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  1. Admirals, The anticipated patch has been finalized and is ready for you to play! Explore the many new hulls, the Ship Design improvements and lots of interesting mechanics. The AI is also significantly improved and is more threatening as an opponent and more reliable as an ally. You can read below about all the new features of Ultimate Admiral: Dreadnoughts. Read everything about it here: https://www.dreadnoughts.ultimateadmiral.com/post/alpha-12-good-to-go Your feedback will be much appreciated and you can place it in this thread! Thank you in advance. The
    16 points
  2. Hello all, We would like to inform you that we prepare a hotfix that is largely based on your reports: v86 Hotfix AI targeting improved further (It could not always switch to targets of higher priority). AI aggressiveness balance (AI should adapt more rapidly to situations). Targeting sensitivity adjusted better. This should fix issues of guns that could not acquire a target for a large period of time. Fixed metric system indications which could not become rounded. Fire damage slightly increased (it could still be rather low in very big ships). Flo
    11 points
  3. Please keep this thread relevant to the topic. Some of the latest irrelevant posts were deleted and Elrerune The Honorbound has been warned. It is very understandable to discuss about historical matters that concern you but please not in this thread.
    10 points
  4. This isn't /his/ or /pol/. This is a forum where we discuss and give feedback on an in-development video game title, discussing gameplay and shooting ideas to make a fun and balanced experience worth buying. If you want to talk about how great German tech was and make it about politics then I'd suggest going to one of those places and keep it off of here.
    7 points
  5. you have an anime SS girl as your profile pic, claim that the only reason people have a bad view of WW2 Germany is because of American and British propaganda, and have a serious/delusional overestimation towards the quality of German equipment. as they say, if it walks like a duck and honks like a duck, its probably a duck.
    7 points
  6. Hello again all, The hotfix update has just been deployed. The update improves several aspects of the game according to your feedback. Here is what it includes: v86 Hotfix AI targeting improved further (It could not always switch to targets of higher priority). AI aggressiveness balance (AI should adapt more rapidly to situations). Targeting sensitivity adjusted better. This should fix issues of guns that could not acquire a target for a large period of time. Fixed metric system indications which could not become rounded. Fire damage slightly increased (it cou
    7 points
  7. Cut part assemble system was not user friendly, even for them, so it was axed… Also answered here at 12:31... It’s not false advertisement since the game is still a WIP, that inherently means some things are not going to work and will be axed. Probably as soon as the game gets the go ahead for steam release the marketing will kick in and all ads will be updated. It’s stupid to update ads after every single change. Finally GameLabs have a few games released, if you checked all the forums you would see very active Dev’s.
    7 points
  8. Deutschland-class hulls can't fit 152 mm as secondary armament as they should. Also in 1929 you can't fit Diesel main engines as one should be able to.
    7 points
  9. Some Designer Tool wishes (or feedback after alittle activity). Hide components toolbar (bottom bar). Once finish your design, sometimes it would helpful to stop accidentally deleting something or mucking up the design. If we could hide this toolbar then it would be like locking the design. Repairs base unit total. There's nothing to compare different techs against, like a total figure of some sort. We simply enter battle with hope and just wait and see if something is going to work/repair. Funnel required capacity total. After boilers/engines added. All we do is trial & er
    7 points
  10. The guys go crazy. Not surprising, nothing worth discussing happens in the game last months. YET, not everyone is as apathetic to the future of the UA:D as I am. P.S. It was funny to read last pages. On the one hand, as I have been interested in the navy for the last five years, I felt very wise and knowledgeable 😄 On the other hand, people remain people, no matter what language they speak. Yes, I've seen similar swearing with similar arguments in Russian😉
    6 points
  11. I agree with your conclusion, but I think along the way you were confusing yourself because the game confuses accuracy with precision. Long range gunfire can be accurate and yet have very little chance to actually hit its target due to being imprecise - the gun mounts simply having too much spread at the range the target is at, due to lack of caliber lengths, too much clearance on the horizontal and vertical aiming machinery, quality of ammunition and propellant, you name it. Meanwhile gun mounts can be precise without being accurate - which is to say the guns are precise when the rangef
    6 points
  12. German Hull Shapes and Superstructures, suggestions to fill the gap! Karlsruhe class cruiser (1911) Operators: Imperial German Navy. Type: CL. Game entrée: 1910. Displacement: Normal: 4,900 t (4,800 long tons) Full load: 6,191 t (6,093 long tons). In-game 4000-7000 tons. Reference: Karlsruhe-class cruiser - Wikipedia Magdeburg class cruiser (1912) Operators: Imperial German Navy, French Navy, Regia Marina (Italy). Type: CL Game entrée: 1912. Displacement:
