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MasterBurte

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Everything posted by MasterBurte

  1. But the thing is that the engine weight should increase proportionally to the horsepower. The horsepower is the value that should go up exponential, when reaching hull speed, but it doesn't.
  2. In this ballpark, not sure about the exact value. But max speed or not should not matter. The hull should has no influence on HP/t.
  3. Stumbled upon another issue, maybe bug. I was refitting my old BB with some new fancy tec. So i switched from turbo electric drive to diesel 1 engine and saved some weight in the progress. I proceeded to up the speed from 25 to 26 knots, which caused a dramatic jump in weight and made the ship overweight. I found this strange so i made some digging... hehe Ship stats 1: 25kn; 37,975t; 79,621HP Ship stats 2: 26kn; 42,360t; 88,169HP This results in 4,385t of additional weight for 8548HP -> 1.949HP/t. When i drop the speed to under 25kn it doesn't translate and the HP/t delta changes dramaticly. What i would expect is seeing the needed and therefore installed HP increasing a lot. But the game seems to hello kitty the calculations up.
  4. I don't know if this is even possible. But what would be really great is, if ships and formations would get some more options in combat. For example a setting to allow specific engagement ranges. When letting the AI command the ships even my BBs try to get uncomfortable close to the enemies (5-10km). I would prefer them to stay at 20km+ and just pound away.
  5. Can you change it? I mean, no wonder the AI can't figure out to build reasonable ships if the building values make no sense.
  6. I found something that seems to be a bug, maybe mod related. Currently building an experimental cruiser hull (japanese campaign). The ship is going to be a support Anti-Submarine ship. When i change the draught and beam sliders the Recon and ASW values change quite dramaticly. The spread is 340% for Recon and 464% for ASW without changing anything else on the ship!!! Value table for my ship (values rounded): Beam/draught - Recon/ASW 0/0 - 271/830 -9/0 - 332/1077 10/0 - 220/640 0/-15 - 417/1427 0/16.5 - 184/515 -9/-15 - 511/1860 10/16.5 - 150/401
  7. Japanese campaign: Research for quad secondary turrets on capitals doesn't do anything. At least on the yamato-hull i can't build more than triples.
  8. Regarding the engine stats i am always confused. Why is there a value "X HP per Engine ton" and "+-X% Engine Weight"? Isn't the % value obsolete since we already have the total weight vice versa?
  9. In the japanese campaign there are several issues with our beloved Yamato-Hull. 1. Picture: The main gun in front of the slope has a 360 degree fireing arc. Also barbetts and weapons can't be fitted properly on the slope (could be prevented if barbette model goes a few meters into the hull instead of sitting on top or if the barbette mounts on the slope are lower). 2. Picture: The rear main gun gets obstructed if weapons are placed on the rear mounts (even with the smallest secondaries). Main gun should be able to have a clear shoot above the tiny gun that is about the size of the search light. Maybe the rear mounts can be fake lowered somehow without really lowering them or we can get barbettes than only increase the height by a bare minimum, just enough to shoot over small 2" or 3" guns. 3. Picture: The barbette mounts just behind the outer gun mounts are completely useless. No matter how wide the beam gets, they stay so close to the gun mounts, that not even the smallest barbette fits. Maybe push them more to the center and make multiple rows to have flexibility when placing a barbette. Is it possible to get special barbettes that can "fuse" with the rear/main tower so that we can place multiple guns (yamato-style)? Pictures: Follow link to post
  10. I don't think i am the only one who thinks that the game mechanic of things getting obsolet is completely useless. If the technology isn't good enough anymore you don't have to force the player to not use it. It is in his best interests. It happened multiple times that i run into economic issues where i couldn't afford any new BBs because i was forced to use expensive engines rather than having a work around with the use of older techs that are much cheaper. Can you just remove this mechanic for good?
