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  1. Hello fellow admirals, We had to respond to your continuous feedback regarding some remaining issues of the game. The following few but very important improvements are offered: v1.5.1.0 https://steamcommunity.com/games/1069660/announcements/detail/4168720398303988255
    6 points
  2. Or just remove the displacement slider and replace it with a length slider, and just make displacement calculated from lengthxbeamxdraught.
    6 points
  3. BETA v10.9 - "Shells & Ballistics rework" update - N.A.R. changelog: AI building program changed. Multiplied by x2 or more, in some cases, the chance of building BBs and BCs for all nations. I was noticing what should be powerful navies with few capital ships. Now most likely it should be much better. There is still the possibility of seeing a nation without BBs, but that is most likely the AI that failed to get a ship design when starting the campaign. In that case, I suspect the AI will start a building program to fix that issue in the first years. Note: I also noticed a limit for subs the AI gets when starting a campaign. Maybe a coincidence, or maybe it was limited by the devs. As a result, I think it is not possible to see Germany controlled by the AI with many subs. Initial shipyard size for later increase. This should help the AI to get capital ships designs. Japan as an example went from 48k tons to 64k in 1940. So it should be able to built Yamato class BBs from the start. I think I found the solution for convoys vs subs, and it should be using escorts more often if available in the area. I also add the chance if a big convoy is being attacked by subs for a CA, BC or BB to be present. Mine laying subs technology removed from the tech tree. Wolfpack subs progression moved to later years. Some of the more powerful subs unlocked also moved to later years. English file updated with the changes to subs. Auto resolve parameters updated. It is now 10 armor, 5 firepower, 1 speed, 0 crew, 0 ammo. In general, I like the results I got from these values, but I can't promise anyone that will work the way you want all the time. To get all the benefits, a new start is recommended. Manor Lords is coming tomorrow, so I am now retired for the next weeks. 😁
    4 points
  4. Uploaded optimized version x4 including the following: - Further optimization, fix of a potential issue in AI logic which could cause AI to slow down too much, and become an easy target, or cause speed freeze bugs or cause a rare target reset. If a player still has issues with manual targeting becoming overridden by auto-target, he has to verify that he orders ships that are not in AI command and the target is in range. - Further optimization in Battle UI update logic. Battle fps increases further. It is advised to check and reset the game's graphics settings or disable any overclocking in case you have very high fps problems, that could potentially cause bugs to the game. You have to restart Steam to get this update properly.
    4 points
  5. BETA v10.6 - "Shells & Ballistics rework" update - N.A.R. changelog: Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Some shells descriptions were updated. The English file needs to be updated. With this concludes the update about shells & ballistics. Summary of all changes in the past days: Lighter shells have better accuracy at low ranges due to higher muzzle velocity, trajectory flattening and reduced time to target, where heavy shells have better range and are more accurate at long ranges due to better ballistic coefficient, that is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Note: In NAR , the long range accuracy effect starts at 5.5 km and gets the maximum effect at 40 km. This offers new tactical options for the Admiral to consider when designing the ships. Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Penetration values difference from shell weight modifiers increased to 28%. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is around 41% difference, but there is also a generation gap in gun technology. Heavier shells are more likely to penetrate surfaces rather than bouncing off, due to their greater mass and momentum. Splash modifiers applied to all shells. The heavier the shell, the worse will be the impact on accuracy. The moment radar and long range finders technology are unlocked and used, this penalty becomes irrelevant. Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. New shell added, SAPC. SAPBC penetration improved. SAP and all HE shells damage was improved to better represent the difference in weight from the bursting charges- HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle of ricochet for all shells reworked, taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations: APBC & SAPBC The addition of a ballistic cap that allows the cap underneath to have a less aerodynamic shape often with sharp edges, which allows it to grip into armour even at high impact angles. APC shells have a unique hard cap design that favors penetration at low angles, but is very poor at steep angles. SAPC Use a soft cap to spread the radial shock outward from the impact along the radius of the now flattened soft cap, keeping the shock from travelling into the body of the shell itself. Soft caps, however, do not function at high impact angles. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    4 points
  6. BETA v10.2 - "Shells & Ballistics rework" update - N.A.R. changelog: Improvements to shell ballistics: Changed the ricochet chance and ricochet angles modifiers logic from the shell weights options. The initial idea was confusing for the players, so I made it simpler. Now, heavier shells have a clear an advantage in this regard. Light shells have improved safety modifiers to balance them. Shell weight descriptions updated. If there are errors in my grammar, please report. Note: The English file needs to be updated. Negative splash modifiers applied to all shells. Didn't make any sense, IMO, for standard shell to have a neutral behavior related to this and light shells a positive. All have an impact in the battlefield, buf ofc, the smaller it is the better. The moment radar, and better long range finders becomes available and used, this penalty becomes irrelevant. And with this I conclude the "Shells & ballistics rework" update. I hope you guys like the changes. In a few days, Manor Lords is going to be release, and I will sure spend some time with that. Don't forget to block steam updates!!! VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    4 points
  7. Still would really, really like "attack move" option for routing which forces a direct route to the destination regardless of enemy fleet presence/influence areas and engages anything that gets in the way.
    4 points
  8. Your sarcasm is no longer tolerated my friend. I cannot reply to a person speaking like you. Please do not write anything here in our forum unless you change your tone. You get a forum banning. I suggest you switch to another game to make your life easier.
    4 points
  9. I'm back in game after a long time, and I do see improvements, but there's an issue that makes no sense, and if I'm correct it's been adressed already in the past. The situation is as follows: The year is 1892. Playing with Spain, I get tasked with invading Costa Rica, with at least around 13k tonnage needed to succeed. I then bring my entire Cuban fleet; 1 BB, 2 CA and 4 CL, concentrating a tonnage of around 22k. My surprise was when I checked how the invasion was going, and it said "33% chance to succeed", and ultimately failed. Like... what? I almost duplicate the needed tonnage to effectively conquest a country, and somehow I manage to fail? This makes no sense to me, honestly. I believe a way to improve the system could be "If you have at least the required tonnage, your chances are 50%. The more it goes up, the higher your chances will be". I know invasions are somewhat hard during early-game, but if you duplicate the tonnage I see no justification to my Navy's failure. That's all! There are some other minor issues such as flags still being messed up, but it's an enjoyable game overall. I hope this is of some use!
