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  1. QoL Request: Please rework the research view by listing the CURRENT research at the top and listing the previous in descending order. The oldest technology is quite irrelevant and should be at the bottom. I, and I'm sure many others, check research status quite frequently in order to time new builds and refits with certain technology as it becomes available. So, having to scroll ALL THE WAY down to the bottom of EACH research category is really a pain. Looking forward to seeing this soon! Respectfully, Arkk
    12 points
  2. Update 7 - Further auto-design optimizations, making loading even faster. - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one. - Finalized the new screen/scout formations behavior. - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart. - Various fine tunings. **This update is considered a release candidate. The v1.5 may fully release if all is ok.** Please restart Steam to get the latest update fast
    10 points
  3. Update 3 - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now. - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned). - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower. - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency. - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies. - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should. - Fixed a minor problem of a new Russian "Imported Tower x" which made its mount unusable. - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled. - Other minor improvements. Please restart Steam to get the latest update fast
    10 points
  4. Dear Admirals, The upcoming next major update of Ultimate Admiral: Dreadnoughts is now available for you to play and test it. ============================================================================================ Please read about the content of v1.5 Beta: https://steamcommunity.com/games/1069660/announcements/detail/4142819632289064791 Installation Instructions: https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/ ============================================================================================ We hope you will like the new content and improvements! The Game-Labs Team ---===--- Update 2 - Quick fix of a few Italian models which had wrong barrel number. - Quick fix of a new British gun model which had 1 barrel instead of 4 barrels. Update 3 - Auto-Design optimizations. Campaign turns and Campaign Generation should be much faster now. - Improved New Italian towers to be able to host bigger guns as requested (this change will break your saves unfortunately if the related ships were used. They have to be redesigned). - British guns improvements according to feedback - Dido style guns preserved for calibers 5-inch and lower. - Ship acceleration mechanics optimizations, addressing issues where the ships could accelerate too fast and negate the effects of low funnel efficiency. - Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies. - Quick fix for problematic screen/scout divisions' behavior not heading towards the enemy as they should. - Fixed a minor problem of a new Russian "Imported Tower x" which made its mount unusable. - Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled. - Other minor improvements. Update 4 - Japanese "Modern Heavy Cruiser V" has been improved/finalized. This change will affect any save that includes this hull. Update 5 3x new hulls: - [b]Japanese “Modernized Battlecruiser”'[/b] offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. - [b]Japanese “Modernized Dreadnought IV”'[/b] is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. - [b]Japanese “Modern Battlecruiser II”'[/b] offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons. - Fixed potential freeze bug, of auto-design, which could cause delay or even total stall of loading. - Improvements and edits on various hulls. Most probably saves of tech years over 1920 will be affected and should be checked for invalid designs. It is advised to restart a campaign if you notice problems. Update 6 - Important optimizations for the new improved auto-design and collider system. It should be faster and more effective than ever before. Maybe some minor changes on parts could happen on your designs, with rare probability, but the changes should create more consistent fire arcs. - Fixed minor issues of USA "Small Battleship" of the 1890s which in some cases could have guns overlapping with towers (saves that include this hull, will be affected). Update 7 - Further auto-design optimizations, making loading even faster. - [b]*SPECIAL*[/b] Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one. - Finalized the new screen/scout formations behavior. - Fixed a rare bug of this patch work that could cause freeze when loading, during auto-design, requiring the game to restart. - Various fine tunings. Update 8 - Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship” and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas. - Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor. - Research has been balanced according to the latest feedback. - Battle AI will desire to withdraw when overwhelmed or when it is heavily damaged, with more probability. Update 9 - Fixed critical bug that could cause freeze of loading or complete pause of auto-design. - Fine tuned the new updated ship stability mechanics, so that the engine weight stabilizes more the ship. - Fine tuning of auto-design. - Shell ballistics tuning. **This update is considered a final release candidate. The v1.5 is scheduled to be fully release during Saturday 9/3/2024** Please restart Steam to get the latest update fast
    9 points
  5. One quality of life feature I would love is to be able to see the total and currently used shipyard capacity on the right hand info panel in the map tab/view. It is great we have this information on the finance screen but when a minor ally asks if I want to build a ship for them I really want to know if I can do that without going over capacity but cannot as I can't click into the finance tab when I get the popup. Personally I'd find this much more useful information than the max size ship I can build (if it is an either/or situation).
