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GeneralVikus

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  1. I thought that the 'range found' bonus was a good idea - simulating, well, finding the range of the enemy ships over time. Obviously, it's massive, but the basic idea seems sound. Do you disagree? Or is it just that the size of the bonus is hardcoded? Forgive my ignorance, but when I searched 'param', 'parameter', and 'parameters' in my Ultimate Admiral Dreadnoughts steamapps folder, I didn't find anything. So firstly, can you tell me where to find the file, and secondly, do you have any idea of what would be a good number for the most realistic feasible result?
  2. @o Barão I can understand your preference for a middle ground between realistic accuracy values and light entertainment. Personally, I would like to try the realistic accuracy values, although I can see the problem as the game limits time compression to a greater degree than RTW. Is it something that's easy to mod - for example, by changing the fire control values - or would I have to change every gun?
  3. Another suggestion: In custom battles, I'd like an 'end battle' button which brings up the results screen. I don't want to have to hunt down every last enemy destroyer, through the foggy weather the game has forced upon me, in order to see the stats.
  4. I'd like to have a toggle for automatic targeting, applying to all selected ships: automatically target all weapons, automatic primaries only, automatic secondaries only, or manual targeting all. For example, for my main battle line I would want to set automatic targeting for secondaries only in most cases, whereas for screens I would use automatic targeting for all weapons in most cases, but switch to manual only when needed. I'd also like to be able to set the conditions for custom battles: time of day (morning, afternoon, night) visibility, and sea state. Finally, I suggest changing line abreast so that the lead ship of the column becomes the outer ship of the line, instead of becoming the centre of the line. This would make it practical to switch from ahead to abreast in combat, and most importantly to execute a battle turn away.
  5. Hey guys, a few questions about armour in the game: 1. Is the 'inner belt' treated as being sloped, as in the sloped portions of an armored deck? 2. Do the inner belt and deck contribute to mitigating flooding? I originally assumed otherwise, but a few tests suggest that ships with inner belts / decks appear to suffer less flooding.
  6. Hey guys, I have been reading up on historical gunnery accuracy. I've found a good article here, which covers US Navy gunnery training in the interwar years, and provides some good figures though not systematically organized. International Naval Research Organization Articles - Evolution of Battleship Gunnery in the U.S. Navy - NavWeaps Does anyone have any good sources pertaining to other time periods, especially with helpful tables?
  7. According to wikipedia they left port on 15 - 16 October 1904 and the battle was on 27 May, so it took just over seven months. With my ship of 10 knots and 5800 km range, I made the trip from England to Hong Kong in 13 months, so starting from the Baltic probably would have taken 16. That's a little under 3x as long, instead of 10 times as long.
  8. Hey guys, I'm just now trying the campaign for the first time in 1.09, and I've noticed that on the campaign map, ships seem to move about 10x slower than their cruising speeds would suggest. Is this a bug? Am I doing it wrong? If not, is there a mod to fix it?
  9. I've just checked out a few hulls and the relationship between acceleration and turning circle seems to be as expected when displacement is held constant.
  10. @Nick Thomadis Can you offer any explanation of how the game works in this respect?
  11. Hey guys, My understanding was that a higher length to beam ratio resulted in a faster but less manoeuvrable ship - that is, higher speed per HP, in exchange for a wider turning radius. However, in the game stats the opposite seems to be the case - reducing the beam results in a smaller turning radius, a higher turn rate, a higher turning speed, and a lower course change time. This is not true in all cases, (for example, a 26 knot DD has a slightly larger turning radius at 0% beam than 10%, but -10% is still smaller than either.) However, it seems to be generally true across different hulls, different speeds, and different draughts, and in most cases, a narrower seems to always produce a smaller turning radius in a linear fashion. Can somebody explain this to me?
  12. Hey guys, A couple of simple questions: which compartments are the BE and DE armour applied to; and does the game calculate effective armour thickness and ricochet chance on a per - compartment basis, or is there a more granular system?
  13. Hey guys, My understanding is that when a turret is placed on top of a compartment, the magazine is located in the compartment under the turret. If the turret overlaps several compartments, is the magazine located in both, or only in one? If only one, would it be the compartment which the turret overlaps most? I don't know if anyone has looked into this, but it seems like an important question; if, for example, the edge of the turret just barely crosses over into the forward armor zone, is it necessary to provide the entire front section of the ship sufficient armor to protect the magazine? Furthermore, does having a turret overlap compartments double the chance of a magazine detonation?
  14. 1. A graphical mode which clearly shows armor in the ship designer by color coding. 2. After the implementation of the above, make the armor zone adjustable to allow for more freedom in design, perhaps by expanding one compartment and shrinking another.
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