    3 points
  10. Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.0.x (You can simple-overwrite it for game version of 1.5.0.9 opt4, but if the game is other version, you'll need to spend extra 5 minutes following this tutorial: HIP download link: https://drive.google.com/file/d/1hvSL238c5a_BLIkucFR591D8YZqezwRl/view?usp=drive_link Most of the mod's description will be located within the in-game main menu News section. This mod consists of resources.assets and English.lng 1. Go to Ultimate Admiral Dreadnoughts_Data (Folder) 2. Paste resources.assets into there, it'll overwrite the original resources.assets 3. Go to StreamingAssets (Folder), then Languages (Folder) 4. Paste English.lng into there, it'll overwrite the original English.lng (Is required for Events and new descriptions) If the game is 1.5.0.9+, follow the walkthrough in mod's readme.txt or the video. This here mod was initially intended to be a collection of better balanced parts for helping out BrotherMunro to implement within DIP v1.5 onward, but there was just so much stuff in the game that required rebalancing that this had to end up being it's own thing, however it is still mostly compatible with DIP Ship Pack! BrotherMunro is author of Dreadnought Improvement Project. I'll keep the description in forums as short as possible minding what was already written inside in-game News section you can read upon downloading: Part Balancer: 502 Hulls were tweaked: -Either by elongating more according to vanilla displacement; -or maximum allowed gun caliber according to their size where bigger and thicker hulls = bigger guns, which strongly helps out Hybrids, Semi-Armored Cruisers, and such; -many useless Experimentals were given something special, and then about 50 other early game hulls were all given some special stats; -or by changing one or multiple of their stat properties, specifically those with a lot of additional unusable superstructure; -or by crew amount change -or by an entire rework -or a combination of any few of these. Yes, I'll repeat, it means some CAs can have 12" or 13" and one largest of the CA type can wield 14", CLs also 8" and 9" and one largest of the CL type can get 10", and game's two Flotilla Leaders might fit an 8", many other DDs up to 7" and 6". All BBs and BCs were tweaked to, where of ships that already had caliber limit imposed by devs, USA modern battlecruiser from 15" to 17", USSR stalingrad battlecruiser from 15" to 16". ~100 Funnels&Towers&Barbettes tweaked: -Entities with a lot of additional unusable superstructure tend to get additional Damage Control (modern French Main Towers have variants with no funnel slots, they'll now help compensate for french BB's general lack of Damage Control); -also mutliple hulls have a lot more funnels accessible (for British escort&command cruisers, which fit well into that big Dido tower, for G3, more USA Funnels for big USA hulls accessible now, more USSR Funnels for big USSR hulls accessible now); -pretty much all longitudinally twin funnels (or just take up a lot of longitudinal space), as well as torpedo boat funnels (which also affected Novik hull funnels), were buffed; -some biggest ships have more humongous secondary towers available (with high damage control) accessible, that were in the gamefile, but disabled; -some towers just got stat tweaks without superstructure taking up space being the reason, like thin tall main towers (resembling G3) now having more proper long-range accuracy compared to other accessible towers; -some funnels just got stat (weight) tweaks compared to other accessible funnels to whichever hull. -Crew number tweaks for pretty much all guns and torpedo launchers of any barrel/tube count. More accurate high-caliber mk1 and mk2 guns; more stable stat maximums; higher maximum armour value dependancy on hull particulars instead of ship type; More info will be listed in-game (News section) Part Resizer: -USA 13" and above guns no longer can be Brooklyn, only Iowa; -USA mk1 (also accessible to China) Maine Turrets no longer get uncontrollably obese with each consequent gun caliber (a vanilla error); -Due to technology unlock tweaks, where bigger guns unlock earlier, changed all mk1 14" turrets models to be the same as mk1 13", however only USA (and China) has triple-gun mark1 turret model in-game, a very rare sight of which will be possible to see only in 1911; -French quads models can no longer be different from non-quads of the same caliber (a vanilla error for 16"+ guns); -Now accurate and up-to-scale Queen Elizabeth BB possible that unlocks in 1912, gave it 3 fitting compact main tower versions; -Shrunk something into simple fast modern Torpedo Boat hulls; (didn't get to change much else) Damage type equalizer: Normalized damage float-up values to firstly, not be so inflated and unreadable, and secondly, better represent the actual damage of the gun shown in your ship stats. Crew will not give up so easily, ships will not flood so comically quick, ramming becomes viable at finishing off critically structurally damaged ships, significantly improved resistance to Extensive Fire (very dependant on Damage Control now), early years guns tend to fire faster, 1.1" guns now fire especially quickly and are finally useful for short range accuracy, torpedo launchers now take 80% of the time for that crew army assigned to them to pull out torpedo batch out of storage, and 20% to shove one-by-one into each torpedo tube (huge RoF buff for multi-launchers) humongous guns tend to fire slower and at shorter ranges, More on this in News section. Costs & Technology & Components tweaks: -Unlocking "End Tech" before last actual "Component" that happened due to overlap must no longer be possible. -Basically everything costs differently now. With more and more previously free technologies inserted into each of components, whether it's a hull, an armour, a tower or a gun, will now make them cost more with each new non-arbitrary tech. Originally, ships are fairly cheap, especially with weak hulls and reduced initial turret cost making ships further cheaper. -Engine cost jumps are now less, Advanced Steam engine now only obsoletes when first Diesel engine unlocks. It's description now clearly says that it's a wise choice for slow ships. -Increased cost jumps of Survivability section and Weapons section components, -Increased amount of technology unlocks for hulls after 1927 where super battleships will only unlock much later, (also tiny reshuffle of early battleships so that ones don't overshadow others, probably only in Chinese and one in Russian). -Increased amount of research effort required for big hull viability jumps (1905 and 1927 especially), and slightly affects cruiser research too. Secondaries are also generally slower to reasearch with each consequent caliber so that they're more reasonable in campaign. preserved DIP v1.5's no-armour-weight-change per quality components & no-hydrophone&sonar for anything above CL policies. Also preserved DIP v1.5's weight balance for hulls (it helps out AIs and unfortunate hulls a lot), lack of Submarines, lack of Mines, lack of Smokescreens, and generally reduced ship mobility, however they now also accelerate much slower at low RPM too. Also some DIP balance bias can be noticed so expect familiar feeling if you played DIP already, despite there being only like 2% of .assets text size changes that remained identical. -Extremely rare events are now less rare; -Unrest and Naval Prestige better usable in gameplay thanks to tweaked event outcomes, may be more difficult to deal with; -More rare events and not-so-rare events about interacting with Minor nations; -Population is more aware of warmongering; -AI admirals are now more warmongering especially noticeable at high difficulties; -AI ships in battle could be more aggressive and reckless and approach at 20% closer optimal range, not sure why but it seemingly learned to sometimes, just sometimes, ram your own ships. -Ships can no longer be unrealistically overpopulated by Crew, the Crew amount you see when picking Hull at max length will stand for Spacious Quarters now; -This then causes Crew reserves be a lot more valueable, training a bit more time-consuming (but degradation is less), Task Forces became smaller but I've added more levels. The required fleet tonnage for coastal operations should be significantly reduced, too. -Barrel length now fully supports variation between -30% and +25%. -Introduced more new components for higher variation in earlier game and making these high-speed cruiser hulls actually feasible, as these were oil-fired. -Everything that has to do with Oil, Electric Wires and Electric Batteries now creates more issues with Fire Extinguishing, especially Turbo-Electric engines. -Fixed critical stat loopholes, exploits, some vanilla and DIP balance design logic errors, and little typos. -Removed Hard difficulty. -Added difficulty harder than Legendary. Nightmare Difficulty mod More details in News section. Check it out for yourself! I am (unfortunately) obsessed with balancing games. Which resource assets changed: accuracies, components, compTypes, crewTrainingLevels, events, guns, params, partModels, parts, provinces, shipTypes, stats, techGroups, technologies, torpedoTubes. Don't forget about English.lng! Entire Events system is based all around it's special flags, and obviously it's required for new Components, Techs and Events descriptions. Any other mod is free to use the parts rebalance, mind that technologies, shipTypes, params, (crewTrainingLevels, guns, torpedoTubes), are all conjugated about ship/part behaviour rebalance (and gun/torpedo behaviour rebalance)!
