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Showing content with the highest reputation on 10/22/2020 in all areas

  1. Think some people are reading too much into the term "simulator" due to approaching it as a gaming term instead of a generic term. Yes gaming simulators seek to reproduce specific platforms/environments but that doesn't imply they are realistic either. So no this game isn't simulating command of a Yamato class battleship, but we are simulating the environment and physics that gave birth to it. And that is what everyone really wants. The chance to be the designer/chief of navy/admiral in that simulated world.
    4 points
  2. So lets start off with a current aspect of the game that I think the Devs are going to address but im not sure. This games armor system is a bit...limited, and quite easy to exploit. As it stands armor layouts in the game are not accurate in the least. Belt lines cover the entire ship and extended belts and extended decks are far too easy to make impenetrable. Makes battleships and Heavy cruisers rather insurmountable to ships with smaller guns, and super structures dont really seem to get hurt as easily as they maybe should. As we all know the actual armor layouts of warships is quite the com
    3 points
  3. I'd be absolutely up to contribute. I hope @Nick Thomadis and the rest of the dev team know we're so dedicated/such a pain in the arse (delete as appropriate) because we love this game, love the concept, secretly wish we were working on it too, and want it to be the absolute best it can be. But in the same spirit I'd like the opportunity to put on record what we do like compared to other similar games, and especially (for our older residents) the changes they've made that have really improved the game since early alpha. (In fact, since I've only been here a few months, I'd like to read that to
    2 points
  4. Two requests... 1) Building HMS Dreadnought using 'Dreadnought 1' hull and its commissioned armament of 12' guns, you can't rotate the side turrets to be inline with the hull without it causing indifference. Could we have the hull widen alittle (or whatever is needed) for this aesthetic... 2) SMS Helgoland and her sisters saw alot of action in WW1 and is a worthy candidate for UAD inclusion but no hulls to suit, could we have her hull and superstructures added into game too please... Helgoland has a single long flat and wide hull, should be an easy one for
    2 points
  5. I'll be happy with a more simulated approach, but even still i dont expect this to be 1:1 scale. The appeal of this game to me is how fleshed out are the ship designs and relation to its realism. I wasnt interested in the game when i thought it was going to be arcade create your battleship and pitch them into random battles type of game, but heard its going to be indepth naval strategy game with building mechanics i was sold.
    2 points
  6. Hi Admin, Love the idea of using a barometer to prevent bad surprises from a changing wind... This gold barometer is however a bit in advance of its time for the period covered in the game (XVIII-early XIXth century), as it looks more like a victorian pocket barometer of late XIXth century (like many that can be found in antique sales online). The use of barometers at sea was uncommon in the XVIIIth century and became widespread only in the mid-late XIXth century. The first marine barometers were quite different, as we can see on a barometer probably used by James Cook, in the Natio
    2 points
  7. Maybe for you but IMO I think the main “appeal” here is the 3D assembly. Every game has some form of upgrades in which players adds to their game object. UAD does it in 3D and that’s unique, players get to be modelers at their level. And also that’s why I think Custom Battles will be the best asset (once develop alittle more) because it will utilize Designer Tool to its fullest potential. Along these lines a simulator designer tool simply won’t reach its aptitude, as soon as you designate the game as a simulator is when limitations are applied (and everyone love those!!!), since with a si
    2 points
  8. You were right. I think that I finally found a reproduce today. It has nothing to do with the manual rudder control which I thought is the case. As you said it occurs when I get too close to the enemy ship (0,1 - 0,3 km). The problem miraculously disappears when I get further than 0,3 km from the enemy. P.S. The requested in-game report was send.
    1 point
  9. If they are doing USA and japan they should make more Hulls for them next patch if they are going to feature in the campaign first, same for britain and germany if they are the first two nations. Then they can go from there really.
    1 point
  10. Considering all the hulls of TBs-BBs-1890-1930+, all sizeable, all stats balanceable, all components attachable, times by all the campaign nations available... "waiting" seems incomprehensible! 😵
    1 point
  11. We will have to wait awhile before we get a lot of hulls really and an improved designer plus better and more realistic armour layout, since the dev team is focusing on the campaign atm. Unless they address these issues alongside the campaign (if they do great, if not they best do soon afterwards).
