without WW1 or any other historical events beeing present, but Österreich-Ungarn (Austria-Hungary) still exists in a 1920 start? But although it exists, it now lacks the control over Chzechoslovakia ?🤔

Why is still a map with modern borders used instead of a map suiting the time frame the game is set in ?😵‍💫

Why is the GDP growth still so ridiculously high? Why is Money so abundant that its totally neglectable as a factor for Ship design, building and maintenance ?🤑

Ranges / Endurance of ships seems also to be way to high. Reaching Oil Burners and Geared Turbines i never have to increase the range slider to reach around 10k km range except for some DDs.

Also the nonsensical relation between tower weight and certain equipment is still present.

Same for the laughably influence of 5.1cm guns on the ships balance. 

German heavy cruiser for example still has bugged gun positions, where u can place those small guns in the air, slightly attached to the main tower while at the same time lacking proper positions at the tower to place said guns. 

Bored up and with an increase in Barrel lenght, 7.6cm guns clearly outperform 10.2cm guns ( i use 8,8cm gunz and 10.5cm as caliber, barrel lenght is increased with either same percentage or to a sameisch muzzle velocity ).🤓

Computer Navies, Fleets and Flotillas still consist of way way to many small ships like Cruisers and destroyers. Together with the Sailor Capacity cap, wich is in general a good thing, to the problem, that computer fleets have way to few Capital ships in them wich leads the them beeing outnumbered alrady by 3-4 BBs/BC fleets of a player (me in this case). 

That also leads still to the fact, that the game is rather an Admiral: Small ships & Torpedoes instead of a Game about Dreadnoughts.🤯

While we are at Torpedoes. The Behavior on Torpedo Dodging seems to have improved but ships are still performing evasive manouvers although no torpedos were fired at them, but just somewhere else on the battlefield... And still the First ship of a player squadron is not allowed to dodge on its own, while the computer obv can maneuver all of its ship at the same time.. any time.😔

Also really annoying is the fact, that i cannot turn off ship evasion and switching leadership (hehe^^) for all ships selected... like... why? works perfectly fine for turning torpedoes on and off for the whole fleet, why not those?😢

Still no manual composition of squadrons and the auto-squadron still puts of ships of different classes together instead of creating squadrons based on classes. 😕

eeeh.. so much text already. ill leave it at that. 👋

Edited by Kraut
  • Like 2
Posted (edited)

A very important note that i forgot while trying to remember all the other points 😅

atm the Accuraccy is way to high. in my 1924 Battles against the Soviets/Russians my BBs(35,4cmL48[+7-8% BL] Mk. III, StereoRF III-IV) achieved 100% Hit Chance on Ranges beyond 10kms !!, well before the introduction of Radar Range Finders. And even with those the Hitchance would never be 100% unless the target size is bigger than the gun dispersion in the target area. Also all smaller guns and ships are way to accurrate. I mean, it speeds up the battles, thats true, but for atmosphere and immersion its obv. deal breaking.🥲

 

Edited by Kraut
  • Like 3
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