    3 points
  11. One thing I would love to have is an option to check gun firing arcs in degrees or some fixed interval tick marks, rather than just visualy guestimate them. The current way results in all the time some awkward view adjustements while I try to figure out if my turrets have decent and/or equal arcs of fire.
    3 points
  12. BETA v10.5 - "Shells & Ballistics rework" update - N.A.R. changelog: Fixed a file version error mentioned by @Azerostar Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. Going to take a break from modding for the next days. Have fun!! 😉 VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    3 points
  13. BETA v10.4 - "Shells & Ballistics rework" update - N.A.R. changelog: Scrapping threshold x2. The AI will now need to have at least a minimum 200k fleet before considering scrapping anything. Penetration values difference from shell weight modifiers increased. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is a 41% difference, but there is also a generation gap in gun technology. So I increased a little, and the maximum difference is now at 28%. As an example, in vanilla, super heavy shells have 12.5% penetration modifier. I am using 16% for the super heavy shells. A small increase, nothing crazy. The negative modifiers about detonation and flash chance were increased by 5% for both the heavy shells and super heavy shells to balance them. Going to take a break from modding for the next days. Have fun!! 😉 VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    3 points
  14. It has been asked, and if we decided to make it, it can have a risk of bugs. Next patch can provide less risky features and many new 3D models for guns and hulls. Not sure what you mean FAQ channel, you mean to have more questions answered in the FAQ thread?
    3 points
  15. BETA v10 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx3 Link: https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf?usp=drive_link Note: The english file needs to be updated. ----- Major update ----- Ballistics reworked. Light, standard and heavy shells have unique properties at different ranges. New shell added, SAPC SAP and all HE shells damage was improved. SAPBC penetration improved. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle for all shells, reworked taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations. Shell weight modifiers from all components reworked to fix the unrealistic values. No more 15" shells with 1.5 tons as an example. Realistic accuracy formula reworked to improve the closer it is to the target. AI personalities updated. Added vanilla TECH AI instructions. Torpedo launchers costs rebalanced. Credits to @NoX for the idea. ----- Ballistics rework ----- All shells have unique properties at different ranges. This offers new tactical options for the Admiral to consider when designing the ships and what will be their role. Note: In NAR, the long range mechanic starts to have effect at 5500 meters and will get the maximum effect at 40000 meters. This adds a new dynamic to the game, where according to the ranges is expected the ship to fight, the Admiral can take into consideration using one type of shell or another. ----- Min angle and max angle ----- Now every shell shape or AP cap design, if present, will take into consideration the angles of ricochet. APC shells have a unique cap design that favors penetration at low angles, but is very poor at steep angles. With the invention of the ballistic cap, new cap designs are now possible to increase the biting angle. The players should notice a better performance from the APCBC variants and SAPBC because of this. The values used in NAR as reference for the shell modifiers, are: Min angle 30º Max angle 40º Ricochet chance 55% Min angle is where the ricochet starts to have an effect and the Max angle where it gets the full effect. There is also a 70% ricochet chance for hitting the main turret. Note: Only the max angle value is different from vanilla game. I changed to help the player in reading the gun stats. Typical APCBC shell. Note the changes to the armor-piercing cap to better improve the chance of penetration at steep angles. ----- Realistic accuracy ----- American 16"/50 mk7 performance on trials. Around 9km. Around 27km. Changes to the accuracy formula to improve the closer you are to the target give me what is now IMO a very realistic feel. Because of this, the mod two options are now: Realistic accuracy and the Arcade accuracy (3x times the chance of hit) VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game.
    3 points
  16. Campaign Map - Task Force Overlay. I have a question for the community and dev's, which has bugged me for some time. In the campaign map, I notice that all to often, when one is about to launch an invasion, sometimes the Task Forces seem to have the habit of sitting ontop of each other. As much as I try to provide adequate space between the two different task forces, the game has a habit of making a slight move location to 'super-impose' two seperate task forces and despite careful movement of the mouse, and stacked them ontop of each other. So for example, take task force A, consisting of ten ships, is super imposed onto Task Force B, consisting of ten ships. However, when one mouses over to the location of the two Task Forces, one does not see 20 ships, but just 10 ships, presumably highlighting the task force on top of the stack. The only way I have found to do move seperate the Task Forces, is to highlight the map where the two task forces have congealed, click the move function, move what is one of the two task forces to another very seperate and distinct location and next turn move the second task force to a distinctly differing part of the sea. This is not helped by the fact that prior to launching an invasion, one never seams to know the location of the exact sphere of the invasion area for a territory. This is annoying from two aspects. 1) You initialy think that you've lost one of the task forces, but it is infact UNDERNEATH THE OTHER. 2) One wastes a turn repositioning the two task forces It is only a small point but an irritant at that. Any thoughts of recoding the game in this aspect that might assist task force placement?
    2 points
  17. I haven't had enough time to confirm for certain the need for the campaign changes you made, but they do generally line up with what I've been seeing. I'll be going hard on NAR tonight, then it's off to Manor Lords for me as well. I've had that game wishlisted since the first day it hit Steam.
    2 points
  18. Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
    2 points
  19. BETA v10.8 - "Shells & Ballistics rework" update - N.A.R. changelog: Updated to UAD 1.5.0.9 Optx4 Updated the single German single barrel 5" mk4 & mk5 for all ships to be open turret version. A little size tweak and barrel length to be the same as the x2 and x3 versions.