    1 point
  12. With respect to the possible differences in fusing it's far more complicated than the issue of time delay alone, given there also are matters of base or nose and caps and a host of other things. Regardless, the explosion of an HE shell on the surface is NOT a penetration, yet the game displays such hits AS penetrations while allowing the same armour to produce a ricochet of AP (which itself is almost entirely BS under those conditions except perhaps in a vanishingly small number of cases). Yet AP bounces almost always, and HE never does. If an HE shell were striking very thin armour
    1 point
  13. Designer definitly needs improvement.its the main atraction for many interested in the game. More freedom is great. We definitly need Taller primary gun barbettes and hull width slider. I am also experiencing a weird bug with enemy tags like BB,CA etc not showing up properly on long range combat at 25KM+. They only show up at the edge of my screen when i change my view. So the game only renders the tags when viewed from a certain angle which is strange.
    1 point
  14. Agreed, except the problem as it stands is we are NOT doing that, not even close. It's still not clear to me what the "it's not meant to be a sim" minded people think of the list of issues I've pointed out. Do none of them trouble them? To be clear, I am not meaning that as any sort of slight for those less interested in somewhat more realistic mechanics, I'm simply curious as to how far from any claim to realism the game needs to be before it will trouble them. As I've said many, many times, I don't expect "realism" because there's no such thing with today's technology. But I won't
    1 point
  15. Was just reading the multiplayer specs and cannot see anything about PVE (coop with a friend) style missions? Unless the below feature is coop; Company based conquest events and missions
    1 point
  16. That's a price that require/expect commitment. Could you give us any idea about what the price will be once the game is released and what we should expect from it? - subscription based? - how long it will be supported? - etc...
    1 point
  17. Yes, there are a couple small reasons. When a gun shoots, it creates vibrations and a shock wave at the muzzle, which will disturb the trajectory of other shells in the vicinity. The guns in a triple or quad tend to be closer together than in a twin or several singles. The blast of one gun may therefore interfere with the others to a higher degree, if they are all fired at the same time. The shells might also collide or "kiss" midair, per US reports. This would be less likely if the shells started farther away from each other. These issues could be reduced with delay coils, so that the gu
    1 point
  18. It's not a simulation because we can actively form a meta to the game. I.e. Designing ships to meet specific circumstances or exploit feature's for our benefit. Sims use real world designs that the player uses in a scenario. I dont know of any "Sims" that allow you to change aspects of the vehicle you are using to fit a certain criteria, sims usually make it so the player uses the vehicle within set parameters to the fullest not designing its own. Also this game literally can not be a sim and has never been advertised as a sim just realistic combat which many games offer their take on. T
    1 point
  19. So is this just turning into a "I want XYZ from WoWS" thread?
    1 point
  20. There is nothing more beautiful than a ship at sea. Work in progress (WIP) screenshots from Sea Legends Scale testing - untextured ship
    1 point
  21. Well first, most of the game takes place before then, so developments that only arise in the 40's are endgame content not representative of the 1890 to 1940 (not sure what the actual end date is, but it's 1940 in custom battles ATM) timeframe the game is set in. Second, that doesn't actually help, since you are mostly accounting for your own manuver, which just makes this tactic even more of a no brainer since now there's basically no downside to it. You don't even need to restrict yourself to slight course adjustments, you could be swerving and weaving your way through the oceans and sin
    1 point
  22. 1. Landing cargo box by box will not be simulated. You are the captain not the head of the shore pick up party. But cargo itself will have dimensions and weight and could drastically affect the sailing performance of the ship. 2. Too many questions in one questions. 3. Morale will have a serious role in the game and will depend on multitude of factors. Some ship might surrender after one shot across the bow, especially if they know who you are.
    1 point
  23. yes pls so we can have the thicc herself. Miss california! 'w'
    1 point
  24. Good post by OP. I think it would be great to have torpedo defense bulges in the game. Also along with this it would also be great if the developers would take more realistic torpedo impact calculations into account. We need dud torpedoes and impact angles for torpedoes. Now every torpedo is always a hit.
    1 point
  25. two reasons 1) his email was connected to spam activity somewhere - or is very very similar to such email 2) he made some mistakes in the registration. often users forget the login name or mix up the letters in it.. like blacksails112 instead of blacksails121
    1 point
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