    9 points
  6. Hey admirals, We had to focus on your latest feedback about the campaign's economy and offer necessary adjustments. Furthermore, we offer a new feature asked by many, the possibility to refit ships received as war reparations. This ability will function only on new ship prizes. v1.5.0.5 https://steamcommunity.com/games/1069660/announcements/detail/4131562530381629772
    8 points
  7. The new major update v1.5 is fully released with more improvements based on your very recent feedback. You can read the information on Steam: https://steamcommunity.com/games/1069660/announcements/detail/4139442565100870996' Or in our blog: https://dreadnoughts.ultimateadmiral.com/post/major-update-v1-5 Thank you for your participation in the beta! Enjoy the game! You can use this thread for further feedback. IMPORTANT! If you want to use your older, compatible saves, then you need to switch to an older version of the game, by clicking on the game's properties and choosing the appropriate version as shown: Patches: v1.5.0.1 https://steamcommunity.com/games/1069660/announcements/detail/4139442565109677742 v1.5.0.2 Opt https://steamcommunity.com/games/1069660/announcements/detail/4139443198875919551 v1.5.0.3 https://steamcommunity.com/games/1069660/announcements/detail/6924919658781470311 v1.5.0.4 R https://steamcommunity.com/games/1069660/announcements/detail/413156253037551584 v1.5.0.5 Optx4 https://steamcommunity.com/games/1069660/announcements/detail/4131562530381629772 v1.5.0.6 Opt https://steamcommunity.com/games/1069660/announcements/detail/4194613560098959849
    7 points
  8. Uploaded optimized version - Fixed memory issues that could cause ships to freeze in combat for players that had very long gameplay sessions. - Some optimizations in aiming which should resolve turret rotation lagging when ships turn too sharply. You have to restart Steam to get this update fast
    7 points
  9. BETA v7.3. - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.6 Added the missing American quads. Reworked the early 4",5",6" and 7" guns size for the Germans and the Austrians. They are smaller now, and should look better. Added ship sections for early torpedo cruisers. (it was missing/fixed) Some early cruisers could mount 9" guns (bug/fixed) More improvements for the AI design logic, see below for details. Many individual ships parameters were reworked to make it easier for the AI to get a decent result. About the AI design logic changes: Increased the gun to barbette distance to improve fire angles and try to prevent guns from blocking each other. Change the gun caliber choice logic to try to prevent the bad habit of always choosing 20" guns when designing big battleships. Only a small improvement, but I can't do more. If I limit the AI more, will start to use 11" guns on BBs around 1914. AI ships should be in general more powerful and not having small guns blocking more powerful guns all the time. The designs should look more clean in general. Players should also notice less torpedoes on CLs. I hope you guys enjoy the changes. I am exhausted after many hours trying to understand how the system works and I will take a break from modding, and just have fun playing the game. IMPORTANT: To avoid and play game without autoupdates do this: 1. Set game to update when start game. Do this in game setting(properties)-> update. 2. Don't start game by steam or steam shortcut. Make a shortcut on desktop form a main game .exe like "x:\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" 3 start a game from this shortcut. Game will run without update. Do not report bugs to the devs if using mods!!
    6 points
  10. division_attack_offset,890,preferable offset forward of target to attempt an attack route. Can be also negative.,,,,,,, divisions_space,2250,Minimum distance between divisions on the same axis,,,,,,, Very interesting this two new parameters. Thanks. If possible, consider to implement: approach_clamp_torpedoes per ship type (TB, DD, CL, etc...) So it is possible to make small ships very aggressive in their approach if armed with torpedoes, but without affecting capital ships if also armed with torpedoes. Implement a mechanic to force an AI ship with 50% hp hull or less (or something like that), to detach from the division and use the retreat command. To try to survive and fight another day.
