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o Barão

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Everything posted by o Barão

  1. If I did that, I also need to do the same thing for the 7" and for other nations. I am not saying that you are incorrect, I am just saying at the moment I don't have the patience for that. I already lost so many hours editing guns in game that I am with PTSD already. Maybe later, for now destroyers 1-4, propellant and the explosives rework are the top priority. I think this is possible to fix. Great, no need for that in game, then. That solves the issue with the balancing. Well in summary: I need 10 historical propellants and 10 historical explosives The years that are unlocked needs to be more or less historical accurate. If the propellant increase the range, also needs to increase the muzzle velocity I need the component description for all of them. This is the easy part. And most IMPORTANT, the stats need to reflect the component's realistic properties.
  2. That is the issue. I can't make single mount open without removing the turret version from the game. It is not possible to have the two versions. So I always choose what was the most common from the era. And that you must agree it is a rare example for the time period.
  3. Higher muzzle velocity, more range and more speed. More speed, less time in the air, easier to hit moving targets. Simple analogy. The thing is if the propellants in vanilla game that are increasing the range are also increasing the muzzle velocity. Something that I need to check. But if it is realistic, I have no issues. Oh, I like a lot. I think it is possible to do something very interesting. There are some issues with the values that you used, as an example black powder guns having a minus -70 shell damage I guess, or Composition A having 170 shell damage. I don't remember the values atm, but was something like. Looking at those values at the table make sense, but I need to find a way how to implement in game without breaking the game balance. Give me a few days, I will need to research more before I do anything.
  4. That is a turret gun 😁 But no, no, not going to happen. 6" is the limit for the Americans. I am going to read careful what you wrote. I am not seeing the table you posted in those links. Maybe I missed.
  5. And you can't? In the file "partsModel" the "max_scale_1" modifier is what will determine how much the gun will increase in size (3D model) going from X.0 - X.9 If you want the guns to be able to increase more in caliber diameter, go to the "params" file and search for this: max_gun_caliber_mod,0.9,,,,,,,,
  6. The only American 6" guns I found from navweaps from that time period, are open mounts. So is a reasonable request, consider it done. http://www.navweaps.com/Weapons/WNUS_6-50_mk5.php http://www.navweaps.com/Weapons/WNUS_6-30_mk1.php Without telling me what is the gun caliber, it is impossible for me to know where is the issue.
  7. @SpardaSon21 from chatgdp "Yes, the type of gun propellant used can indeed affect both the range and shell velocity of a projectile fired from a gun. Gun propellants are the substances that generate the gas pressure needed to propel a projectile out of a firearm. The choice of propellant can influence the ballistic performance of a firearm in terms of range and velocity. Factors that can be affected include: Muzzle Velocity: The speed at which the projectile leaves the barrel is influenced by the type and amount of propellant used. Smokeless powder, being more energetic, generally provides higher muzzle velocities compared to black powder. Internal Ballistics: This refers to the behavior of the projectile and propellant inside the gun barrel. The burn rate and energy release of the propellant can impact factors like pressure and barrel harmonics, which in turn affect the projectile's performance. Range: The combination of muzzle velocity and other factors like projectile weight and aerodynamics determines the effective range of a firearm. It's important to note that various other factors, such as barrel length, rifling, and projectile design, also play roles in determining the overall performance of a firearm. Additionally, the specific characteristics of the propellant itself, such as its burn rate, can be tailored for different types of ammunition and firearms to optimize performance."
  8. Ok, I took a look at the file. The components descriptions need more detailed information. "No changes to ammo weight, velocity, or range, since those are all inherent to the gun/shell combination. " This is interesting, but I am not sure if I agree about the velocity and range. Share the navweaps link you are using for me to take a look. It is late here, and I need time to look this more careful and read more about, but what you did is very interesting, but at first glance I see the values you are using needs to be balanced.
  9. BETA v2.0.5 N.A.R. changelog: Main towers missing for the Light Cruiser V and Semi Armored cruiser V for the Russian campaign should be fixed now. @spinaker if not working, let me know.
  10. Where did you saw a British armored cruiser with a 7" open turret? I searched and did find any. And the British 7" in the navalweaps are all closed turrets. Maybe I am missing something here. Anyway, my work with the guns is done, unless the devs add new options. I spent maybe almost 100 hours working on them, and I am exhausted. But if you are willing, I can tell you where to look. http://www.navweaps.com/Weapons/WNBR_Main.php I didn't find any issue. But even if there was an issue, I would not be able to do anything. The values, I tweaked to rework the weight offset mechanic, are global and apply to all ships. I can't do anything to improve a specific ship in that regard.
  11. That was implemented by the devs if to balance the long barrels many patches ago. The "excuse" behind that was the higher pressure inside the barrel will wear down the gun, decreasing the accuracy.
  12. resource.assets file goes in the game data directory. *Ignore "C:Games..." And the english file in this location. *Again, ignore the "C:Games..." In game you know the mod is working by reading the news.
  13. The length of the ship and also the beam and draught slider will have an impact on the engine weight and cost. In conclusion, the engine power will change according to the ship hull dimensions to reach the target speed set by the player. None. I wrote all the AI personalities, and there is none that says to build 300 subs and nothing else. Another player mentioned that it can be when the AI is stuck in building new ships. I don't know. I never used random, so I can't say what will happen. I suspect that the AI will use the admiral personalities that I wrote for other nations, but I am guessing here.
  14. BETA v2.0.0 N.A.R. changelog: Realistic hull effects implemented. ---Hull effects reworked.--- Beam: The wider the beam, the shorter the ship turning radius. Draught: 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. Other: Many hull effects values were tweaked, but in general are minor changes. NIGHT VISION stat enabled. This is only experimental, and it is for running tests to see if it is working or not. The player will find this new stat in the towers.
  15. Yes. Every time the game updates, the mod also needs to be updated. The files are different. So, unless you make a mistake, it is impossible to remove both.
  16. BETA v1.1.5 N.A.R. changelog: Updated to UAD 1.4.0.5Rx2 Major threat chance nerfed. This should fix the issue where the player gets too many events to conquer minor nations in a short period. Turrets barbette weight lowered.
  17. With a lot of patience because sometimes it is not easy. This time took me a while because there are many small changes made by the devs in the "technologies" file. It is already uploading and should be ready in a few minutes. Always replace the resource assets and the English file when a new update is launched. Usually the English file is always the same and you don't need to download again.
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