    2 points
  20. Nice. Good to see more modders on the scene
    2 points
  21. I like it, I like playing with the proportions to max possible hull speed, etc. Also have gotten closer to fletcher hull by minimizing beam and then increasing displacement. And yeah, Germany hit my lone destroyer with four 44kt BC's, and it sank one and messed the others up pretty good, and got away with enough hit-points to call it a win. side armor was 0.4inch, 5" guns had no problem penetrating, so that's about right
    2 points
  22. Strictly speaking, you're the only option for declaring war... opposing countries can make rediculous demands that you can refuse by declaring war on them, but they can't do the same against you. But to initiate hostilities, you need to push your target's "tension" as close as you can to minus 100 by whatever means available to you. The only direct option available is under the politics tab... Increase Tension... seldom does much, and all it takes is a sneeze and you're right back where you started if they weren't proactively hostile against you previously. Short of that, there's calculated responses to some of the random stuff that pops up occasionally... not knowing who a certain admiral is, blaming a country for espionage, pouring scorn on another nation's navy etc. Be patient though... it takes frikkin years of poking the bear to drive tension down to where they're gonna throw that rediculous demand at you that allows you to respond by declaring war against them... Aint no Chamberlin's Note in this war... Be careful what you wish for though... Just when you think you've engineered your own private global war, suddenly the whole frikkin planet's forming orderly queue's to come take a piece of your ass, and that causes things to go pear shaped in a hellova hurry thesedays.
    2 points
  23. As for now the AI prefer to shoot one target to death than stop firing and shoot a new high threat target, so everything which reduce accuracy will hurt AI more than the player.
    2 points
  24. I think I understood what you are saying. To use the old single barrel 5" for late versions, right? It is a good suggestion. 👍 From a gameplay point of view, maybe it could be possible by editing the tech tree to add a new branch, similar to what MDHansen did here: But I also would need to add negative penetration modifiers and would be a little of a pain to balance out without creating situations where players could find exploits and abused the mechanic. If it is possible? Maybe. If it is worth it? Probably not.
    2 points
  25. love the shell overhaul. Not only does it make things more realistic, it better balances the game as there is no clear best type, and every shell type has a niche its the strongest at. I never agreed with moders and game devs that say you can have realism or balance, that's a skill issue, this definitely has both. light shell accuracy is very strong under 10k, due to being practically direct fire but very unlikely to hit past 20k. standard is a good upgrade to a light shell build as tech advances and ranges increase and you don't want to have a gun fight in torp range. Both are good on a ship with subpar stability that have to fight close in. Heavy seems better balanced for pre-radar assisted long range gunnery, and super heavy is great for when your ship is advanced enough to have gun fights at 20k-40k. Before I always defaulted to light shell for better range and accuracy with less volatility, all thing you otherwise would need to spend a lot of tonnage to compensate for, now that's mostly turned on its head! Good call on arcade down to just 2x multiplier, did some 1950 testing and it came down to a mater of rate of fire, constant long range hits were guarantied. Had my ~1920 campaign battleships running light shells that had a literal 100% main gun accuracy at 6k vs another capital ship, was about to drop back down to realistic to see how it was. all really great changes 👍
    2 points
  26. BETA v10.3 - "Shells & Ballistics rework" update - N.A.R. changelog: Improvements to shells range modifier to fixing a possible issue, mentioned by @Azerostar 😉 Arcade version is now x2 the hit rate.
    2 points
  27. BETA v10.2 has a serious bug, the types of HE or AP shells will effect the other sides' fire ranges. You are using 'range()' to modify the fire ranges of HE and AP shells at projectile_shell_20 to projectile_shell_31(technologies.txt), compared with the vanilla file, I'm sure this parts need to use ap_range() or he_range() instead of range().
    2 points
  28. You can get the same result, by changing the bursting charge, propellant or the shell weight, that are being unlocked with time. From a gameplay point of view, it is much better IMO, to have a system where all projectiles can be relevant and interesting to use, instead of using only the most recent unlocked, because it is better. This gives the player choices to think about, and makes the ship designing process more interesting. I use the same methodology for propellants, bursting charges and armor, in NAR. As an example. In vanilla game, the recent armor component unlocked will always be better. In NAR, if you look at the latest 4 armor components available, you will notice that all of them have a unique advantage in some area.
    2 points
  29. I think a good way to address issue of impossible fast ships would be to limit maximum amout of shaft horse power (SHP) a ship can produce or transfer to water. Ways to implement this, from simpliest to most complicated could be: 1. set hard cap for max SHP that depends on technology levels 2. Set hard cap for max SHP per shaft that depends on tech level. This would require new mechanics and propably rework of some of the hulls to have more realistic number of shafts. IRL, with modern technology, max SHP per shaft is some 70 000 in most applications. (bonus: give the player an option to choose the number of shafts) 3. Set a minimum volume for machinery space to produce SHP required. This would make it so that you can't just fill the ship with turrets and magazines, and still make them lightning fast, as there would be no room for machinery. If any ar all of these would be implemented, massively high speed would become more difficolt to accieve. Main way to get there would be reducing beam and/or displacement to reduce SHP required.
    2 points
  30. I am in the last ten years of an Italian campaign. I have encountered German BCs that run 44.5 knots and Austrian BCs that hit 42 knots. Most destroyers are running 38 knots from all nations, even the old ones. One of the reasons why I liked playing Italy was that their ships tended to have a slight edge in speed due to better hull forms and higher hull speeds. So, I think speed calculations are off when the AI ships are built. I haven't filed a bug report since I am unsure if this qualifies, but it feels strange. In games lasting more than twenty or thirty years, moving beyond the bordering territories with your armies feels impossible, even with huge disparities in logistics. I have occupied Austria, but even though I am blockading. Austria-Hungry and having the only ships in the Adriatic Sea moving beyond Austria is impossible because I can only get about 20 thousand troops. In contrast, the bordering provinces all have 100k+ troops. My army logistics is 100%, and theirs hovers around 19%. Since Austria-Hungary doesn't have ports outside Croatia, I can't invade even if they are along the coast. Trieste, in Modern-day Italy, near the border of Slovenia, was one of the biggest ports and a constant source of conflict between Italy and Austria-Hungary. At the start of the timeline in our game, it belonged to Austria-Hungary and remained part of the empire until its dissolution, when it moved to Italian possession. It has always seemed odd to me that Trieste wasn't represented in-game as a port belonging to Austria-Hungary. Since it's such a small territory, it could be like Hong Kong or Gibraltar, explaining why Slovenia doesn't have a port. I think it's the only coastal territory that doesn't.