    6 points
  11. Update 5 3x new hulls: - [b]Japanese “Modernized Battlecruiser”'[/b] offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. - [b]Japanese “Modernized Dreadnought IV”'[/b] is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. - [b]Japanese “Modern Battlecruiser II”'[/b] offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons. - Fixed potential freeze bug, of auto-design, which could cause delay or even total stall of loading. - Improvements and edits on various hulls. Most probably saves of tech years over 1920 will be affected and should be checked for invalid designs. It is advised to restart a campaign if you notice problems. Please restart Steam to get the latest update fast
    6 points
  12. Uploaded optimized build including the following: - Further battle fps, memory optimizations. - Refactoring in the new screen/scout division mechanics resulting in less fps cost. - Improved Campaign AI logic to scrap obsolete ships more efficiently. You have to restart Steam to receive the update promptly
    5 points
  13. This will need a new game, DO NOT add in a current campaign, as you will restart the hull techs This is a submod of @brothermunro DIP mod. This is purely a visual and practial mod for the Technologies tab. There might be minor tweaks later, but nothing that will force a new game start. WIP so far v.0.99 -New Tech Group "Turrets", populated with Gun Layout and Mechanism. -Updated tech group for guns: 2-5" , 6-10" , 11-15" , 16-20" -New tech Group for Hull Strength and Hull Construction -Updated tech group for Destroyer, Light Cruiser, Heavy Cruiser, Battlecruiser, Battleship Files modded: English.lng technologies-resources.assets techTypes-resources.assets techGroups-resources.assets (I've edited the UI so it shows all the tech columns for a better view, hence the weird text) -(STEAM) Playing a modded game, that also updates alot, it is always a good idea to set to update when launched and use a shortcut of the .exe from the game folder to play the game. That way Steam will not update the game, before you tell it to. 1.01 : -Updated Nexus page for download instructions and info. Also updated the mod to be inline with BMs update 1.02 : -Pushed an update to replace the wrong .lng file. You should no longer see wrong texts on armour in particular 1.03 : -Removed tb/cl/ca techs from BB (old Hull Strength) tech. They will now only show in their respective categories -Fixed several description errors through the technologies-resources.assets. In particular Light and Heavy Cruiser techs (visual only) -Added command "start" to earliest CL techs. An 1890 start would not have first iteration of light cruisers because of this 1.04 1.04 -Update for UAD 1.5.0.6 and DIP 1.9.0 -More changes in tech descriptions (visual only)
    5 points
  14. BETA v7 - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.5 Optx3 AI ship design logic reworked to use more main guns for most ships.* Some hulls reworked to use the new AI logic. Dual barbettes fantasy removed from early ships. You will see them only in modern ships. (g4 ships for the modders) Minimum main battery for the CA is now 7" (previous 6") Minimum main battery for the CL is now 5" (previous 4") Brandenburg hull (the German variations) will always use the bigger version to bring more guns to the fight. Lowered the economy penalties to help the nations at war to keep them fighting and to incentivize the player to fight more. About the AI logic rework: Almost all ships were reworked to use more guns if possible. Expect to see some monsters in the water. This will affect mainly BBs, CAs, modern CLs, modern DDs, gunboats and early french ironclads ("hotels at sea") This version is highly experimental, can make your campaign crash, game stuck on loading screens, I have no idea since it is impossible for me to test all hulls. Expect to see more improvements to the AI logic in the future. If playing a campaign around 1890-1900, it is probably best to start a new one, for the others it should work fine. Note: Both the turrets and barrels requirements were increased for almost all ships, but you still can expect some strange things from the AI, like designing a modern cruiser with 4 single turrets. Not perfect, but in general much more dangerous. Link: https://drive.google.com/drive/folders/1Vr9QrPW0iJtDljTSj6yxQGmSi42LUKcp?usp=drive_link "Now witness the firepower of this fully armed and operational battle station!!" - Emperor Palpatine *All these designs were made by the AI
    5 points
  15. Uploaded optimized version x3 - Memory optimizations. Battle FPS increase. You have to restart Steam to get this update fast Note: It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships.
    5 points
  16. Hi, I would like to suggest the name of the class of a selected ship be placed in an easy to read and obvious position in the battle interface. It would be a very easy way just to help immersion, as sometimes I lose track of my ship classes and being able to know "The Narva class squadron is pushing left and going to intercept the German Kaiser Class squadron" is better than "My ships are going to intercept their battleships". Below I have attached a picture of two possible locations this could appear, let me know what you think.