    6 points
  13. Yes, we will do this.
    6 points
  14. We have been waiting for a year and a half to save the design ...
    6 points
  15. Well hopefully its today lads.
    6 points
  16. I have a feeling its gonna be Friday, but I'd like to proven wrong and have it be tomorrow
    6 points
  17. Techs Each tech consists of the following: Name Type Year. The speed of researching a tech will be faster if behind this or slower if ahead. There is a random factor, but I don't expect this to make a huge difference in decision-making most of the time. Difficulty. The "cost" of the tech. Effect. Each tech either unlocks a component or gives some passive effect(s). Tech types Techs are organized into types: Engines: 8 techs at 60 difficulty each. Unlocks engine components. Boilers: 16 techs at 32 difficulty each. Unlocks fuel and boiler
    5 points
  18. The sheer existence of the Lost Cause myth should lay the "history is written by the victors" idea to rest. Since you do seem to be a fan of WWII Germany, you should know that much of the US military's historical manuscripts on the Soviet-German war were written by Fritz Halder. This is the former general who wrote the evil Commissar Order... unsurprisingly, he is the source of many discredited "Clean Wehrmacht" myths. In regard to German warships, Koop and Schmolke are excellent sources, and they served in the German WWII navy. They specifically point out the atrocious reliability o
    5 points
  19. @Nick Thomadis Im writting this after the several delays of core-patch, and that "Peak at the campaign" post, I decided to post this to get some info before I request something. When I asked how the campaign is going 1 month and 2/3 weeks ago, you said you'd show some stuff about it as soon as possible, okay. But then came another delay. To be honest, I'm not in for the campaign, I'm ALL IN for the design save feature. Its that feature that would add vast replayability bonuses to any content released as players would be much more enticed to tweak their ships and try out new st
    5 points
  20. Unless they add in lighter air elements, like ww1 fighters, interceptors, scouts, bombers, attackers and airships, maybe with a few interwar stuff as well. Otherwise yeah the smoll caliber stuff is kinda trivial unless you give them unique purposes (so maybe being far more useful against transports and maybe not having to waste bigger and more precious ammo on small or civilian ships, could even have them for targeting life-boats, cutters and tugs too.
    5 points
  21. More or less, when we offer a new model, there are always some compromises in order to keep the flexibility of the ship designer. Making the hull's bow too large to make a gentler curve would make the hull less customizable and overly long as the displacement expands. So part of the reason is how the ship designer system works, yes. We already have model of turrets which look closer to the originals but are of lower Mark but you have to build the Yamato around the 1930s. In which year you start building it? I guess from 1940? Not too easy as this model might not f
    5 points
  22. My perfect Yamato with favorite setup in details.
    5 points
  23. The new Japanese hull, intended to allow us to "more faithfully recreate the Yamato-class, due to its angled deck", cannot mount the upper six twin 127mm needed to do exactly that.
    5 points
  24. I think what should happen is if you switch to imperial measurements it should reflect that everywhere else same for inches. Also the same for metrics, so that it is more consistent. Also i like the suggestions above, could use all of those really and also a kongo hull suggestion from spanish avenger. I also feel incredibly sick, thanks to this tooth abcess. Hopefully it will clear up soon as i got work in like 35 mins from this post lol.