  11. In the japanese campaign there are several issues with our beloved Yamato-Hull. 1. Picture: The main gun in front of the slope has a 360 degree fireing arc. Also barbetts and weapons can't be fitted properly on the slope (could be prevented if barbette model goes a few meters into the hull instead of sitting on top or if the barbette mounts on the slope are lower). 2. Picture: The rear main gun gets obstructed if weapons are placed on the rear mounts (even with the smallest secondaries). Main gun should be able to have a clear shoot above the tiny gun that is about the size of the search light. Maybe the rear mounts can be fake lowered somehow without really lowering them or we can get barbettes than only increase the height by a bare minimum, just enough to shoot over small 2" or 3" guns. 3. Picture: The barbette mounts just behind the outer gun mounts are completely useless. No matter how wide the beam gets, they stay so close to the gun mounts, that not even the smallest barbette fits. Maybe push them more to the center and make multiple rows to have flexibility when placing a barbette. Is it possible to get special barbettes that can "fuse" with the rear/main tower so that we can place multiple guns (yamato-style)?
  12. I am currently in 1937 of my 1890 japanese campaign. Regarding shipbuilding i found some things that need fixing. 1. It seems very random, what towers fit on what late game hulls. One heavy cruiser can only fit cruiser towers where another fits small paragon towers. It doesn't seem to make any sense in regards of the size of the hull and how modern it is. Same for the last two BB hull (superBB and the Yamato hull) where the yamato hull can't fit the latest towers. You can see the same phenomen on the sec towers which results in the yamato not beeing able to fit the big funnels. 2. The towers don't match in regards of their model, scale and values. The latest and biggest paragon towers are worse in many ways than their predecessors and not even worth an upgrade. When we look at the modern "main/secondary" towers, they have variants with more extendets barbetts the are just that. They don't have a different scale or anything. But from the stats they are even lighter and have worse values. They should just add weight, crew and maybe signiture due to the barbettes and be identical in every other regard. 3. On the yamato hull the front slope has it's mounts to high up. This results in the barbett or turret having a gab to the deck. We should just lower them, because we always have the option to use a higher barbett if needed.
  13. Is it possible to open up what equipment can be used on what hull so that this can't happen? The current system seems to be very restrictive. I mean if a tower fits it fits. Why shouldn't i be able to use the ones i already know on a new hull?
  14. In my current japanese playthrough it's 1927. I unlocked the Modernized Heavy Cruiser IV and Heavy Scout Cruiser. Sadly the Main tower menu is greyed out and i can't use the hulls at all. Is it, because i fast forwarded these hulls research and haven't yet unlocked the corresponding towers? On many bigger hulls the japanese have secondary towers that have integrated funnel spots. The problem here is, that is can only fit the two smallest funnels in there. When designing faster ships it limits you to having free standing funnels.
  15. I don't know if thats a bug but the multiple expansion steam engine 1 (japanese campaign) has +120% and +170% engine cost per weight.
  16. A armament section for every gun type on the ship would be really nice. So you could choose different options between your guns. Giving for example the smaller secondaries more penetration and the bigger mains more explosive power would be a hugh change. While i think this would be hard to add, one can still dream.
  17. Another thing that is a unique problem to the Yamato style hulls (maybe other nation hulls too) is that you can't place the barbette for the second front turret accurate on the slope. Barbettes up to the enlarged can't be placed at all and the bigger ones are to high. Maybe we could get attachment points that sit deeper in the hull and allow all barbettes to be used if we only want to mount up to 16" guns. The 4 gun mounts in the rear of the ship that should normally not obstruct the rear main gun if used with a small gun. Currently you have to leave them with the search lights or have an obstruction.
  18. Nice thx 😍 When do you think the changes will be uploaded and is a fresh campaign start nessesary?
  19. I need to clarify what i meant. Currently i play japanese and i used one of the moderized dreadnoughts with the Paragon tower. The next set of hulls unlock the hull that looks like the Yamato. But there the very good Paragon tower isn't available anymore. Instead you have a worse tower that has integrated funnel slots and barbettes. The Paragon would enable some usefullness by adding the very big sec towers, but without Paragon the Yamato hull builds are stuck with a mediocre main and sec tower. I don't want to have the Paragon for other nations just for all japanese BBs.