    5 points
  17. Update 8 - Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship” and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas. - Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor. - Research has been balanced according to the latest feedback. - Battle AI will desire to withdraw when overwhelmed or when it is heavily damaged, with more probability. **This update is considered a release candidate. The v1.5 may fully release if all is ok.** Please restart Steam to get the latest update fast
    5 points
  18. More hulls are always appreciated of course. If the devs do fancy a new detailed hull I’d humbly suggest the HMS Vanguard as it could serve as an end game modern battleship for the British but with resizing could also be a super battleship, Battlecruiser or even heavy cruiser hull. Wouldn’t look out of place in the Spanish fleet either! And for the modeller there’s a ton of high quality reference drawings and pictures
    5 points
  19. BETA v5.0.6 N.A.R. changelog: More changes to economy to prevent or delay snowballing. Wealth grown slightly nerfed. Oil income nerfed. Oil income from allies nerfed. Important changes made to shipyard capacity and upgrades to bring them to more realistic levels.* Link: https://drive.google.com/drive/folders/1rsqwKiBEtf1PD72XbFUkANlAXeROidYB?usp=drive_link *About shipyard upgrades: Before it would start with 500 tons/6 months to 4000 tons/24 months. Now it is 500 tons/6 months to 3000 tons/36 months. So longer to get what you want, but proportional in time so the player is not losing anything if he/she wants to go with a small upgrade at a time. Many thanks to @flaviohc16 for the precious feedback.
    5 points
  20. Update 4 - Japanese "Modern Heavy Cruiser V" has been improved/finalized. This change will affect any save that includes this hull. Please restart Steam to get the latest update fast
    5 points
  21. Seems like this is now included in the pop up during the campaign. However, it only accounts for the class of the ship and not the total tonnage including the requested ships. For example, entirety of the text from the popup: Colombia would like to order 3x of Washington Refit-class Heavy Cruiser. They will pay +25% in advance ($13,676,050) and the rest of the amount will be paid upon delivery (after 11 Months), providing a total profit of +109% ($100,778,200). Shipbuilding Capacity: 111,396 t / 166,505 t (+6,000 t). Would you agree? Double checking after denying the builds, I confirmed that my shipyards were already building 111,396 t of ship. If the pop-up would have said +18,000 t instead of 6,000 t, it would be more accurate. So I think the feature is about 90% of the way there.
    5 points
  22. Only played a couple of quick start random custom battles so far but the new aiming mechanic is fantastically good, makes fighting at different ranges & tactics much more impactful. The new button that disables the division leader automatically falling to the back of the line is also a fantastic addition - superb work from you & the team! Looking forward to trying out the new hulls
    5 points
  23. Can the indicators for ship heading and course (the green arrow and dotted lines out in front of the ship) and red lines indicating ship weapons targets be rendered separately to the game world, the same as other UI elements like ship type icons, damage numbers etc. It doesn't make sense having these indicators obscured by weather and giving them the same visibility as other UI elements will be a huge QOL improvement.
    5 points
  24. Hello Admirals, We offer a small but also significant update of the game. Please read: v1.5.0.6 https://steamcommunity.com/games/1069660/announcements/detail/4194613560098959849
    4 points
  25. It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships.
    4 points
  26. Uploaded repaired version including the following: - Fine tuned economy changes, addressing also the too frequent negative GDP growth during war. - Fine tuned screen/scout division behavior to keep a safer distance. - Fixed minor scale error in Italian Quad 20 inch guns. You need to restart Steam to get this update fast We received some reports for ships freezing during combat. We checked and these were saves using a modded version of the game. Please do not report to us when you use a mod, and try to check if you have such bugs in an unmodded game.
