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CenturionsofRome

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  1. NOTE: table is only current as of 5/30/2020 NOTE: If you find an error please let me know. Also, if you are looking for a specific ship try using ctrl-F. UA:AOS Stock ship loadouts and Gun stats: Stock ship loadouts: 1st Rate Santisima Trinidad-class (144 gun): Crew: 900 Top gun deck: 40 X 9lber Upper Middle: 36 X 12lber Lower Middle: 34 X 24lber Bottom: 34 X Long 32lber Max Speed: 7.6 Acceleration: 6.8 Turn: 3.1 Bow: 31” Broadside: 39” Rear: 15” 1st Rate Ocean-class (126 gun): Crew: 800 Top gun deck: 26 X 9lber Upper Middle: 34 X 12lber Lower Middle: 34 X 24lber Bottom: 32 X Long 32lber Max Speed: 9.4 Acceleration: 7.1 Turn: 3.5 Bow: 25” Broadside: 31” Rear: 12” 1st Rate Victory-class (112 gun): Crew: 800 Top gun deck: 20 X 9lber Upper Middle: 30 X 12lber Lower Middle: 30 X 24lber Bottom: 32 X Long 32lber Max Speed: 8.9 Acceleration: 7.2 Turn: 3.7 Bow: 27” Broadside: 35” Rear: 15” 2nd Rate Berfleur-class (90 gun): Crew: 700 Top gun deck: 26 X 18lber Middle: 32 X 24lber Bottom: 32 X Long 32lber Max Speed: 9.6 Acceleration: 7.1 Turn: 4.2 Bow: 25” Broadside: 31” Rear: 12” 3rd Rate Bellona-class (78 gun): Crew: 650 Top gun deck: 22 X 6lber Middle: 28 X 18lber Bottom: 28 X Long 32lber Max Speed: 8.4 Acceleration: 4.5 Turn: 4.9 Bow: 22” Broadside: 28” Rear: 11” 3rd Rate Ardent-class (68 gun): Crew: 500 Top gun deck: 16 X 9lber Middle: 26 X 18lber Bottom: 26 X Long 24lber Max Speed: 8.1 Acceleration: 4.5 Turn: 5.2 Bow: 20” Broadside: 25” Rear: 10” 4th Rate SoL (68 gun): Crew: 500 Top gun deck: 20 X 9lber Middle: 24 X 9lber Bottom: 24X 24lber Max Speed: 8.5 Acceleration: 5.3 Turn: 6.2 Bow: 18” Broadside: 23” Rear: 9” 4th Rate Constitution-class (60 gun): Crew: 450 Top gun deck: 30 X 6lber Bottom: 30 X 24lber Max Speed: 10.4 Acceleration: 6.6 Turn: 6.4 Bow: 22” Broadside: 27” Rear: 11” 4th Rate 1794 Razee-class (48 gun): Crew: 350 Top gun deck: 22 X 6lber Bottom: 26 X 24lber Max Speed: 9.6 Acceleration: 5.8 Turn: 6.6 Bow: 20” Broadside: 25” Rear: 10” 5th Rate Leda-class (54 gun): Crew: 260 Top gun deck: 26 X 9lber Bottom: 28 X 18lber Max Speed: 9.8 Acceleration: 8.0 Turn: 6.4 Bow: 16” Broadside: 20” Rear: 8” 5th Rate Endymion-class (52 gun): Crew: 340 Top gun deck: 24 X 6lber Bottom: 28 X 18lber Max Speed: 13.0 Acceleration: 7.0 Turn: 6.7 Bow: 17” Broadside: 22” Rear: 8” 5th Rate Dedaigneuse-class (40 gun): Crew: 280 Top gun deck: 12 X 6lber Bottom: 28 X 12lber Max Speed: 10.2 Acceleration: 8.8 Turn: 6.0 Bow: 15” Broadside: 19” Rear: 7” 5th Rate Daina-class (40 gun): Crew: 280 Top gun deck: 14 X 9lber Bottom: 26 X 18lber Max Speed: 7.4 Acceleration: 6.6 Turn: 6.3 Bow: 15” Broadside: 19” Rear: 7” 5th Rate Hermione-class (46 gun): Crew: 200 Top gun deck: 20 X 6lber Bottom: 26 X 12lber Max Speed: 9.9 Acceleration: 7.4 Turn: 6.5 Bow: 14” Broadside: 18” Rear: 7” 5th Rate Unity-class (44 gun): Crew: 240 Top gun deck: 20 X 6lber Bottom: 24 X 9lber Max Speed: 8.1 Acceleration: 7.3 Turn: 6.5 Bow: 15” Broadside: 19” Rear: 7” 6th Rate Porcupine-class (30 gun): Crew: 140 Top gun deck: 10 X 6lber Bottom: 20 X 9lber Max Speed: 9.3 