    5 points
  25. Well, new hulls are indeed nice but I think that you guys already know that it is indeed now what we are awaiting... Anyway if I recall you said that the displacement is now adjusted by a single ton for ,,more precision''. Have you guys tried to make the number of ship's displacement precise with the slider? Probably not because if you would you would know that trying to do that is just pain. The value should be writable...
    5 points
  26. ...or they could release it before, some of us could and would play it already, and then you would still be able to play over the weekend xD
    5 points
  27. Hi, its been a while since we heard anything on it (at least as far I know), on the status of the campaign. So... how is it going? Rough idea when it should be released? Can you maybe show off a couple of turns? Like 2-3 peace time turn and then 1-2 war time turn? Or show the campaign map? Or the UI? Anything?
    4 points
  28. Nice point, I think this would be a great visual improvement Whole compartment system is a little contrived. There's no side compartments, wing spaces, double bottom spaces, etc. Some ships did have boilers and engines in three central rooms, but there were lots of other arrangements!
    4 points
  29. The water intake mechanics need to be improved a bit, actually, it's good, but sometimes it can be illogical.For example, some more details can be added.For example, it would be nice if we could observe the water-taking sections vertically as well as horizontally.For example, the ship eats torpedoes from the nose, takes water, the nose part does not sink, the ship lies on its side however, if it was done as I said and for example, 2 sections of water in the direction of the port in the nose part and it would be more realistic if the nose of the ship was at a certain angle to the port direction
    4 points
  30. Alsace. All the best specs of course. 77500 t, 220000 hp, 432 mm guns, belt 350 mm. (No need for AA guns because this game is too lazy to get aircraft and aircraft carriers.)
    4 points
  31. NOW THAT WOULD BE BEYOND AWESOME 🙂
    4 points
  32. Emotions (of the player) and normal command dictates that admirals choose what ships to send into battle. Definitely for attack and even for defence by stationing ship into regions. RTW2 you are given a selection of ships by the battle generator, you can’t choose from that region list, it’s fixed! that sucks big time. Sure randomness might appeal to some but not me, I prefer to have total control, total command. At this stage (pre campaign) I’m thinking my fleets will be made up of a mix of designs, specialized ships or purposed built ships, of the same class, e.g. destroyers
    4 points
  33. Heldibrand - 1927 Design. Other spec's... Dreadnought IV hull. Tall Advanced Tower V. Rear Tower VII.
    4 points
  34. What are stats? Stats apply modifiers to your ship. They range from 0-200; additional stats beyond either end have no additional effect. Modifiers from stats (mostly) stack multiplicatively with each other and with other modifiers ("tech", including components), i.e. final value = base * product(100% + stat modifier) * (100% + sum of tech modifiers). Modifiers from stats have a linear relationship with the stat. To make things more confusing, modifiers can be applied to the stats themselves. Some stats simply apply 1:1 to the obvious value, so I won't list those here. Targe