    4 points
  27. Is there any plans to be able to refit captured ships? Even if there are restrictions such as non structural or the refits take twice as long as normal? I feel this would add alot to the game as I don't think many people bother taking enemy ships during peace talks due to not been able to refit them
    4 points
  28. BETA v5.9.9 N.A.R. changelog: Updated for UAD 1.5.0.4 All the remaining ships missing from the update 1.5 added to the mod. Some of the new guns added (I was working on them when UAD 1.5.0.4 went live, so expect the others to be ready in a few days) From the devs changes to the economy, these two are being used: Reduced ship maintenance costs by -33.33% and increased TR losses effect in economy by about +15%. shipyard_start_increase,100,increase of shipyard per year after minimal year (only for new game) nerfed from 150 to 100, in vanilla is 250. VERY IMPORTANT!!!!!!!!! Due to changes I made to some ship parts and hulls, it is important to delete the save files to avoid any issues. And if you want to hate me even more, I have some surprises in the work to be implemented next week and I will ask to delete them again. I need to be honest here. Ships list of the remaining ships that were missing and added in this update. Italian “Small Modernized Dreadnought”' is a hull which produces modernized battleships similar to the Giulio Cesare battleship. It can be found in the battleship hulls from 1929 and has a displacement between 24,000 and 29,000 tons. Italian “Hybrid Destroyer II”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,050 and 6,250 tons. Spanish and Chinese “Hybrid Destroyer”' is a hull that is very big for a destroyer and small for a cruiser but can be useful for nations with a tight budget. It can be found in the destroyer hulls from 1935 and has a displacement between 4,750 and 5,950 tons. Chinese “Large Torpedo Warship”'can offer experimental large ships which can fulfill a role that have never existed, to cover the sea with swarms of torpedoes against the enemy at the expense of smaller protection and gun firepower. It can be found in the battleship hulls from 1936 and has a displacement between 31,000 and 43,000 tons. French “Advanced Modernized Battleship”' offers a good compromise for producing a battleship that is powerful but not overly expensive that uses superior fire control. It can be found in the battleship hulls from 1929 and has a displacement between 30,000 and 54,000 tons. Japanese “Experimental Torpedo Cruiser II”' producing fast cruisers with the ability to host many side torpedoes. It can be found in the light cruiser hulls from 1930 and has a displacement between 7,100 and 12,000 tons. Japanese “Modern Light Cruiser III”' producing capable all-around cruisers. It can be found in the light cruiser hulls from 1935 and has a displacement between 10,900 and 14,900 tons. Japanese “Modern Heavy Cruiser V”' producing cruisers with advantages and disadvantages similar to the Atago-class. It can be found in the heavy cruiser hulls from 1939 and has a displacement between 14,400 and 18,900 tons. Japanese “Modernized Battlecruiser”' offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons. Japanese “Modernized Dreadnought IV”' is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons. Japanese “Modern Battlecruiser II”' offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.a French “Modern Light Cruiser II”' is a speculative hull that can produce fast and reliable cruisers which though are expensive. It can be found in the light cruiser hulls from 1935 and has a displacement between 9,500 and 12,500 tons. French “Modern Heavy Cruiser III”' is a speculative hull that produces powerful and expensive cruisers. It can be found in the heavy cruiser hulls from 1937 and has a displacement between 15,500 and 18,500 tons. French “Flotilla Leader”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,250 and 6,550 tons. Russian “Flotilla Leader”' is the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,350 and 6,650 tons.~ Russian “Modernized Dreadnought I”' is a new hull which offers cost effective battleships. The previous hull took the name “Modernized Dreadnought II” and was enhanced with new parts and different scaling. The new hull can be found in the battleship hulls from 1919 and has a displacement between 27,500 and 35,000 tons. British “G3 Battlecruiser”' offers the possibility to create similar gun and tower layout as the historical British design of the G3-Battlecruiser (the previous N3/G3 Battleship, has been renamed to “N3 Battleship and received some new towers).. It can be found in the battleship hulls from 1923 and has a displacement between 42,500 and 55,500 tons.