Acceleration: 7.3 Turn: 7.0 Bow: 10” Broadside: 12” Rear: 5” 6th Rate Sloop-of-War (28 gun): Crew: 130 Top gun deck: 10 X 6lber Bottom: 18 X 9lber Max Speed: 9.5 Acceleration: 8.6 Turn: 7.7 Bow: 8” Broadside: 10” Rear: 4” 6th Rate Cerberus-class (30 gun): Crew: 195 Gun deck: 28 X 9lber Max Speed: 7.4 Acceleration: 6.1 Turn: 6.6 Bow: 9” Broadside: 11” Rear: 4” 7th Rate Snow-class (26 gun): Crew: 120 Top Gun deck: 10 X 6lber Bottom: 16 X 6lber Max Speed: 10.7 Acceleration: 7.6 Turn: 7.9 Bow: 7” Broadside: 9” Rear: 3” 7th Rate Armed Sloop (20 gun): Crew: 120 Gun deck: 20 X 9lber Max Speed: 8.7 Acceleration: 7.5 Turn: 7.0 Bow: 8” Broadside: 10” Rear: 4” 7th Rate Brig (18 gun): Crew: 110 Gun deck: 18 X 6lber Max Speed: 11.9 Acceleration: 6.9 Turn: 8.2 Bow: 7” Broadside: 8” Rear: 3” 7th Rate Brig (14 gun): Crew: 120 Gun deck: 14 X 6lber Max Speed: 9.0 Acceleration: 5.7 Turn: 6.9 Bow: 7” Broadside: 8” Rear: 3” Unrated Cutter (12 gun): Crew: 50 Gun deck: 12 X 6lber Max Speed: 13.1 Acceleration: 8.0 Turn: 8.5 Bow: 5” Broadside: 6” Rear: 2” 7th Rate Sloop (12 gun): Crew: 55 Gun deck: 12 X 4lber Max Speed: 12.4 Acceleration: 8.3 Turn: 8.7 Bow: 5” Broadside: 7” Rear: 3” Rough gun stats table: Legend: (B)=Brass; (L)=Long barrel; (S)=Short Barrel; (C,S)=Carrone Carronade; (C,L)=Congreve Carronade; (C,M)=EIC Carronade; lber=pounder All penetration numbers are eyeballed estimates of in-game penetration graphs, Armstrong cannons used for iron cannon values, for accuracy the lower the number the tighter the base shot dispersion Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 4lber 3 86 950 3 24 20 14.5 8 3 1.65 4lber (B,S) 3 72 700 2 22.5 15 4 3 2 2.25 4lber (B) 3 80 950 2 24 20 14.5 8 3 2.6 4lber (B,L) 3 94 1300 3 28.5 26.5 23 16.5 10 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 6lber 5 107 950 7 28 24 15 9.8 5 2.6 6lber (S) 5 89 700 5 25 15.5 5 3.5 2 3.35 6lber (L) 5 133 1150 9 29.5 27.5 22 16 9 1.35 6lber (B) 5 86 950 3 28 24 15 9.8 5 1.65 6lber (B,S) 5 75 700 3 25 15.5 5 3.5 2 2.25 6lber (B,L) 5 100 1300 4 29.5 27.5 22 16 5 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 9lber 7 129 1050 11 29.5 25 19 11.5 5.5 2.6 9lber (S) 7 99 800 7 28 20 8.5 5 2 3.35 9lber (L) 7 145 1250 11 34 32 28.5 20 12 1.35 9lber (B) 7 122 1050 8 29.5 25 19 11.5 5.5 1.65 9lber (B,S) 7 97 800 7 28 20 8.5 5 2 2.25 9lber (B,L) 7 142 1250 11 34 32 28.5 20 12 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 12lber 10 150 1050 15 34 29 21 14 6.5 2.6 12lber (S) 10 129 800 13 29 21 8.5 5 2 3.35 12lber (L) 10 175 1250 16 38 37 32 23.5 13 1.35 12lber (C,S) 10 70 700 3 29 19 5 3.5 2 3.7 12lber (C,M) 10 75 800 4 34 27 15 10 5 2.95 12lber (B) 10 129 1050 11 34 29 21 14 6.5 1.65 12lber (B,S) 10 106 800 9 29 21 8.5 5 2 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 18lber 12 172 1150 19 38 27 25.5 17 10 2.6 18lber (S) 12 149 950 17 32 26 14 8.5 3 3.35 18lber (L) 12 200 1400 20 44 40 37 27 20 1.35 18lber (C,S) 12 79 700 5 32 23 6 5 4 3.7 18lber (C,M) 12 92 800 8 38 32 16 12 6 2.95 18lber (C,L) 12 106 950 11 44 40 28 20 11 1.7 18lber (B) 12 150 1150 15 38 27 25.5 17 10 1.65 18lber (B,S) 12 122 950 13 32 26 14 8.5 3 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 