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  1. Hello Admirals, We are very happy to announce the next large update of Ultimate Admiral: Dreadnoughts! We provide a wide range of new ships for the French fleet of the pre-dreadnought era, a significant AI enhance for the battle and campaign, a new Naval Academy mission, and a large collection of new features, improvements, fixes, things you requested many times, and we tried to offer as many as possible for this update. Please read in detail what you can find in the new patch: https://www.dreadnoughts.ultimateadmiral.com/post/patch-1-01-released This was the first major update
    19 points
  2. Hello all, While we are developing the next major patch, we have prepared a new small update that is now available to test in the beta branch. Here is what it includes: *IMPROVEMENTS* - Improved the Battle AI in all aspects. It should be more aggressive when stronger, keep a more effective firing distance and maneuver more dynamically. The AI auto-targeting is also improved. - AI auto-design further improvement to build more balanced and effective ships. - Ship evasion slight improvement. Ships should more effectively try to keep distance from each other. Some remaining issues
    16 points
  3. Hello Admirals and happy new year! This topic will help to prioritize feedback and get it all in one place Please post your suggestions on improving the game in this thread. Rules: - 1x suggestion per post (or a clear numbered list of suggestions) - Repeats of other player suggestions are allowed We will collect suggestions and feedback and tell you which we will add to the development list for next stages at the end of the month. The suggestions for December where in this thread: List of developed additions based on the previous feedback post: - Design the sh
    11 points
  4. What I never understood was why barbettes weren't just linked directly to the turrets. You choose your caliber and then you choose if you want the superfiring w/ barbette or just the turret (or the extra tall barbette for the small guns capable of it). Rather, we have a lot of excess barbettes in an awkward situation that honestly doesn't do much. You have the optimum barbettes, and anything bigger is wasted weight. Honestly, that change might also stop the AI from creating a lot of these clown cars as well. But it's probably too late now as a lot of the ship designer code is probably set
    11 points
  5. Just wanted to share another confirmed major feature planned for the next update: - More Shell Options (Choose AP/HE Ratio for Main/Sec Guns, Choose Ammo for Main/Sec Guns during Battle, Different AP/HE Shells such as SAP, Common HE, Super HE etc.
    10 points
  6. The beta has been updated with the following: - Flash Fire and Detonations now properly reduce the exploding ammo. Moreover, the chance of receiving a Flash Fire or Detonation is directly dependent on current ammo storage, so if ammo is zero, the chance becomes zero. - Increased the cost of Bulkheads to proper levels according to its significance in battle. and - Battle AI & Targeting algorithms improvements. - AI auto-design improvements. - Fixed bug of colliders not synced with ship movement when sinking. - Various other small hotfixes.
    10 points
  7. Known issue, already fixed for the upcoming update of the beta.
    9 points
  8. Here is an update of what has been developed and what comes next based on your suggestions. List of developed additions based on the previous feedback post: - Design the ships of the AI opponent in Custom Battles - Make friendly ships to auto-evade torpedoes - Make friendly fire check for ships - Ability to name all ships in the campaign - Accuracy improvement close range / early tech Confirmed new features for the next patches: - Ship refit in campaign - Task forces/Campaign movement (it was already planned but it was also widely requested) - More sea roles (related
    9 points
  9. I agree that spotting, gunnery, ballistics and particularly ship systems need very serious work. There's been a lot of progress, and I think development has trended in an overwhelmingly positive direction, especially since the Devs are far more engaged with the community. Still, now that the bare bones of the campaign are there, these unglamorous underlying systems could probably use a dedicated update or two IMO. I know it's a lot of work, so maybe that's a project to work on over the quarter or year, but I think it would go a long way.
    9 points
  10. I am please with the campaign so far. 3 MUST for me so far: 1 Manage you fleet before a battle: we should be able to do our own formation. Also, having a type of Task force, choosing witch ship will sortie together, so we can have a group of ship we know will fight and not a single BB again 6 tb! 2 Tech tree should be more precise, We should have to chose more precisely what we develop, example, focus on 2 inch and not developing the 3 inch etc or the 11 inch instead of the 10 or 12 (A national Caliber!). Also, It should evolve faster, to have a technologies race, and having to
    9 points
  11. Hello Admirals, The beta build has been updated and is considered a release candidate. Thank you for your reports. Things that were actual issues and were possible to fix where addressed. I am sorry that I was not able to respond to everyone. You can read the full, final changelog of the upcoming patch and you can play it now! 27/12/2021 Update *==v1.0 Update==* *NEW HULLS* New *"French “Ironclad Battleship I”* available from 1890 to 1906 with a displacement between 8,050 and 10,600 tons. New *"French “Ironclad Battleship II”* available from 1890 to 1906 with a
    9 points
  12. Beta build is going to be updated tomorrow, with new ships. Next week, if all is ok, we will release the final patch for everyone.