    2 points
  31. Not exactly. There are still range differences, but those are being applied by the muzzle velocity mechanic. The higher the muzzle velocity, the better range you will get. If you want a different range, then the propellant choice will be your primary source. The reason I removed the range modifiers, is because the way the game is designed, it will affect the gun's accuracy. More range equals to more accurate guns, and by applying the range modifiers (negative or positive) it makes it impossible for me, at the moment, to create two different shell dynamics. The better accurate at low ranges and the best for long ranges. I say it is impossible now, but maybe I can still find a way. I thought in adding a positive range modifier to shells using a ballistic cap, for obvious reasons, or light shells and a negative for heavy shells, but then it becomes a nightmare trying to create distinctive shell behaviors for different ranges as mentioned previous, without creating, without intention, one type of shell that it is better in most situations. A balancing issue. I will still be going to try to add a small range modifier to light, heavy and super heavy shells. If I find a solution, I will implement in a future update. One possible solution, is to halve the accuracy modifiers from the shell weight and add the range modifier to compensate. The problem is to find the right numbers that, when being applied to the AP or HE shell choice, the player can see a clear difference when looking at options available at the extremes. Improved APCBC vs SAP as an example. The problem is that ideas like this most of the time becomes a little nightmare, with many hours spending testing values and open the game to see how it is working. The choices are more for gameplay reasons and to give the player choices. They are not unrealistic in any way, but it is impossible for me to say exactly how each shell could work in a specific situation. For light shells: Less Momentum Transfer: Lighter shells have less mass, which means they carry less momentum. When a projectile with less momentum hits a surface, it's more likely to bounce off rather than penetrate or deform the surface. Higher Velocity Relative to Impact Surface: Lighter shells, especially those fired at high velocities, can retain more of their initial speed upon impact with a surface. This higher velocity relative to the surface can increase the likelihood of a ricochet. Less Energy Absorption: Lighter shells may not absorb as much energy upon impact with a surface compared to heavier shells. This can result in a more energetic rebound, contributing to ricochet. For heavy shells at steep angles: Greater Momentum: Heavier shells possess more mass, resulting in higher momentum. When a heavier shell impacts a surface at a steep angle, it transfers more momentum to the surface. This increased momentum can lead to the shell bouncing off the surface rather than penetrating it. Greater Penetration Resistance: Lighter shells are often more prone to deformation upon impact due to their lower mass. Heavier shells, on the other hand, may maintain their structural integrity better when striking a surface at a steep angle. This resistance to deformation can contribute to a greater likelihood of bouncing. Increased Energy Dissipation: Heavier shells may not absorb as much energy upon impact as lighter shells do. Instead, they can retain more of their kinetic energy, which can result in a more energetic rebound off the surface. Material Composition: Heavier shells are typically made of denser materials, such as lead, which are less likely to deform upon impact. This property can enhance their ability to bounce off surfaces, especially at steep angles. The game does not explain this very well to the player, and without looking at the game files, I think it is impossible to know. And this is only my interpretation of the mechanic. There is the min angle and the max angle. The min angle is where the ricochet chance effect starts to being applied. The max angle is where the ricochet chance effect will be applied at maximum. The ricochet chance is 55%. There is also another 70% ricochet chance by a shell hitting a main turret. By tweaking these modifiers for each AP shell, I can take into consideration the shell design or cap design to work in different way at different angles. To make it simple to remember, all AP shells with an AP cap and a ballistic cap have improved chance of getting a penetration at steep angles. The APC have improved penetration chance at low angles, but terrible at steep angles. The AP, SAP and SAPC have a wide angle where it can suffer a ricochet, however the semi piercing shells have a reduced chance of ricochet already, as a middle ground from AP to HE shells.
    2 points
  32. So I've played a couple of campaigns over the last couple of weeks - USA 1910 and UK 1900. First issue I came up with in the US Campaign was the high speeds the German Ships were able to reach, something that it just feels like the AI shouldn't prioritise as much as building an effective ship. When I got my hands on a couple of their ships as war reparations, they weren't very well balanced, had low funnel efficiency (wonder why), coal burning, and steam engines (not turbines). I think the AI should maybe cap their speeds at the recommended maximum speed for the hull. I was in an extended war with France (in my UK campaign), and despite their being blockaded, and my having greater tonnage in all the places they had fleets, I was still losing 10-15 transports a turn (my fleets were on protect mode). The real-world solution that would have happened with that number of commercial shipping losses would be the implementation of the convoy system, with dedicated escorts (corvettes/destroyers) and in the cases of larger ones, the addition of capital ships that didn't have the speed to keep up with the main fleet task forces (think the Revenge-Class Battleships in the second world war). I would have assumed keeping a number of task forces spread around the shipping lanes on protect mode, while the main battlefleets took on the role of invasion/fleet interdiction would maintain the transport fleet, but this only reduced the losses partially and I was still regularly losing multiple transports a turn. Additionally, In my opinion, the "peace treaty" option should always be highlighted when you are at war with a nation, I had an issue with this war with France that despite there being no meetings of ships or naval invasions, and France being blockaded and firing admiral after admiral, I was not able to suggest to the government to sue for peace. When it finally was unlocked, it took me another 6 months to finally get the peace treaty we needed. Also, unrest needs to be clearer how it escalates. I went from 0 unrest to 66 in the space of a year, despite 0 failed naval invasions, no major ship losses (a handful of DDs and a couple of obsolete CLs). It would be good if there were obvious options we can take (not relying on the random events) to reduce our level of unrest. I'm also finding that when starting a campaign there is no difference between whether I select "random" or "historical" for the AI opponent, as I always start with a more historical looking diplomatic tab (e.g. Strongly negative relations between Germany/England pre-1910, etc...) Maybe a better solution would be "historical" or "neutral" and you start with nil relations between all nations and you can advise your government on who you see as a big rival and who you would like to ally with. Because after 800-odd hours of campaigning, it does feel like if you're playing as the Royal Navy, you're going to inevitably have a big war with Germany first off the bat, and it would definitely be more interesting if, for example, our first "big war" was against, say the USA or China/Japan, instead of it always being a European War. My next point will need to be made without pictures as my current maximum upload is 112.48kB and my files are all larger than that. I'm finding the RN CL Hull [Light Cruiser VI] and CA Hull [Heavy Cruiser I] have some issues with the towers available to