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Everything posted by arkhangelsk

  1. Just encountered same situation here. Yes, password has been reset, still this message.
  2. Really. Because I have been getting my butt kicked in that mission (with them killing my DDs and not presenting straight courses so I can launch effective torpedo attacks...) Increasing the maximum speed malus from 90-95% may be working out.
  3. My experience is that the computer is actually good at aiming the torpedoes, but the ships are sometimes ridiculously evasive (how do they expect me to effectively attack battleships are are in a confused circle?) More importantly, the computer's fire control clearly overestimates the valid arcs of the torpedoes compared to the estimate produced by the collision modeler or something, so I lose them as they are fired (and presumably hit the ship). I think at least for the moment, they should reprogram the system so if the mount launches, the launch is automatically a success.
  4. If you refer to the listed penetrations, they are for iron, not steel. Look at the mulitpliers.
  5. Your understanding is much appreciated, @Steeltrap As far as this issue is concerned, I've given it a little bit more thought. Maybe what is needed is a little bit of advance warning. Now, I don't think the "request permission" is a good idea because: 1) While it might be plausible on the flagship, if any ship other than the ship you are on shifts target, realistically you won't be notified. 2) If such a warning is implemented on the little report screen on the bottom left, the next thing that would happen would be the torpedo warning as in "I did not see it". Since the AI
  6. Here. Have a 1912 HMS Barfleur. https://photos.app.goo.gl/WxqqPycqbKzyowj27 It really is no effort to put the thing together, complete with 16 9 inch guns, 32.5 knot speed and plenty of armor. The computer estimates about 85000 SHP to get to the required speed. Based on historical precedent, while it is not blatantly impossible, it is a very favorable ratio and IMO shouldn't be granted to a Dreadnought hull (this is Dreadnought I, maxing out at 27000 tons), but a battlecruiser hull. In any case, since it is perfectly feasible for a human to throw the hull together, it is no
  7. I'm one of those people who click on the battleship out of instinct and let the guns attack that, so the first time this issue pops up for me is when I notice the computer auto-shifted onto a CL or DD and I have to decide whether to reverse its decision. The first thing I do is check the battleship - probably it already took a few hits and its firing efficiency (thus dangerousness) is down. Second, yes I will check the torpedoes, but usually the computer shifts onto something with torpedoes (perhaps it is because most of its designs have torpedoes, but anyway...), so that box usually
  8. The computer won't let me append this, so a new post. I meant to give an honest appraisal of his ability (albeit, based on the little bit he demonstrated when writing the post), rather than ad hominem. His reasoning was based on abstract generalities, rather than the concrete circumstances of his case. On the other points, I can get the initial frustration when your target selection is overriden. On the other hand, before just reversing it in frustration and whining about how you have to re-establish the lock, I see it as a good chance for a rethink. Maybe it is really time to quickl
  9. True, but its title is Ultimate Admiral: Dreadnoughts, not Ultimate Captain: Dreadnought. You can drive an individual ship (and a large percentage of the training missions make you do that), true, but the center of the intent is for you to drive at least a few ships at once. And ultimately, once you are NOT on the ship, what the ship targets is the choice of that ship's officers, not you. Second, initiative is a good thing, because the officers on the flagship are not always right. And given the communications bandwidth common to most of that period, they are not going to check in with yo
  10. Yeah, but they are still little. The 17" may well be conning tower or turret. The elevated hit chance is why the 9" is the "hero gun" of the game - it is right at an apex before the hit rates drop again, said apex put in because of some people's impatience with the secondaries. The game AI is just exploiting a mechanic put in response to the whines of human players. https://en.wikipedia.org/wiki/Second_Battle_of_Heligoland_Bight https://en.wikipedia.org/wiki/HMS_Courageous_(50) https://en.wikipedia.org/wiki/HMS_Glorious Doesn't look very affected by the enemy gunfi
  11. I hate to break it to you, but for a ~23000 ton ship, historically you only need about 90000HP for 32 knots (ref Courageous). While the game underestimate HP requirements, battlecruiser engines were getting close to that power rating by then. Tiger had 85000HP. Including forcing, she can go over 100,000SHP. It's a little early, but not maddeningly so. And while speed might not be armour, it is also willing to drop all the way to 9-inch guns for some more armor. In general terms, this is a plausible design. The game does favor speed. On the other hand, but history does suggest that once yo
  12. I can tell you are one of those people who need auto-targeting. Your ego aside, your computer knows your weapons better than you. #2 might be what you were taught at school, but the blunt truth is that DDs and CLs are not that much faster than a BB or BC. And while the secondaries only take nibbles out of destroyers, the mains annihilate them so if you are serious about taking out the destroyers you need to put your mains into the action. In fact, it is quite possible to work with a battleship with only mains, which also has hidden advantages like reducing Roll and Pitch, thus your more stable
  13. I don't think it should be modeled because let's face it, the effect is insignificant. For one thing, in terms of the total amount of particles, you are still putting them up even if you increase the airflow. If the opacity is reduced very slightly, no one will notice the difference and it will be the amount that kills you more than the exact opacity.
