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NuclearNadal

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About NuclearNadal

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    Landsmen
  • Birthday June 6

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    Male
  • Location
    Canada
  • Interests
    airsoft and cold ones with the bois

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  1. Custom battles are a great feature for testing our ships against AI creations but it also shows the AI designs weaknesses. For example Ai battlecruisers have appallingly bad armor. Even with some of the latest techs they won't create designs with armor better than HMS Indefatigable. If we could select designs for the AI to use in custom battles, we could have more "fair" fights.
  2. I mean that would make sense, guess the font is just weird. That or I'm blind, probably the latter lol
  3. I have noticed that during battles one of the range markers is "F1g". What does this mean? Is it a mistake? All the other ranges seem fine though such as 5in 11000m
  4. Before I start It's important to mention that the individual shell impacts are actually a really nice addition though two things seem apparent: 1. They are very metallic in color if that makes sense. It seems as though when a hit is made that the decal for the impact doesn't really match with the hull. I would expect some discoloration but not as much as in game. 2. Shell impacts are overly large I feel (Based of 16in guns). I feel like they could be a bit smaller. Overall a very good step towards a better damage model.
  5. The movie Downfall lol I feel like making a 11in/40cal gun and also an 11in/39cal gun an put it in the same turret just to get that nice shell dispersion.
  6. Das war ein Befehl! Der Angriff Steiner war ein Befehl! (This is German?! This Piece of Shiße is German?!) Anyone get the reference
  7. Ok so the hull used is that of the 'Old Predreadnaught". It seems like a French design but I can't find any that look similar to it? The main question however is that when upping it to 11500t, I can't fit in another 13in turret (Midships). The reason why I'm questioning this is because the Mk1 13in turret matches the profile of the ship and fits perfectly in the midships gun slot. Am I wrong about this? Was it only intended to have two turrets and the middle section was just left empty?
  8. I would expand on this by even having a dynamic damage model system in which you can click on an enemy ship, click on what shell hit the ship and see the damage it caused. That or take just a damage log function similar to RTW series.
  9. Press CTRL+ALT+SHIFT+A at the same time to bring up the cheat menu. Select "Ship Give All Parts/Techs" and the one below it (Unlock all parts I think). It won't allow you to have a true sandbox but it gives you all the tech and all the ship hulls currently in game in any of the missions that are thus far in the game. Suggest you go through each mission with the cheat menu to test against various opponents. EDIT: Grammar
  10. I am aware yes but for the sake of game mechanics it should be "Quadruple". I highly doubt that it would be modeled to include the historical reasoning behind it (prevention of one hit wonders screwing the entire turret). This is of course unless they change the "Gun damaged" mechanic to include specifics such as this.
  11. Quadruple turrets as we all know are quite characteristic of the Dunkurque and Richelieu (je ne pe parle francais lol). In game currently the maximum # of guns is a turret is three. Quadruple turrets I feel are important to the French (see Lyon class) and should be considered. Another small thing I have noticed whilst browsing videos of the Iowa class is that after firing, the guns come back down to be reloaded with the “auto” loader. I have also read up on the Des Moines CA in which it mentions that it’s auto loaded 8in guns could be loaded at any angle (say 45 degrees of elevation, they still can be loaded). This isn’t much of a priority but would this be an animation we will see in game at a later point in time?
  12. MTB generally refers to something like an Elco 81ft.
  13. Roses are red, Violets are blue, High Test Peroxide doesn’t go in the torpedo tube.
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