them and the positioning of the deck step-down. The 2 immediate solutions to me would be to cut a level off of the double barbette fore and aft towers to make them a single barbette, or make the option available to move the step-down from the fo'c'sle to the weather deck along the ship (this would be great for all hulls, especially if you want to do a battlecruiser with 3 turrets, at the moment to get a good balance, that aft turret looks like it is in a weird position). Those ships also have border placement issues with torpedo tubes where they can sometimes be on the edge of the deck, but then move it slightly forward and it needs to be placed away from the edge of the deck (nothing else around them, just the torpedo tube). Another, purely aesthetic thing, that would be cool is if you allow us to extend decks between superstructures, barbettes, and funnels. basically, once you have everything in place, you can extend the sides of the ship and the deck to fill the gaps around barbettes and other accoutrements you place on a ship to fill in the gaps and provide a much better aesthetic. Finally, it would be great if we can: a) Place torpedo tubes on barbettes, and b) Be able to free place barbettes using the control button like you can do with other things, especially as there are some hulls where the spots for the barbettes are too close to the edge and don't allow any to be placed (I believe the large light cruiser is one of those), and it would be a definite quality of life improvement. Edit: Could you please also extend the Modern Tower III for the UK battlecruisers so they could have a Tall Funnel VI and Tall Funnel VIII on the same superstructure - this would allow us to make a more realistic Hood
    2 points
  33. Uploaded hotfix including the following: - Fine tuned initial funds for own fleet so that they are not too low in early time periods. This change will affect only new campaigns. Please restart Steam to get this update
    1 point
  34. Introduction Naval Arms Race, or simple "N.A.R.", is a mod overhaul for U.A.D. that reworks several game mechanics with focus in historical accuracy. Adds new ships and rework many others. Other gameplay improvements are also made where it is possible to provide a more enjoyable experience with more interesting choices for the player. Special thanks to “Nick Thomadis” from the U.A.D. team, for all the help and the precious information shared, and to all the players that shared feedback. It helped me a lot, some with interesting suggestions, others by reporting bug fixing issues. Summary of the most important changes. I - Guns Complete rework of all guns in game penetration values with data from real guns used as a reference from a ballistics software. Note: In N.A.R. 1-inch of penetration equals to 1-inch wrought iron armor. All guns models in game manually edited (around 3500 guns!!). Reworked the guns for all nations to be a smooth transition, between gun models and Mk variants using historical guns as a reference. Many guns had their size tweaked and changed place to improve the nations historical design language. More than 135 historical guns reload times researched and used as a reference for the different eras and guns marks. Barrel length mechanic reworked from the ground. Now increasing barrel size will no longer lower the deck pen, but will also not be OP as in stock game. Lowering the gun barrel is in fact a viable option to reduce the “immune zone” from the enemy ships. This is based on my historical guns research comparing different barrels using the same shell. Gun's accuracy formula changed. In general, the bigger the gun, the more accurate will be, specially at long ranges. Around 1x – 1.5x to what was possible in real life based on some battle and trial reports. There is also an arcade version (x2 the hit probability) for the players that enjoy that kind of experience. Fantasy quad guns removed from the game. Only Britain, France and USA will have access to big caliber quad guns. Note: Italy had some quad guns studies, but I don’t have an exclusive gun model for them ingame. II – Components All armor values and descriptions reworked with new options added to better represent the different types of armor used in the time period, their properties, and to give the player more interesting options. Note: In UAD, the armor scaling effect doesn't exist so it is not possible to make, as an example, the American Class "A" armor the best in the world for cruisers but only average for battleships. Some modifiers were added to better represent this in game. Guns propellants and bursting charges reworked with new, historical options, that will give the player more options to choose. All weight modifiers removed from the armor components. Where it is possible to have some minor differences between different types of armor, in reality the differences are so small that aren't worth it to mention in the game. With this change, the player will find it impossible to add absurd levels of armor to ships as in the stock game, forcing to use more historical accurate levels of armor in the ships, however because of the guns penetration rework, these values should be more than enough if you stay inside the “immune zone”. Sonar torpedo spotting modifiers removed since it is unrealistic for a sonar to detect torpedoes in the water with the ship at flank speed coming from the stern. Sonar is now only applied to CL and DD classes. Added scout plane mechanic. This will add recon value, bonus to the long accuracy and add aerial depth charges to use against subs. Radar long range accuracy values rebalanced because of this to reflect the real value of these systems in the battlefield. Credits goes to “M3rky1” for finding the solution. III – Shells & Ballistics Lighter shells have better accuracy at low ranges due to higher muzzle velocity, trajectory flattening and reduced time to target, where heavy shells have better range and are more accurate at long ranges due to better ballistic coefficient, that is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Note: In NAR , the long range accuracy effect starts at 5.5 km and gets the maximum effect at 40 km. This offers new tactical options for the Admiral to consider when designing the ships. Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Penetration values difference from shell weight modifiers increased to 28%. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is around 41% difference, but there is also a generation gap in gun technology. Heavier shells are more likely to penetrate surfaces rather than bouncing off, due to their greater mass and momentum. Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. New shell added, SAPC. SAPBC penetration improved. SAP and all HE shells damage was improved to better represent the difference in weight from the bursting charges. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle of ricochet for all shells reworked, taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations: APBC & SAPBC The addition of a ballistic cap that allows the cap underneath to have a less aerodynamic shape often with sharp edges, which allows it to grip into armour even at high impact angles. APC shells have a unique hard cap design that favors penetration at low angles, but is very poor at steep angles. SAPC Use a soft cap to spread the radial shock outward from the impact along the radius of the now flattened soft cap, keeping the shock from travelling into the body of the shell itself. Soft caps, however, do not function at high impact angles. IV – Ship design Ships stability reworked, being a lot easier to get stable ships. As an indirect effect the AI also benefits a lot from this, so expect to fight more capable ships. Many modifiers rebalanced to better simulate real ship weights: fuel; belt armor; deck armor; barbettes; conning tower; crew numbers; crew quarters; torpedo protection; side turret armor; turret top armor; secondaries armor; casemate guns weight. Added 4" and 5" casemates for the protected cruisers. Credits goes to "clavernever" for finding the solution. Note: Not all hulls support this. (Torpedo cruiser hull as an