    4 points
  29. Hello everyone, This is a quick add-on patch including prompt improvements and fixes after your first feedback about the v1.5 plus some minor UI enhancements. https://steamcommunity.com/games/1069660/announcements/detail/4139442565109677742
    4 points
  30. Update 9 - Fixed critical bug that could cause freeze of loading or complete pause of auto-design. - Fine tuned the new updated ship stability mechanics, so that the engine weight stabilizes more the ship. - Fine tuning of auto-design. - Shell ballistics tuning. **This update is considered a final release candidate. The v1.5 is scheduled to be fully release during Saturday 9/3/2024** Please restart Steam to get the latest update fast
    4 points
  31. Update 6 - Important optimizations for the new improved auto-design and collider system. It should be faster and more effective than ever before. Maybe some minor changes on parts could happen on your designs, with rare probability, but the changes should create more consistent fire arcs. - Fixed minor issues of USA "Small Battleship" of the 1890s which in some cases could have guns overlapping with towers (saves that include this hull, will be affected). Please restart Steam to get the latest update fast
    4 points
  32. I don't buff or nerf anything about guns rof. I simply researched historical data about the guns and implemented in game. The focus on NAR is to be as historical as possible as it can get inside the game limitations ofc. There was a good reason why the navies around the world pushed the gun's technology forward in the beginning of the XX century and I have no problems in seeing a 14" performing better in the battlefield in comparison with a 12" in some situations. It should be better. But you pay a heavy price for that. Weight, cost and space. Sometimes is better to go with lower caliber guns but more barrels, in other situations is better fewer but bigger guns. The player can choose any path and achieve the same success in the battlefield.
    4 points
  33. Update 2 - Quick fix of a few Italian models which had wrong barrel number. - Quick fix of a new British gun model which had 1 barrel instead of 4 barrels. Please restart Steam to get the latest update fast
    4 points
  34. Admirals, We offer another update that optimizes the game. v1.5.0.4 https://steamcommunity.com/games/1069660/announcements/detail/4131562530375515843
    3 points
  35. YES! Like make it up to 100x if enemy is unseen ( now 30x) Make it 30x when spotted at ranges above to 20 kms ( now is 10x above 25km) Make it 10x between 20 and 8 km ( now is 5x between 25 and 2 kms) 5x between 8 and 2 3x below 2km like now
    3 points
  36. Can we have the speed multiplier increased? Stuck on 5x with neither ships able to shoot at each other but the enemy ship maintaining distance so had to sit here for 20 minutes.
    3 points
  37. Again, thank you for the detailed report. Helps me a lot. "i still haven't seen anyone grow at 7% with the latest modifications." Ok a little raise, not by much. "but the size of the single max ship size keep snowballing:" Sure, I can nerf the snowballing effect. But it is important to understand that I don't want to force the player to always be upgrading the shipyard in fear of be losing something. That is not the point. But to keep thing more reasonable. To make it short, in NAR, the bigger the gun, the more accurate will be, if we ignore the ROF accuracy bonus modifier implemented by the devs months ago. There are some accuracy modifiers that the devs are disabling in the recent updates that I was using to create two different play styles. Most important were the modifier against small ships and big ships. The devs are replacing for a new accuracy system that is not available for us modders to do anything. However, this is not a major issue, because I can still implement a semi realistic accuracy in game by editing this values hitChanceMaxRange,hitChanceCurver,hitChanceMult in the guns file. The problem is before it was easy to get what I want in a few hours. By using this method I will need days, in editing values, open the game, run tests, to get a reasonable result. (a pain in the ass)I don't have the patience to do that now, so I postponed for a later updated.
    3 points
  38. Hello admirals, This is another update which aims to optimize the game after the major patch v1.5. v1.5.0.3 https://steamcommunity.com/games/1069660/announcements/detail/6924919658781470311
    3 points
  39. Uploaded Optimized version including the following: - Auto-Design has been sped up. Loading times became reduced significantly. You need to restart Steam to get the update fast with no problems
    3 points
  40. 3 points
  41. Thank you (and many others) who kindly help us to improve the game. More mini-improvements based on your or others' suggestions shall follow.
    3 points
  42. I have to agree vanilla pen values are too high. I have been testing out some mods you fine people here have made and personally would prefer penetration values greatly nerfed and armor weights tweaked as per N.A.R. mod, but simultaneusly also damage per penetration substantially increased as per Dreadnought Improvement Project. (Btw, big thanks for showing how to mod this game in youtube@brothermunro)
    3 points
  43. Armour being "too effective"?? Don't know who could possibly believe THAT to be an issue. IMO it's demonstrably the OPPOSITE. For example, a 1.8" shell strikes the 12" belt, gets a 'partial penetration' AND starts a fire. Or 3" shell striking a 12" armoured turret from a range where it had next to nothing penetration yet results in a 'partial pen' AND damages the main gun. With all due respect, a mechanic that produces these results regularly, as is the case right now, needs a substantial correction, but NOT in the direction of making armour even LESS effective.
