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rgreat

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Posts posted by rgreat

  1. 1 hour ago, madham82 said:

    Just to restate, if your ship was using HE the whole time as I suspect that is the reason you had no floods

    I actually tried to manually change between AP and HE. AP gave out better results with better damage and near the same chance of fire.

    And by the looks of it auto was equal to AP for me.

    So most of the time it was AP.

  2. That's completely unrealistic as even partial penetrations should cause armor plate dislocations, structural damage, fissures and leaks.

    Ship damage diagram shows below waterline part of the ships as completely destroyed, but still no leaks at all.

    Not to mention repetitive partial penetrating strikes against same armor plates should cause their progressive degradation to the point of complete breakdown. 

    For now as I could 'partial penetrate' same armor plate indefinitely, and it still will work just like new. 

  3. There was a lot of penetrations (you should see there is a 12% chance noted). And even more partial penetrations.

    And a lot of fires of course.

    By that time all watertight compartments should be compromised, water pumps out of order and damage control crew shattered or killed.

    Not to mention extensive damage to the hull.

     

    But seems like the game just does not consider it affecting below water line situation in any way.

  4. Real time data on container ferry class ships.

    Time

    Speed, knots

    Revolutions per minute

    STOP -> FULL FORWARD

    00.00

    0

    0

    01.00

    4.1

    73

    02.00

    9.8

    80

    03.00

    14.2

    83

    04.00

    17.7

    84

    05.00

    19.9

    88

    06.00

    21.4

    88

    07.00

    22.4

    89

    08.00

    22.9

    89

    09.00

    23.3

    89

    10.00

    23.5

    89

    11.00

    23.6

    89

    12.00

    23.7

    89

    14.00

    23.7

    89

    16.00

    23.8

    89

    18.00

    23.8

    89

    MEDIUM FORWARD -> STOP

    00.00

    18.0

    67

    01.00

    15.4

    0

    02.00

    13.2

    0

    03.00

    11.6

    0

    04.00

    10.2

    0

    05.00

    9.2

    0

    06.00

    8.4

    0

    08.00

    7.1

    0

    10.00

    6.1

    0

    15.00

    4.6

    0

    FULL FORWARD -> FULL REVERSE

    00.00

    23.9

    88

    00.30

    22.0

    5

    01.00

    18.5

    -68

    01.30

    14.2

    -72

    02.00

    10.5

    -72

    02.30

    7.1

    -75

    03.00

    4.7

    -76

    03.30

    1.0

    -78

    03.40

    0

    -78

    • Like 1
  5. On 12/2/2020 at 8:27 PM, Durham Dave said:

    Yeah, apart from putting a ship into reverse (not as easy as you might think), there is nothing actively going into slowing a ship down (no water brakes), so just natural friction.

    Do you know about water friction? Do you know how large that force is compared to air friction?

    On "high" speeds like mere 30 knots water friction is so strong that to overpower it in large ships you need hundreds of thousands of horsepower.

    Yes, inertia is a big factor, and at low speed water friction is quite low comparable to ship large inertia, but not at high speeds.

    That's same as with acceleration but the other way around.

    It is fast to accelerate first 20% of speed but very slow to attain the last 20%.

    Same as it is very fast to lose 20% of max speed but very slow to come to full stop for the last 20%, unless you do engage reverse.

    And with reverse engaged it is must be quite faster to decelerate compared to acceleration.

    But that not the same in game.

  6. Can you add more diversity in difficulty settings?

    For now, it have easy/medium/hard which alter enemy force size AND campaign rewards.

    Can you make these settings separate and maybe more customizable?

    For example, I'd like to have normal enemy army size with very low budget available for me.

    I like a challenge but I don't like to fight with large armies/fleets.

     

    Also, I'd like to have ability to somehow reduce current meta where capturing enemy ships is the easiest and maybe only way to win.

    Maybe limiting crew replacement pool is the way?

    • Like 1
  7. 20 hours ago, roachbeef said:

    You'll be controlling dozens of ships as an admiral, not a captain. It will get too unwieldy very quickly

    You could only manage your flagship, or the ship you value enough.

    Or not micromanage anything at all, and let AI do it all automatically.

    Automatic damage control should be good enough to keep it that way if you not want do it yourself for some reason.

    Like AI control for formations we have currently. Sometimes i use it, sometimes not.

  8. Decided it worth a separate thread.

    I want an advanced damage control system.

    117828-GreatNavalBattles2.jpg

    great_naval_battles2_screenshot2.jpg

    5896_56559f2e1c2a3.png

    Trying to keep your ships afloat and still able to fight was perhaps the most interesting part of old Great Naval Battles series games.

    You could manually control fire-fighting, flood-fighting, counter-flooding and system repair. 

    You have limited damage control teams you can assign to do work, and several pumps, you can assign to pump out (or pump in) seawater.

    If your magazine flooded you lose ability to fire guns assigned to it.

    If your boiler room or engine room is flooded it will be damaged or even destroyed and you lose some power and speed. But you can fix bulkheads in compartment, pump out water, and with considerable effort repair damaged room, restoring that power.

    Similarly most compartments damage affect something so you must decide for yourself priorities of damage control.

    And of cause all it can be done automatically by the AI.

    Why not add something like that into this game?

  9.  

    On 1/15/2020 at 7:03 PM, Chris Hale said:

    The game is called "Dreadnoughts", not "Flattops". Air power ended the age of big ships and relegated BB's to shore bombardment and AA platforms. I think adding anything more than spotter planes would be counterintuitive and detrimental to the very core of the game.

     

    Nothing wrong with adding flattops and air power, as long as you can limit or disable air power in scenarios and campaign settings.

    Variety is good.

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