example) Increased the gun caliber cap for all semi armored cruiser to 9" Depth charges removed from CA class. Main triple guns barrels removed from the destroyers since they were never used. Added mines, radio, rangefinder, sonar, depthcharge, radar, shaft, rudder, steering and antiflooding techs to TBs. Flooding mechanics reworked so the difference between bulkheads used is now smaller. Hull effects reworked: The wider the beam, the shorter the ship turning radius. The greater the ship draft, the bigger is the surface area that needs to push the water, increasing the ship turning radius. The deeper a vessel lies in the water, the more sluggish will be her response to the helm. The deeper a vessel lies in the water, the more gentle will be the rolling in bad weather, mitigating the issues with the guns accuracy. Changes in beam and draught will have lower impact in accuracy to balance the AI ship designs and to prevent the wide ships designs meta. Night vision stat enabled. This is only experiemental, and it is for running test to see if it is working or not. The player will find this new stat in the towers. V – Battle Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. Torpedo evade range at 1500m (13500m in stock game). To improve fleets movement and the AI behavior in battle. Torpedos takes longer to reload to prevent spamming. Spotting values and accuracy modifiers affected by weather and light conditions reworked. Smoke option disabled. The most important reason is the fact the AI doesn’t know when to use it, so it is unfair against the AI and ruins the experience. The fact that it is a bubble and that it haves an arcade timer also does not help. HE fire chance nerfed, however using picric acid and variants is still a viable option. Ships sections on fire needed to make it sunk buffed from 70% to 80%. Credits goes to "brothermunro" for the tip. Flash fire, ammo detonation and torpedo ammo detonation damage x2. VI – AI AI ship design logic reworked to use more main guns for most ships, bigger secondaries but fewer to lower the chance of seeing a gun firing arc blocked by other gun. The chance of seeing torpedo launchers in big ships was lowered. Battle AI logic reworked to have complete freedom of movements. Can chase, rush the player for torpedo runs, create battle lines, maintain the distance, will try to retreat from battle if the odds are not favorable. Badly damaged AI divisions will try to disengage from battle. Divisions roles ranges edited to help the AI to create a coherent battle group and still have some freedom of movements. Lowered the optimal distance used by the AI to promote more fighting at medium and close ranges. The AI ammo logic improved to know better when to use HE or AP. This affect both the player and the AI, unless the player gives strict orders to use one specific ammo. VII – Campaign Economy reworked to prevent or at least minimized the snowballing effect in later years and to make decisions about spending more important. The impact in the GDP for a country at war is now less impactful which should help the AI nations to stay at war. Shipyard building program is now more important in the long run. The player can still skip many years without upgrading, but if he wants to build big ships in the future it should consider upgrading sooner. The GDP and army modifiers differences from the type of government are smaller now. Scrapping threshold increased to 200k from the previous 50k to help the AI to maintain a decent fleet size. Crew training values were rebalanced. The differences are now more reasonable. TBs class will not become obsolete. Improved AI building program for all nations. Added the Japanese 8-8 fleet construction plan. Lowered the initial starting fleets distances in battle. It should be now quicker to initiate combat, or quicker to catch the AI if it is running away from battle. 7000 tons CA cruisers and 3750 tons CL cruisers available to be built from the start. (1890) Lowered weight penalty for non prioritized researches and improved the research speed for old techs to give the player more freedom and enjoyable experience with the tech tree. Ship movement at sea x2.5 in comparison to stock game. Withdraw and delay factor according to average speed of ships increased to 100%. Denial zones smaller in size to allow more fredom of movement in chokepoints. Only powerful task forces should be able to block straits. The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Changes to submarines: Minelaying subs removed from the game. Overpower and impossible to balance them ingame since the player can always refuse to lead them to battle. Subs range limited to more realistic values. Now subclass and base of operations will be more important. Sub descriptions updated and added range info. (*base value) Increased the sub stealth, stealth power and the escort's ASW power. Vastly decreased the subs hull strength. Dangerous if undetected, vulnerable if spotted. Changes to mines: Minefield size nerfed around the ports and it takes longer to reach the maximum size. Vastly increased the mine sweeper capability. Decrease the chance to have an event about ships being damaged by mines. Increased the mine damage. It is possible to see ships being sunk by mines in rare occasions. VIII – Hulls & parts New modern torpedo boats for all nations. (unlocked in 1920) All modern destroyers hulls package were reworked to offer a unique design language for most nations. Many new hulls added to offer the possibility to build historical ships or design proposals: "Northampton" and "Portland" classes cruiser. American heavy cruiser II hull. Replaced the Russian BB I hull for one that resembles more to what the Russians were building around 1890. "Navarin"; "Tri Sviatitelia" and "Sissoi Veliky" classes. Added Russian pre-dreadnought "Poltava". Battleship II hull. Replaced the Spanish battleship I hull for another that resembles more the "Pelayo". "Recon Cruiser" from plan Z added to the Germans. German light cruiser IV changed to better represent the Magdeburg; Karlsruhe; Graudenz; Pillau and Wiesbaden classes. German light cruiser VI added to represent the Emdem, Königsberg and the Leipzig classes. French armored cruiser V, the "Edgar Quinet" class. Barbettes added to the french experimental dreadnought hull so it is possible to design the "Coubet" and the "Bretagne" batteships. Japanese experimental large cruiser hull reworked to resemble more the "B-65" design project. British dreadnought II hull reworked to resemble more the "Colossus" and the "Neptune" classes. British dreadnought III hull changed to look more with the "Orion" and "KGV" (1911) classes. British dreadnought IV package reworked to resemble more the "Iron Duke" and "Queen Elizabeth" classes. British dreadnought V package, reworked to resemble more the "Revenge" class. Many funnels, towers and other parts created, stats edited and used to create the new ships or improved already in game hull to get a better design language, historical accurate if possible. Impossible for me to list all the thousands changes I made without the reader to fall asleep. ----- Installation: ----- 1) Set the game language to be in english. 2)Backup if you wish but move or delete this files from this location: C:\users\(user)\Appdata\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts custom_battle_data.bin mission_data.bin save_x.bin The reason behind this, is the many changes to the game files will make all your designs impossible to work with the mod. 3) Go to this link, download the english file and the resource.assets from the version you want. The mod offers two ways for the players to choose how they want to play the game. "Realistic accuracy" or "Arcade accuracy" (x2 the hit probability).* *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the realistic accuracy version. You guys are not going to like it. Beta 10.9 "Shells & Ballistics rework" update for UAD 1.5.0.9 Optx4 https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf Note: Use a software to unpack the download and extract the content from inside the folder. 