    9 points
  13. Hello Admirals, We are offering an intermediate patch which improves gameplay and fixes various issues, before our planned major update which will include a larger map, more nations, more ships and many other new features. Let's have a look at what this small but very important update has to offer: https://www.dreadnoughts.ultimateadmiral.com/post/small-patch-v1-03
    8 points
  14. I have some things i need to get off my chest. What are we thinking about salvo control? For me, this is quite the dealbreaker, because thanks to irregularity of salvos, you can't really utilize a big broadside the way youd could or want to. COULD, being the operative work here, because gunnery comes of alot worse than it should. Many of you may have noticed this already, but salvos, as they are, have not quite figured out yet what they want to be exactly. The game makes an attempt at firing the guns in salvos, yet refuses to fire more than two turrets in the same breath.
    8 points
  15. Late pre dreadnought battleships should be able to mount 7" and maybe even 8" casemate guns as secondaries. Geman Braunschweig and Deutchsland battleships, and austro-hungarian Erzerhog Karl battleships mounted 170mm (6,7") and 190mm (7,5") guns, to set an example. Yet, no pre dreadnought hull allows to fit guns bigger than 6" on the casemate mounts. However, Dreadnought hulls allow it, despite no dreadnought/super dreadnouhgt battleship ever mounting guns that big on the casemates. While I'm not opposed to dreadnoughts and super dreadnougts being able to fit 8" guns on the casemates, late pre
    8 points
  16. One really, really odd deviation from history that just became obvious to me today: The fact that we always focus our fire on one ship. Apart from crossing the T or similar situations, naval doctrine (especially prominent in WWI) had ships engage their opposite numbers down the line. This helped individualize shell splashes and applied equal damage to all in the opposing division. It's not until radar and shell dyes in WWII that you get multiple ships focusing on the same ship (apart from numerical superiority like the British BCs at Jutland, where specific orders were given to double a c
    8 points
  17. Not exactly feedback from this patch, but I feel that the "semi armoured cruiser" hulls should be revised. No matter how much I look at them, their options for weaponry placement are so poor that I fail to see why would anyone use that hull instead of the other ones. One possible solution for that hull could be allowing main caliber guns in the twin casemate mounts (the ones highlighted) That would not only make that hull competitive, but will also solve a problem I have detected: So far I haven't found any hull that allows casemate main guns, something that was not unheard of in Armoured
    8 points
  18. Hello all and Merry Xmas! Today it has been updated the beta with many new ships and various improvements. Unfortunately, there are some known critical bugs, that we did not manage to fix promptly. Please read below the updated changelog: 25/12/2021 Update *==v1.01 Beta==* *NEW HULLS* - New *French “Ironclad Battleship I”* available from 1890 to 1906 with a displacement between 8,050 and 10,600 tons. - New *French “Ironclad Battleship II”* available from 1890 to 1906 with a displacement between 8,250 and 10,900 tons. - New *French “Ironclad Battleship III”* available from 18
    8 points
  19. The Beta has received another update and it is considered a release candidate for the final patch.
    7 points
  20. The Beta has received another set of improvements/fixes. Mainly on the following: - Battle AI - Auto-Design - Evasion-Formation Mechanics (the most important problems should be addressed) Please check it out, tomorrow we release the patch.
    7 points
  21. How do you like my interpretation of Super Yamato? 4x20 inch guns, 10 long lances on each side, 6 triple barrel 8 inch guns, 6 triple barrel 5 inch mounts, 6 triple 4 inch mounts, 30 triple 3 inch mounts, 96,000t, 27.7 knots, 21 inches of belt and turret armor, 2583 crew, the best range finder and radar (can't remember what they're called)
    7 points
  22. AI ships are still turning almost in place while barely moving. AI CL makes near 180 degree turn in its own length, or maybe less: Here is another example. The red X is a fixed point in the sea: Just in case you were wondering about its condition at the time (not that a ship should be able to do that an any condition, of course): Also those turrets! 😆 Have to look at these damn CLs in every mission of this campaign. My eyes!
    7 points
  23. The flash fires that send guns flying through the air are way overdone. All gun positions seem to susceptible to towering flash fires that launch the guns / turrets hundreds of meters into the air. Even open 3-inch guns on merchants will suffer this if a fire reaches them. This does not really make sense as the turret-destroying, towering jet would be the result of a propellant fire in a confined, armored space seeking the path of least resistance (e.g. a turret above a magazine) but that doesn’t generate sufficient pressure quickly enough to cause an outright explosion (that would tear the
    7 points
  24. the events window should be scroll-able downwards to check for old event
    7 points
  25. IQ 100 is always the average intelligence; so it is not possible that half of the pop is below that. UA:D is not about sailing around and firing guns/torps, it's about constructing ships, manoevering and naval tactics. Your complaint is like "HoI4 is so bad, you cant control your tanks directly, you just can move armies around. such a bad game lol stupid 1!1!!!11". Maybe you should try out WoWs instead. There are indeed problems with UA:D, and there is a problem with torps. But not that you can't fire them yourself, but that own ship AI is just so horrible bad at aiming.