24lber 14 193 1150 23 44 37.5 30 20 11 2.6 24lber (S) 14 168 950 21 38 30 14 10 4 3.35 24lber (L) 14 224 1400 24 47 45 40 30 20 1.35 24lber (C,S) 14 106 700 11 38 25 8 6 4 3.7 24lber (C,M) 14 110 800 12 44 35 19 12.5 7 2.95 24lber (C,L) 14 131 950 14 46 44 31 21 12 1.7 24lber (B) 14 172 1150 19 44 37.5 30 20 11 1.65 24lber (B,S) 14 141 950 17 38 30 14 10 4 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 32lber 17 215 1400 27 47 43 37 25 15 2.6 32lber (S) 17 188 1150 25 44 37 23.5 13 6 3.35 32lber (L) 17 248 1600 28 54 52.5 49 37.5 32 1.35 32lber (C,S) 17 119 700 14 44 27 9 6 3 3.7 32lber (C,L) 17 150 950 18 54 52 36 26 15.5 1.7 32lber (B) 17 193 1400 23 47 43 37 25 15 1.65 32lber (B,L) 17 213 1600 24 54 52.5 49 37.5 32 0.95 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 42lber 20 236 1400 31 54 50 42 30 17.5 2.6 42lber (S) 20 208 1150 29 46 40 26 15 8 3.35 42lber (C,S) 20 136 800 18 46 33.5 14 9 4 3.7 42lber (B) 20 215 1400 27 54 50 42 30 17.5 1.65 42lber (B,L) 20 213 1600 24 62 58 54 47 36 0.95 68lber (C,S) 24 154 800 22 54 38 16.5 12 7 3.7
  2. That would be wonderful. I hope it happens.
  3. First of all, I really enjoy the campaigns and find the scenarios interesting, but occasionally I just want to load up a SoL and just lay about smashing frigates all around me, and you can't really do that in the campaign. So I thought for a bit and it occurred to me that between the campaign interface for buying and modding ships and an existing roster of maps creating a custom battles generator is quite feasible. Take the interface, pair it with a map selector, and give the AI a list of pre-built ships to purchase (preferably with a pair of check boxes for frigates and SoLs [both checked, AI can buy frigates and SoLs; only frigates checked, AI can only buy frigates; only SoLs box checked, you get the idea]). Before entering the interface the player can enter how much money they have, as well as choosing if the AI gets more or less cash than them (10%, 25%, 50%, 75% [max AI cash reduction], or 100%). The Player should also have all techs available from which to mod their ships after buying them. Maybe also allow optional limited stock in the admiralty shop? (Options: unlimited, plentiful, many, average, few, scarce). This would be an excellent way for players to field test new ships before they're added to the campaigns, as well as test out the viability of different strategies for attacking, say, an SoL with only frigates, without the pressure of failure imposed by the campaign. It would also help test for bugs major SoL engagements may cause before they show up in the campaign. Hope to hear what others think.
  4. I was playing the US Super Battleship mission when the game abruptly crashed. The only error message it gave me is "Too many threads". The crash itself is also odd. The game minimized itself and became unresponsive to me clicking on its icon rather than terminating properly. Had to use task manager to kill it. Is anyone else having this problem?
  5. Is anyone else getting a "Too many threads" error crash since the latest patch? I can't narrow down what's causing it but it doesn't seem to happen in custom battles.