4) Move the resource.assets file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data and click yes to replace the file. 5) Move the English.lng file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages and click yes to replace the file. The player will know if the mod is working and what version it is by reading the news. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. ----- Sources ----- A Brief History of Naval Armour - by Drachinifel https://www.youtube.com/watch?v=BoEFjl0buiM Table of Mettallurgical properties of Naval Armour and construction materials - by Nathan Okun. http://www.navweaps.com/index_nathan/metalprpsept2009.php Introduction to the development of Warship Armour. https://www.naval-history.net/WW0Book-USN-Armour1937.htm Naval Weapons of the World. http://www.navweaps.com/Weapons/index_weapons.php Range-finding and Fire Control - by Drachinifel https://www.youtube.com/watch?v=cbXyAzGtIX8&t=2208s Evolution of Battleship Gunnery in the U.S. Navy, 1920-1945 - by William J.Jurens http://www.navweaps.com/index_inro/INRO_BB-Gunnery.php Report on naval gunnery at the Battle of Santiago de Cuba https://theodorerooseveltcenter.org/Research/Digital-Library/Record/ImageViewer?libID=o283734&imageNo=1 USA 16"/50 Mark7 naval gunnery report on trials http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php#Accuracy_During_World_War_II Hull Form Design - by Drachinifel https://www.youtube.com/watch?v=fkRJxgYgTVA Bismarck weights list https://www.kbismarck.com/bsweights.html Guns reload research https://drive.google.com/file/d/1LjZPDcRo6GsqRVEMfHsM5426_d3jYm5C/view Recon Cruiser https://www.german-navy.de/kriegsmarine/ships/destroyer/spahkreuzer/index.html ----- New Horizons III reshade ----- https://drive.google.com/drive/folders/13_-C2R1V8l2_kuzFN0n-zpqt69zZ4qHb?usp=drive_link Features: RTX Global illumination, 3 color scheme for the player to choose. All featuring a RTX version and a non RTX for a minimal fps loss (1 fps). A total 6 options. Many tweaks to contrast, exposure, sharpness and colors. Installation: Download "New Horizons III" folder. Unpack, and place the content inside the folder in this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove the mod, just delete the files. Shortcut keys in game: "Home" -open/close reshade panel "End" -enable/disable the effects. To change the color scheme: Press "Home" to open the panel Usethe "arrows" to change the preset you want to use. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game. ---------------------- This mod is a work of passion and dedication, that took me thousands of hours and many months to be completed. If interested in using parts of the mod in your work, please ask permission and give me the credits. Sorry for my poor English, it is not my native language. Happy hunting, the Baron.
    1 point
  35. holy shit! right clicking on the stacked fleets cycle them! how long has this been a thing!?
    1 point
  36. Right-click on the two stacked task forces. That's allowed me to deal with ships/groups that I have stacked on top of one another.
    1 point
  37. The whole point of DN ships was that the main guns were the same. The AI keeps on churning out ships with multiple high caliber arrangements. I'm sure this has been raised before, but it seems as if the AI is locked into pre-DN thinking with post DN innovation. Can the AI be tweaked to make more use of this or to increase the penalty of using multiple high caliber guns on accuracy.
    1 point
  38. Since some updates ago, i believe the initial Shells and Ballistics rework, choosing diffrent types of HE or AP shells in the ship desiger impacs the accuracy of of both he and ap. For example changing HE shells from standards to nose fuse improves the AP shell accuracy. Is this correct and/or intentional?
    1 point
  39. The BCs are limited to 37 knots. It is impossible for you to see a BC at 45 knots if using NAR since the beginning of the campaign.
    1 point
  40. 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)
    1 point
  41. Good one! I am also dissapearing in to Manor Lords tomorrow. Have fun and get some much needed rest 👍
    1 point
  42. Hmm, got it, the term might be somewhat confusing (but I guess that's me). Thanks for the info! I'm also taking the opportunity to make a short suggestion for Spain (since it had its own, decent maritime industry). I've been doing research in the Battle of Santiago de Cuba (1898) and I found a picture of the Spanish Armored Cruiser 'Vizcaya' showing its 11 inch turrets. My question is, in order to bring something unique to a country that's possibly not played often, is there a possibility we could see these in a future? (I also personally like the look of the turret!).
    1 point
  43. Hello I am making this thread to spread my knowledge and findings regards the UI ingame. I will keep updating this as I find more information and ways to play with the UI AS ALWAYS, MAKE BACKUP OF THE FILES YOU ARE EDITING 1. Get UABEA and understand how it works. 2. Open the resources.assets file located in "steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data" 3. Press F8 (scene hierarchy) 4. Instructions for individual areas follows below FYI; You can find the asset in the resource file by right clicking the component in the right hand column and choose "Visit Asset". It will then jump to the correct object in Assets Info. Edit the object(s) and you can then extract them out, so you can add them back in after a game update. Skips the process of doing it all over again every patch. -------------------------------------------- First off is the annoying damage floatups. This has been a thorn in my side, along with the bad resolution/scaling ingame. @brothermunro has somehow disabled some of the floatups ingame, through means only known to the Man himself (no, not Munro, he doesn't know how he did it). 1. Scroll all the way down and find "FloatUpCont" 2. In the right hand column look for "Canvas Base", right click it and choose "Edit Asset" 3. Find "1 UInt8 m_Enabled = 1", and change it to = 0 4. Hit ok and ok to the message popping up. 5. Close the Scene Hierarchy window and save the file -------------------------------------------- Remove individual sounds (aka remove the annoying effects in the shipbuilder, ui click sounds, end turn, etc etc) 1. Find music_world_peace. About 1/7 down the page 2. Everything below(with no expanding triangle) is sounds/effects (music_world_peace -> con_generate_ship) 3. Right click+Edit Asset "MonoBehaviour Base (soundpack)" in the right column, counts for all 4. Find "0 float volumeMin = " "0 float volumeMax = " and change to = 0 (or something to your choosing between 0 and 1) -------------------------------------------- Box and Font Size campaign map popup messages (typcal "confirm" and "information" messages) 1. Find MessageBox (all the way down) TBC
    1 point
  44. Most subs missions are against transports. Subs attacking TFs in transit are rare events. Your DDs being on ports are doing nothing against them. Subs don't attack ports. If your DDs are on sea control status maybe they can participate in events against subs. I am not sure. And don't expect miracles about the auto resolve. It is probably better for me to remove that feature from the mod and use the vanilla values instead. I am not going to waste more hours generating battles just to see if I can make it work reasonably most of the time just for a player to report me that it happen this or that in that occasion. Not worth it.
    1 point
  45. It's possible to do the same thing with the 5" single barrel for German BB, BC and CA? It's been difficult to recreate the secondary armament of the Scharnhorst, Deutschland class and even the main armament of the Emden (1925).
    1 point
  46. haven't had a look at the font yet, but it is definately on my sheet of to-dos
    1 point
  47. Yeah I pressed some button combo and it now doesn’t show blocked or ricochets, and doesn’t show ‘penetration’ or ‘partial pen’ in words below the damage number. No idea how I did it 😅 do you know how to change the game’s font?
    1 point
  48. No offense but please learn some punctuation.
    1 point
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