  20. I have three requests. First is it possible that you unlock all superstructures of a specific ship class to all ships of the class? So for example if the japanese paragon tower becomes available enable it beeing build on all BBs. Atm some modernized dreadnoughts have it but the newer hull don't. Second i would like to ask if it's possible to enable double/triple/quad guns for all ships on main and sec guns once the technology is researched the first time, so you don't have to research for years just to be allowed to build turrets that you already know how to build. For example i can currently build triple guns on BBs, double guns on DDs but only single guns on CLs. And last is it possible that we somehow retain the ability to build partially armored turrets for small single guns? I wanted to make a refit for my torpedo CLs that have a bunch of small turrets/guns but i have already researched to much into small guns. This results is the build becoming unrefittable due to the mark 3/4 guns beeing to big to fit anywhere. It would be nice if the guns could differantiate into partially armored and fully armored, so that once the fully armored once become available we still have the option to build versions with the smaller footprint.
  21. Is it possible that you remove some building limitations in this mod? Just got frustrated, that you can place barbettes only on very limited places. Would be nice to have the rectangular barbette to be freely placed on any ship and instead of having only one gun mount on top beeing able to mount multiple smaller or a bigger gun on it our choosing. I try to make multiple layers of secondaries but the game is somewhat limited.
  22. I always felt that the system how UAD calculates ship weight distribution is off. Currently we have for/aft weight offset, left/right weight offset, roll and pitch. Structures and guns that are placed further away from the center have more negative impact on roll and pitch characteristics than put closer to the center. Placement height doesn't seem to affect things. To make it more realistic we need to understand how balance really works in ships (see pictures). What matters is the center of gravity and the center of buoyancy. When the ship tilts the center of buoyancy shifts and creates a leverage that helps pushing the the ship back in the upright position. When we add weight on top of the ships hull we increase the height of the center of gravity which results in a smaller leverage to upright the ship. As long as the ship is in balance regarding to the weight offset (left/right or front/back) it doesn't matter where the each single structure or gun is placed. You could for example add 100t of weight at the centerline of the ship or or two times 50t evenly far away from the centerline and on the same height on to the left and one to the right. Both variants would result in the exact same center of gravity. On the other hand if you instead increase the height the weight is placed (for example a gun on a barbette with imaginary 0t weight) the center of gravity would change. This is what i would call static balance. But ships are also dynamic as they have to absorb forces from gunfire, waves and maneuvering. When we look at the dynamic forces we have to talk about momentum and rotational energy. If a ship steer to one side due to it's momentum a higher center of gravity results in more leverage and therefore more tilt. Everytime the ship is beeing rotated energy is converted into rotational energy. Guns fire a broadside and induce roll and pitch dependend on the force vector direction and position. Everytime a wave hits the ship the same happens. If we have to identival ships with the only difference beeing that the first has more mass near it's center of gravity and the second has its mass more spread out the second ship would be the more stable platform due to more rotational energy needed to achieve the same indused pitch and roll angle. As an example you could think of a canoe steering into the waves. One time with one adult of 70kg sitting in the center and another time with two kids each 35kg sitting the bow and rear. It's the same fundamental physics that are used by ice skaters or tightrope acrobats.
  23. What i don't understand in terms of roll and pitch is that when you place turrets symmetrically far from the center of boyanzy the roll/pitch should get better. You need more energy to rotate an object the further outward the mass is (example imagine an ice skater making pirouettes) This is why you see balancing weights/dampeners on some sport bows to increase precison.
  24. Just started a new 1890 campaign and find it quite confusing that the accuracy is so low. I would consider that i know how to build a ship but man my BBs have problems hitting enemy ships even a few hundred meters away. I have everything build to max accuracy. At this distances i would consider it beeing actually difficult to miss a shot. Maybe you can consider starting with higher accuracy for the MK1 guns.
  25. I can only agree, i find it particular anoying that you can't build obsolete hulls anymore. The part with other nations has pros and cons. On the one hand it makes the nations unique, on the other hand it is kind of unrealistic. Assuming that i don't 1:1 recreate history in the context of who fights who and come up with my own designs why would i develope exactly the same hulls and superstructures. A good way would be to have all nations having access to all kind of parts and giving us the option to select color shemes to individualise.
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