    3 points
  44. BETA v5.9.3 N.A.R. changelog: Updated for UAD 1.5.0 live Note: The new hulls, ship parts and gun models will be implemented in the next weeks.
    3 points
  45. i am crossing my fingers we get more hulls for the british in the game
    3 points
  46. I do think the N3~I3 series Battlecruiser hull deserves some new rear tower models that resemble the idea of "hey, we gotta put a immense engine on the rear half of the ship, so we gotta need a massive superstructure to fit other things since we don't have rear main turrets." Plus, a simple quality of life feature, be able to refit foreign ships you acquired after a war. Yeah, I can see the argument of "you don't have the ship's blueprints for that", but like, why don't add something like, the ability to spend 3 or 4 months studying the ship so you can refit it? It would be very, very useful, since AI designs are rarely worth getting since you can't fix their obvious problems.
    3 points
  47. Its like pulling teeth isn't it Lucky. Fortunately its very easy to change:- Find the section in Params-resources headed #,,Constructor Stability,,,,,,, (about line 746) Cut & paste all 15 following lines from NAR and copy them over the stock values. This should give you a maximum inbalance longitudinaly of 3%. Its a lot better anyhow. (note:- the offset mechanic is a terrible mechanic isn't it. It makes many historical designs totally untenable plus the AI completely ignores it so that many ai ships are completely useless.)
    3 points
  48. To be expected as the beta got an update riiiiight as I couldn't update the mod. There is now an update 4 compatible version up on the Nexus
    3 points
  49. Please no. You must understand, that English is not my native language, so I am usually very direct and short on my answers. Don't imagine things. I can always explain why I did things the way I did, and change anything, if I see an improvement in the player feedback. About the guns table reloads, take into consideration, that they are global and applied equal to all nations. With this being said let's talk about the QE 15" guns. http://www.navweaps.com/Weapons/WNBR_15-42_mk1.php "The nominal firing cycle for the Mark I and Mark I* mountings was 36 seconds, but 30.2 seconds was achieved on 1 October 1917 by one ship. The Mark II mountings used on Hood had a nominal firing cycle of 32 seconds." 36sec - 37.2sec Very close to real life performance. However, I noticed an issue here. The 14" mk1 have terrible performance in comparison, and it should be quicker. I noticed that you mention a similar thing below about the Nevada Guns. But I need to stress again the issue about the guns data being global and applied to all navies. In this example, I will use the 36 sec reload from the QE that I am using as reference as a global for all navies. I have another 15" gun from the same time period with a 23 sec reload. The German gun. Should I use that version instead as a reference? No ofc not. Imagine having a 15" gun with 23sec reload and a 14" gun with 40 sec reload in the same time period. That would be a problem. When you are using data from many different guns and being applied to all nations equal, you need to be careful with how you will use that data. If you are using only the best case available, you will end with a graph with going up and down many times, with clear bad guns and good guns. In terms of gameplay, will not make any sense. So what I did was to gather all the guns info and changed the values so that would make sense with the neighbor values. To have a logical progression. This is important to understand, because the values in the game are being applied global, in equal way for all nations. It is not per gun. It is an engine limitation and is a good thing. Imagine editing all individual guns. You will need to edit around 37000 guns tables and many would be a fantasy without any info about them. So if you are going to say "X" or "Y" ships had better or worse rof in real life. Well, I can't do anything about that without ruining the progression. If it is close enough to real life performance, then it is good enough IMO. Also, don't take the data too serious. One thing is the performance during naval exercises, another one completely different is the crew working during a battle. A good example if I am not mistaken is the Bismarck vs Hood, where the rate of fire was very poor by the Germans that day, but it was good enough with a lucky shot. Another important detail is the range to target, and the delay with raising or lowering the barrel between shots, a mechanic missing in UAD. But I agree with you that 14" should be much quicker, and I will fix that. I can also improve the 15", but would be only by a few seconds.
    3 points
  50. I’m not quite sure what they did but the range found bonus seems to cap itself based on range, you still see the crazy 2000%+ chance but only at very close ranges, at normal battle ranges it seems much more restrained.
    3 points
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