    7 points
  26. First, last month's post The more I find out about naval artillery, the more unsatisfied by the in game gun selection I am. Guns didn't come in uniform per inch/centimeter diameters, https://en.wikipedia.org/wiki/List_of_naval_guns_by_caliber and nearly as important is the caliber of the barrel (basically how many shell diameters long the barrel is). When you add a gun to a ship, sliders for armor thickness for that gun appear on the side UI box for 'armor', I propose having an 'armament' UI box appear for every gun type you use as well. But, also add new sliders to it that can adjus
    7 points
  27. I) Improve night-time aesthetics, for battles. Maybe large sun, moon phase icons or night shadow casing across the skybox. II) General bad weather aesthetics. Rain, dark clouds, sea spray of white caps (at close camera views). Howling wind sounds etc (at close ship viewing too). Lighting off in the distance, including sounds (at least at the start of battle, to give the player an 'heads up' of weather conditions). III) Port finance/cargo information. I'm assuming capturing ports or controlling sea areas will increase finance/cargo capacity in some way, for nations to expand economica
    7 points
  28. So I guess posting meme responses here isnt allowed.. Oh well.. I guess I'll just write them out.. Giving AI control over a division.. AI: Aight.. Ima head out now Giving AI control over a division.. AI: Now I see him.. turn left.. now I cant .. turn right... Now I see him.. turn left... now I cant.. turn right... ad infinitem.. Asking for an Auto Resolve when I clearly over power the enemy.. Auto Resolve: 50 VP is the best I can do.. take it or leave it A ship takes a partial pen during an engagement.. otherwise undamaged.. D
    7 points
  29. 1. Option to chose different types of ammo for the 2nddaries then the main guns. 2 Options to let the "not engage" side of a ship chose a different target, to make side guns more relevant. 3 the let the torpedo launcher track enemy ships even when in "off" firemode.
    7 points
  30. I'll just repost most of my suggestions from last month and a new one set in bold: 1: More early ships (1890-1910) as well as modules and options for that time period. Currently these ships offer the least amount of build possibility and creativity while also being a focus of the campaign as it starts then.2: Gunships or more torpedo boats introduced to allow small-scale battle to still be interesting and dynamic while also offering another threat against DD and CL than just torpedoes .3: Important research in campaign. Currently everything in campaign takes way too much time to research and
    7 points
  31. Ramming damage needs a rebalance. I just had one of my BBs ram into an enemy TB. The very tip of my BB rammed into the side of the TB to be more precise. In realiy that TB would have just been split down the middle, but in the game both ships took equal damange and the TB had a little bit of flooding and easily survived the crash.
    6 points
  32. The game has become in borderland of unplayable now, and is a lot worst condition I can remember during the about two years I've been playing this game. Formation don't work at all anymore. They ships cannot follow the lead ship when there is some maneuvering. Even a simple turn, the ships behind the lead ship turn too early, messing up the formation. After the turn is completed and the following ships are falling in line again, those ships often keep zigzagging for awhile before they finally managed to sail in a straight line. But they have usually fallen a great di
    6 points
  33. -variable main belt(or citadel) length. -belt and deck armor splitting into belt/deck over machinery/magazine; turret armor splitting into turret face, turret sides, turret back, and turret top; separate rudder compartment armor; editable bulkheads and barbette armor. -triples or quads really don't make much sense rn, 3 triples are heavier than 4 duals and a quad is as heavy as two duals without any of their advantages(high rate of fire and therefore more chances of hitting). If I remember correctly, some versions ago triple and quad setups were actually lighter than their
    6 points
  34. Nope, this was a bi-level gunhouse, not two separate, independent gunhouses. The 8-inch guns could only elevate independent from the 13-inch guns in the lower level. The whole idea was that the 8-inch guns could be brought into action during the long reloading cycle of the 13-inch guns and could fire several times without affecting the firing cycle of the bigger guns, but by the time the ships were actually built big gun reloading had improved drastically and firing the 8-inch guns would interfere with the firing cycle of the big guns, lowering their RoF (and vice versa). Completely failed
    6 points
  35. 3) Implement an indicator which underwater torpedo launcher has torpedo in it & which has not (or reloading). For example, my ships have 4 underwater torpedo tubes & a reduced amount of torpedoes (thus 4). Trying to memorize from which tube of which ship I fired a torpedo is difficult, especially when my ship fired a torpedo while I wasn't aware of it. Make something like 1Fx1 1Lx1 1Rx1 1Ax1 (in case of ship in example), so if portside tube is on reload or no longer has a torpedo it will show 1Lx0. Or however you can make those indicators but let a player know which tube has or ha
    6 points
  36. Main turrets clip trough towers, effectively having a 360º turn. That needs to be fixed asap. This is not properly a bug, but needs to be fixed: Priority research is very poorly designed. You can only use one of them. If you use all three, you only get negigible inprovements in the researchs you select, at the cost of making the rest of the researchs double (or more) their times. Even if you use only one, the penalties you get to the rest are much bigger than the benefit you get, thus making the whole system hardly worth.
