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Everything posted by o Barão
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"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.7 N.A.R. changelog: Added "6 inch open mounts, MK1 and MK2 for the American ships. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
@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." -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.6 N.A.R. changelog: Updated to UAD 1.4.0.7 -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.4 N.A.R. changelog: Updated to UAD 1.4.0.6 Optx2 -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.3 N.A.R. changelog: Updated to UAD 1.4.0.6 Opt -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
Good! I missed that one. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.2 N.A.R. changelog: Updated to UAD 1.4.0.6 -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v2.0.1 N.A.R. changelog: Updated to UAD 1.4.0.5 Rx3 -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v1.1.4 N.A.R. changelog: Updated to UAD 1.4.0.5R. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
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. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v1.1.3 N.A.R. changelog: Fixed the issues with casemates limitations on many ship classes and the main guns on CLs As a bonus, the casemates limits on CA were upgraded from 5" to 6". -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
I will fix in a couple minutes. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
I think you need a new campaign to avoid any issues. Unless you want to spend hours digging the save file to remove all the subs from the save file. 😁 -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
The changes by the devs in the last patch. -
"Naval Arms Race" mod overhaul. BETA v11 - for UAD v1.5.1.1 Optx4
o Barão replied to o Barão's topic in Unofficial Mods
BETA v1.1.2 N.A.R. changelog: Updated to UAD 1.4.0.5