    4 points
  35. Yashima. Currently without 508 mm guns but maybe in the future there will be a 508 mm version of this gun model.
    4 points
  36. Not sure I understand the problem. Those casemate guns are perfectly placed near to each other for Semi-Armored Cruisers. The same implies for the Chinese Light Cruisers etc. where you report the same problem. Regarding the new Chinese Pre-Dreadnought: If I try to do what you show in the game A) Try to Squeeze two funnels on small space (left) or place a funnel over the limits (right), the game correctly does not allow you to do so. Not sure what is the problem here too. This is a known minor issue that it can happen some times in ship designer view. The "decor" casema
    4 points
  37. The discussion of aim lock etc simply reinforces something I've written many times, namely the decision to base accuracy predominantly on the calibre and mark of the gun firing as opposed to the fire control system directing it is a fundamental flaw. As with all fundamental flaws, it has cascading effects. Which gets back to the question I have asked many, many times. Why is it the basic design does not simply do its best to replicate KNOWN FACTS from the period then fine tune, rather than make often seemingly arbitrary decisions then modify to try to ameliorate the loudest voic
    4 points
  38. List of issues found, by mighty menhet on a discord i am on. Italy have not heavy cruiser 1894 - 1895 Astro-Hungary have no light cruiser in 1890 and not heavy cruiser in 1894 - 1895 Germany have no heavy cruiser 1909 - 1911 The double casemate slots on Semi-armoured Cruiser 1 and 2 allows for only one gun to be placed otherwise they overlap. Also on Semi-armoured Cruiser 1 (pictured here) the double casemate mounts in the middle is only 1 high and doesn't allow any casemate guns to be placed. There's missing casemate slot on the forward part of the
    4 points
  39. Yamato. Almost historical recreation. (It makes me wish the modelling team makes real Yamato main turrets... but these also look beautiful and similar.)
    4 points
  40. For what it is worth, a quad turret can successfully bracket a target by itself. The idea is that the next salvo is aimed by checking the farthest and nearest shell splashes from the last salvo. The splashes should surround the target. If the most distant shot in the salvo is on the near side of the target, then the salvo was short and the next one needs to fire at a longer distance. If the closest shot is on the far side of the target, then the salvo was long and the next one needs to fire at a shorter distance. When the extremes are on either side of the target, then probably the shoote
    4 points
  41. Bad placement bug via underwater tube placement still problematic... Changing to 1 ton increment still problematic, now even harder to adjust tonnage exactly. Direct editing tonnage is the best option. Using the "shift" key to slow to exactly 1 ton increment is still an option e.g. when the control is in focus and the shift key is down, lag the scrollbar so it can't jump more than 1 increment at a time or slow the mouse cursor by 90% etc, either will do. Couldn't get the tonnage to 14000. Austro-Hungarian 1912 'Armored Cruiser V' hull. 1 or 5 increments itself is not t
    4 points
  42. Time to make some badass pre-dreadnoughts!
    4 points
  43. Dear Admirals, We have news about the final and definite changelog regarding the upcoming Alpha-12 update which we announced here. From the moment we announced the patch we added even more new ships, new missions, more fixes and a new special feature for torpedoes, which now have different models and size according to technology and torpedo dimensions. We will not be able to add the ship weight offset improvements, as this feature needs more work. The patch will be offered next week. You can read its updated content below: *==============================* *ALPHA-12* *============
    4 points
  44. seems like tommorrow friday now. been 3 weeks since announcement.
    4 points
  45. I'm a true Italia fascist. Also im an imperialist of the true eastern asianic empire. Gloria Humana Gloria Deus Civilis
    3 points
  46. Well unless the guns are different calibers or number of barrels, they will be in the same group. So that doesn't work for most setups, but that's a separate issue. This I know is on the list to look into, so no worries. Back to the original issue, why would a ship lose target lock from 1 turret being unable to fire due to interference? We aren't talking about it taking longer to gain a lock with 1 (which is reasonable). The ship had lock, maneuvered in a way to mask one of the turrets, but now you have lost target lock. Just doesn't make sense since that has nothing to do with what the
    3 points
  47. Can't change armor millimeters settings to whole numbers, e.g. we're limited to 99.1 to 101.6 to 104.1 not 100mm , 102.5mm, 105mm, etc. editing doesn't work either... Increments are not exactly 2.5mm, they're all over the place. e.g. First increment 2.5-0=2.5 2nd increment 5.1-2.5=2.6 3rd increment 7.6-5.1=2.6 4th increment 10.2-7.6=2.5 ... Is this intentional, new bug or actually a reintroduced bug?
    3 points
  48. Minor text fix will be added in the upcoming patch. We currently narrow down a critical bug and we will release after we fix it.
    3 points
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