  6. We all know that the accuracy system is in desperate need of an overhaul. Here's my idea of a system to replace it, which should be feasible from a programming point of view and accurate to history. I think the best way to describe my proposed system is by example: Ship X fires at Ship Y. Upon firing, the game calculates the flight time of X's shells and predicts where Y will be that many seconds in the future based on Y's current speed and heading. At that point (a literal point on the XY grid representing the predicted center of Y) the game will generate two dispersion circles. The first circle, called the Fire Control dispersion circle (FC Circle) represents the accuracy of X's FC systems and is centered on Y's predicted location and generates a point using a random dispersion algorithm (this generated point is where X thinks Y will be). The second dispersion circle is generated on the point created by the FC Circle, this is the Gun dispersion circle and all shells from X will land there. As the shells are physical objects in the game the game can track which compartment the shell hits, if it hits, and do the pen/damage calculations there. Modifiers for the FC Circle: Base accuracy determined by Tower(s) First ranging shot (200% debuff) Second ranging shot (100% debuff) Shots on target (25% buff) [% probably needs adjustment] Under fire (40% debuff) [% probably needs adjustment] Weather (debuff ranging from mild to severe, reduced by radar) Technology modifier (Highly variable buff) Primary FC destroyed (technology buff reduced by 1/3) [located in hull behind main belt] Secondary FC destroyed (technology buff reduced by 2/3) [located in hull behind main belt] {some ships, like CLand DD, don't have a sec FC; in that case if the FC is hit both are considered destroyed} Rangefinders damaged (50% debuff) [Primary OR secondary tower destroyed] Rangefinders destroyed (100% debuff) [Primary AND secondary towers destroyed] {If ship has only one tower the rangefinders are destroyed with the tower} Conning Tower destroyed (20% debuff) Turning beyond 5 degrees resets ranging shot count (need to fire first and second ranging shots again) Ship obstructing view of target (50% debuff) Smoke obstructs target (200% debuff, negated by radar) Radar (150% buff) [Has a chance of being destroyed by battleship caliber guns (12" and higher) firing, the larger the gun the higher the chance. Gen 2 radar has reduced risk of being knockedd out by own guns firing] Radar destroyed (radar bonuses removed) [caused by own guns firing, critical hit to main tower(?), or main tower destroyed] Modifiers for Gun circle: Base accuracy determined by gun Ship instability (variable debuff derived from fore/aft and starboard/port offsets combined with hull base value) [battleships are naturally very stable, CLs and DDs are naturally quite unstable] Damage instability (variable debuff derived from amount of flooding damage) Sea state (debuff ranging from milld to severe) Turret(s) damaged (# of turrets damaged/100% debuff) [Turret indicator at least yellow, I.e if a ship has 2 turrets and one gets damaged it takes a 50% debuff. If both are damaged its a 100% debuff] Swamped (25% debuff) [turrets taking water due to low freeboard, possibly caused by flooding damage or very rough seas] Notes: Each gun caliber has its own dispersion circle. Primary batteries and Secondary batteries have separate FC systems in order to allow for independent targeting. Close readers will notice that its possible for ships to dodge incoming shells by altering course and/or speed after being fired on. That is both intentional and historically accurate, and it means that small, fast, and nimble ships, like CL and DD can dodge main gun batteries of capital ships at long range. However the shorter flight time and higher RoFs of smaller caliber guns, like 4", 5", and 6", are much harder to dodge. For those wondering why you'd need to make ranging shots again after turning, that's exactly what captains needed to do IRL after turning.
  7. Has there ever been a case, real or considered, of replacing a warship's main armament with guns of the same caliber but of more modern construction? i.e. replacing a 12/50 MK1 with a 12/50MK2?
  8. I would such a function be a modding option that can be placed on the Steam Workshop.
  9. Once had a full health AI battleship flee from my nearly sunk battleship. It was a 2v1 and I managed to sink one of the AI BBs, leaving be in the teens of structure and low twenties on flotation and only able to make 3.7kn. If the AI decided to engage, I was sunk, that was a certain outcome. It decided to flee with its completely undamaged BB instead. I agree that the AI flees too often.
  10. Historically, various nations have had limits on how thick they could reliably manufacture armor plates and this was a major factor in warship design and construction. Right now, there's nothing stopping me from loading up Japan's Super Battleship and slapping 40in of armor on it with said 40in being just as effective as a 10in plate. Needless to say, this is not historically accurate. I'm not saying that this should be a hard limit, nations can and did take two smaller plates and fuse them together (see Yamato-class for example), but two smaller plates should not have the same quality as a single large plate. However, going over this limit should result in a armor quality debuff for the resulting plates. In campaign this should be something we can upgrade.
  11. I think they already simulate where the ammo is stored, they just need to add in code that reduces the available ammo for that gun type by 1/(number of turrets) and automatically destroy the gun that had the ammo detonation happen.
  12. I can think of a good compromise: Keep the snap points for the AI but, like turret placement, allow the player to ignore them by pressing and holding L-Shift.
  13. I think its due to graphical rounding. It probably had something like 0.3% structure left but since the game doesn't show fractions it rounded down to 0% on the display.
  14. Exactly what it says. Currently 1 gun turrets have the same diameter as 3 gun turrets when they should actually be smaller.
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