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Evil4Zerggin

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About Evil4Zerggin

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  1. I mean, it's an alpha. There's plenty of other unfinished systems lying under the hood.
  2. There are no actual components defined for it so far. My best guess is that they may separate fuel type from range/speed setting.
  3. The formula is: hull weight = maximum displacement * hullWeightRatio * (100% + sum of hull weight modifiers) hullWeightRatio is a number depending on the base hull. Note that different nations usually have different hulls at the same tech level. Hull weight modifiers come from components and techs, with the former generally increasing hull weight and the latter decreasing it. Since these two are multiplied together, a high hullWeightRatio makes hull weight modifiers more impactful. A total of -35% hull weight is available from Hull Strengthening techs, and -7% from
  4. There are no options defined for it at the moment. The full name of the slot is "Oxygen fueled torpedoes". My guess is that they may separate propulsion type from speed/range setting for torpedoes.
  5. Why don't you look at the Weights & Costs breakdown?
  6. The weight reduction especially has an outsized effect at high tech levels. When I last checked, not only do you get -40% weight from Krupp IV, you get an additional -21% from techs, for a total of -61%. That's more than 2.5x the armor thickness per weight!
  7. Came back to this game briefly in Alpha 9 after not playing since Alpha 4. Here's my review of the current state of engines: Basic Steam Engine has widened its cost-effectiveness advantage, offering ~3x the HP / cost of turbines. Ironically, this disproportionately favors its use on destroyers, which a) tend to have most of their cost in the engines and b) have a high shapeExpSpeed of 4, which means that their speed is less affected by hp / ton. Losing access to cheap reciprocating engines is a serious loss economically. You do lose the cost advantage if use oil or you take any of
  8. Just finished the new set of missions. I don't claim to have done them absolutely optimally, but apparently I did them good enough. German Raiding Squadron. I went for More Funds. You really don't get much money on this one. I think this scenario might demonstrate more than any other just how expensive high-tech components are. Trying to reach the magic 39 knots for the maximum Target Fast Speed bonus will inevitably bankrupt you. So I went the opposite direction with a bunch of unarmored minimum-cost CLs. An easy win, though it took a while due to the sheer number of
  9. I did not find any evidence in decompiled code that flooding is affected by speed. Though this could easily change in the upcoming Alpha.
  10. The multiplier seems to start at 100%, so you would need a total of -100% modifiers to get immunity, which would usually require IMO unconscionable sacrifices. If my interpretation of the code is correct, you are only at risk of ammo detonation if the penetration exceeds 150% of the turret armor, even for "barbette" hits. Though the new Alpha may bring changes.
  11. I've also been converted to the no-barbette school of thought (for Alpha 4 anyways). The trouble is that the +22.5% weight increase also applies to the armor you put on the turret, so instead of Barbette IV you could have just made the turret armor 22.5% thicker---actually, even more than that since Barbette IV also increases the weight of the gun itself but thickening the armor doesn't.
  12. I suppose it would have been clearer to say "counts multi-hit salvos as only one", though if I had meant the other interpretation I would have said "counts only multi-hit salvos as one".
  13. No? Counting multi-hit salvos as zero gives a smaller result than counting them as one, which gives a smaller result than counting them as the number of shell hits.
  14. Actually, now that you mention it, it's more complicated than I first thought. Most games seem to model HE shells as being contact fused and creating an isotropic explosion when they hit something. However, now that I think about it more, this doesn't make much sense physically: I'm told that even relatively modest thicknesses of armor can block "pure" explosions in air. The bursting charge is only perhaps 10-25% of the weight of even a HE shell, so a large fraction of the shell's energy is kinetic rather than explosive, and would still be directed along the direction of travel.
  15. We have three different probabilities here: @arkhangelsk computed the probability of at least one shell hitting. This is IMO the value implied by the word "any". @PainGod computed the probability of exactly one shell hitting. @supershanks computed the average number of shells hitting. Why are these different? Because of the possibility of multiple shells in the salvo hitting. These are not counted at all under #2, which is why it's smaller than #1. Meanwhile, #1 only counts multi-hit salvos as one, which is why it's smaller than #3.
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