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Posts posted by Aquillas
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Danmark/Norge: BSTD, DNMF, DNP, KISS.
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On 8/8/2020 at 9:44 AM, admin said:
Other changes and fixes
Visual overhauls for ports
- France
The patch will be deployed for testing to testbed next week
Preview of new French beatches. France is going to be the next Zerg.
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On 7/27/2020 at 11:54 AM, Citoyen said:
N’est ce pas une reprise depuis ce site?
Felix Victor est d'accord pour qu'on reprenne les données de son site (ce qui est largement fait, avec son autorisation formelle, dans le User Guide). Il est de mon clan au Danemark.
Il est toutefois normal de citer ses sources, surtout celles qui sont susceptibles d'être mises à jour.
@Citoyen, merci!
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I don't know if this should be easy or not to code an area on ships to place a player customized ship bow art...
or even...
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Very nice! Thank you.
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@admin Thanks
Is it planned to get the Pandora as DLC redeemable for our new copies? And for new players.
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17 minutes ago, Knuddel said:
U want to do some math. K than calculate Plz: 42 PD whight of the Bullet. on 300m per secound. Iron/ steal. Diameter by Airresistance and than the total range... i guess u will be amused...
You forgot the air density, the wind direction, and the temperature.
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42 minutes ago, Lieste said:
Why reinvent the formulae. This is from Poncelet, translated to English units.
(12*1.1513*W)/(32.2*kA*D*D) * LOG(1 + (V/kB)*(V/kB))
Where the later Didion parameters, as copied by Bashforth are 0.004328 for kA and 734 for kB.I tried to understand and to search what about Poncelet and Didion, but I did not get it... Sorry.
What exactly is equal to (12*1.1513*W)/(32.2*kA*D*D) * LOG(1 + (V/kB)*(V/kB)) ?
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On 7/28/2020 at 1:18 PM, van stiermarken said:
Funny that we start that discussion again, what we had already in 2014. and here the facts about cannons and their penetration
https://books.google.co.in/books?id=8lKY5vigF2YC&printsec=frontcover#v=onepage&q&f=false
I guess the speeds here above are given in feet per second...
From that, just a matter of energy calculations: the energy of the ball (kinetic energy), compared to the energy of the energy of the hull (potential energy).
The simplest one is the energy of the ball: E1= m v² / 2, where m is the mass of the ball (pd/0.454),and v the impact speed of the ball (in meters per second)
The potential energy of the hull resistance is proportional to the cylinder to be dug in the hull. This cylinder is disformed by the impact angle, its length is equal to thick / cos(angle).
Its diameter is impacted by angle too. It is equal to the ball diameter divided by cos(angle).
The ball diameter can be calculated, assuming the density of steel (7.8), knowing that the volume of a sphere is equal to 0.75 x pi x r3, we get pd= 7.8 x 0.75 x pi x (d/2)^^3, thus d= (8 x pd / 7.8 / 0.75 / pi)^^(1/3).
So, we have
The ball energy = K1 x pd x (impact_speed)².
The hull energy = K2 x pound^^(1/3) x thick / cos²(angle).
K1 and K2 to be balanced, and maybe adding some randomisation (hull being weaken by previous impact that did penetrate or not, presence of structural wood at the impact location, etc)
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2 minutes ago, Malcolm3 said:
For this there are must be targets and use for them
May be, attacking and efending the necessary trader convoys for earning such money... Let's see development in game.
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Just now, Cathal Brugha said:
It will keep players in frigates longer, not create gameplay for them.
We could need more permits in loots and chests, or less ships with permits. This can be adjusted easily if necessary.
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7 hours ago, Nixolai said:
This will create gameplay for frigates and smaller ships.
It's strange and not historical to see in Open World way more 1st rates than LGV's, more Indiamen than brigs, etc.
Maybe, it was strange and not historical to see in Open World way more 1st rates than LGV's, more Indiamen than brigs, etc.
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46 minutes ago, Frosty said:
What are proper nations? I don't know. But not Prussia or France for sure.
Hey @Frosty,
I have enough friends playing French to know that they have fun there.
I personally play Prussian from times to times... It's fun.
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And as the fourth option is totally improper and oriented, I can't answer.
I would have answered: 4- No wipe.
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No more wipe.
No map wipe, for not having to spend evening after evening chasing HDF for flags.
No XP wipe. Useless grinding
No ship wipe.
No building wipe. Useless grinding again.
No port wipe, especially those who were developed, by long efforts...
A total wipe with present mechanics would mean neutral map for several weeks (the time for people will grind XP enough for sailing first rates to go for flags).
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Have a look here in the game user guide, this should help:
https://forum.game-labs.net/topic/33234-naval-action-user-guide/
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2 hours ago, Lysander said:
I had hoped for few replies.
Is there really no interest in bringing a player onto your team?
Did I word this poorly?
If you come in Denmark/Norway, you will be welcome in Sons of Bastards BSTD clan. Just send a message in nation chat. An officer should answer @MassimoSud, @Felix Victor, @Frosty
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Never mind, the dog is cat's alt...
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6 minutes ago, Hittings said:
I only see african teak, malabar teak, teak s, teak, rangoon teak... where is the other woods?
Look out in the traders tool (in map)
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2 minutes ago, admin said:
You should not make drastic decisions. The data in the table is provided for review and discussion. It might change (not significanly).
Thanks, I got trapped twice. First time, two weeks ago, when "cleaning" some locust ships , too slow for PVP. Then I replaced teak/WO by Bermuda/WO, more efficient for small ships in PVP. I suicided some Burmu/Bermu ships to get space on my docks, attacking any target (my prince vs Panda + Prince + LGV). Pixel suicide is fun!
I hope that my present meta for small ships (Bermu/WO) seasoned will stay usable. 😉
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Shit! I just scrapped all my teak /WO ships...
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On 7/5/2020 at 11:58 AM, Morgoth said:
The 'side structure' of the Implacable had a typo ;). Its 17767 not 11767.
Thanks for this remark.
It will be corrected.
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7 hours ago, Urchin said:
Could you please consider adjusting the timer effect on trade ships, currently it's a bad experience for players if they send their fleet to sail away and escape only to still lose the entire fleet because they've lost their main ship in battle before the AI have had time to escape.
Maybe reduce the timer effect on AI trade ships to the previous values?
This is not the main concern I see. When I attack a trader with fleet, I never sink (up to now) the NPC fleet, because most traders immediately order them to retreat and do not use them in fight. And whatever the result of the fight, I don't reattack the survivors.
But sometimes the trader can escape, but some do not check that the fleet did escape before them. And all the NPC fleet is lost. Useless for the hunter and hurting the trader for no reason.
MDRA presents: 2nd "Impossible Gunboat Mission" Contest aug 15th (PvE server event)
in PVE server news
Posted
How many survived? 😉