    6 points
  37. Yes, unfortunately it is a bug, but we will fix that too.
    6 points
  38. Probably flogging a dead horse here, but there is going to be constant friction between the relatively realistic system of gun range and penetration (thus creating realistic immune zones) and the very unrealistic spotting (far more restricted than reality in many circumstances, too influenced by artificial tower tech setting a hard visual range bubble that has nothing to do with reality) and targeting ("borg" targeting where if any ship can see a target, all ships can engage the target without regard to their own visibility). This creates the impression that ship's are running away out of pos
    6 points
  39. and yet you cant win the game.... so seems like hes doing it better
    6 points
  40. One ship designer item that desperately needs a rework is the boiler draft selection and tech development. This makes no sense at all currently, as both induced and forced draft were already developed before 1890 (and balanced also, since it was simply a combo of the two), and forcing was more a choice in engine operation not design (using forced draft to achieve maximum power and thus maximum speed had limits). You couldn't have the top trial speeds listed for warships of this era without forcing, and in fact speeds for ships from the start of this era are often listed as both max speed wit
    6 points
  41. I have a small (perhaps premature) suggestion for the campaign gameplay that I would like to make. - Have your nation's shipbuilding capacity be limited by the number of shipbuilding yards available. Currently, we can build dozens of ships simultaneously if we have the funds. In reality, the number of available yards was a big factor in how many ships could be build and how fast a shipbuilding program could be realized. Great Britain had many companies and yards available so that they could even support foreign build programs. Germany and especially France had much fewer yards/compa
    5 points
  42. Hello, I've enjoyed the earlier campaigns however when going up to 1940's and playing British I'm going up against CA's and CL's with 20+ tubes each side. AI appears to love building these and making them oxygen or electric. Their preferred tactic is to also run away and dump torps in the process, making for a x5 speed battle dodging a steady stream of torpedoes and slowly slowing them down by hitting them with HE. Don't even get me started on a fleet battle I had where they dumped 3 CA's worth (about 60 torps) at me at once.... Then they turned and did the other side. So
    5 points
  43. To begin, thank you for adding the friendly fire check last update. That was a big deal and from what I have seen, works well. Also, knowing that refits will be in the next patch is wonderful news and I'm sure everyone will be excited to see them. That said, I will repeat what I stated last month, but in a condensed manner with one addition. Overall, while there a lots of things people consider to be "important" to add to this game, I would humbly submit that many are thinking too long term. Suggestions like - "We just need all the countries," or "We need the advanced economy that allows
    5 points
  44. 1. expand campaign with more countries, and add proper diplomacy so it isn't always war 2. get rid of semi-oil diesel engines and gas turbines since coal doesn't work in combustion engines 3. steam workshop based import/export ship designs 4. improve AI designer- most AI ships are pushovers when put against a player-built ship of similar displacement 5. officer corps in campaign- one would assign a captain to a given ship, and they would increase the effectiveness of said ship based on their area of expertise. the number of new captains one would receive each year and their
    5 points
  45. Hello all, here is a list of chosen features that were made so far based on your recent suggestions: - Design the ships of the AI opponent in Custom Battles - Make friendly ships to auto-evade torpedoes - Make friendly fire check for ships - Ability to name all ships in the campaign - Accuracy improvement close range / early tech Confirmed new features for the next patch: - Ship refit in campaign We will soon let you know for more important features that will be developed. The thread is open for new suggestions.
    5 points
  46. I'll only address the simulation part of the game. 1. Close range accuracy is still way too low. At 1 km it must be at least ~25% against slow broadside targets at normal sea state. And much more against capital ship size targets. Close to 100%. You just can not miss a target of that size on that distance. 100m target at 1000m is a freaking 1/10 proportion! (By the way: battleship height is 50+ meters and length is 200+ meters). To miss it from 1 km you should be blind or be a traitor. 2. Acceleration is weird. Ship deceleration is too slow. Cutting power to engines should decelerate
    5 points
  47. Yep, fighting by sinking the enemy's ships is completely impossible [rolls eyes] Also, you quite obviously have no understand of the meaning of EARLY ACCESS
    5 points
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