  14. To which I'll add how Prinz Eugen was able to hear the screws of approaching British battleships, and as far as anyone can tell, she did not stop to hear them. Against ships and torps, it seems the sonars do work even when the ships are at speed. Also, we might add that any time a T-V homes in on an escort ... torpedo is moving at over 20 knots, the sensor is utterly puny. But it finds something to home on. In any case, the game's position right now is that hydrophones are useful in detecting torpedoes. And considering all the screaming about overly effective destroyers, I suspect th
  15. Well, I'm here to report some of a different type. These two pictures should suffice to make the point: I have 3 port and 3 starboard quintuple launchers, 15 torpedoes per side, 30 torpedoes in the tubes. When the ship launches, it launches THIRTY torpedoes and immediately loses FIFTEEN of them because they are not in the right direction.
  16. Please refer to this thread.
  17. Yeah, I know. 12" is yet another favored caliber, but if you look at the stat box, the 9" actually received more inexplicable buff at long ranges, and everything from about 3 inches to 8 inches are scale down off that, getting some of the advantage from this artificiality. This also makes 10" and 13" particularly UNfavored calibers because that's when the devs jack the hit rate back down. Try hitting the BBs, hurting them some, and accepting the AI's choice when to switch to the destroyers. That has worked well for me so far. They don't have TEN salvoes. Usually it is about fou
  18. Related to this: Here are the latest batch of results. https://photos.app.goo.gl/74WcFGd1Uu8xHVXZA This time, it is one Japanese destroyer facing off 4 British battleships, 1 light cruiser and 1 destroyer. First, when the battleships are normal sized rather than a 100,000 ton monster, destroyers don't spot them before being counterdetected by the battleship. Second, my attempt to escort the enemy and give them hydroacoustic support did not seem to work, with the torpedoes of the first wave (20 of them) being detected extremely late, leading to the unjustified loss of
  19. I wasn't that lucky in my attempt, though the fact they are 100,000 tons with maximum bulkheads may have been a factor. I got hits but no sinkings and the ships often took only one torp per 15 torpedo salvo. Yes, the destroyer is basically immune if you stay at 15-16 km against 18 inch Mark 3 guns. Having said that, this was kind of the original concept behind the Long Lance, so it is hard to complain too much. The solution, first let's make it appropriately hard to make a 40 knot destroyer. In this attempt, 40 knots was 53000HP when a ship of that size historically would need more like 8
  20. Actually, research has shown that the Speed malus tops out at 37.5 knots, so at 40 knots you are getting the maximum speed malus.
  21. For one thing, despite objections of the realism crowd, I think they already gave the smaller guns a buff (check out the 9" in particular). So don't ask for another one As for the complaints, look. Just put a torpedo detector (destroyer) along with the battleships. Make sure it has good acoustic equipment. Torpedo evasion suddenly becomes child play and they can't touch your precious battleships at all. You can spend almost all the time with them on Auto. https://photos.app.goo.gl/McXbQzEYq4Swssyw8
  22. Well, I am on the other side for this one. Freedom of imagination, sure. But under realistic rules. Part of the problem right now is that the horsepower estimates are too low. For example, that 1400 ton destroyer I built last night needed only 33000 horsepower to hit 40 knots. Even considering the low displacement, it should need more like 50000. This underestimation of horsepower needed, which seems to be systematic, makes it ridiculously easy to build fast ships.
  23. Your link isn't working for me. I did, however, just do it in the reverse direction. https://photos.app.goo.gl/qvvBzcx16gG8ACgVA By making 40 knot DDs, I managed to get about 4 of those battleships before all my DDs died. I will buy that if I handled them better, I can get 6. So basically, when the human builds and controls the BBs, he wins pretty easy. When he builds and controls the DDs, same. Though i definitely worked harder when fighting as the DDs, and it'll probably take longer to replace tjhe lost ones than patch up my BBs. A lot of the problem, from what I can see
  24. Look, I just ran that experiment. The destroyers were really easy to kill and I basically just let the computer do all the work. https://photos.app.goo.gl/nWJsvc7zB9sXJBnS8 Sure, one of my battleships got clipped pretty good by torpedoes and one other got nicked by one at the end, but basically neither was in any danger. I really don't think we have to worry about AI destroyers being the end of us
  25. I meant the night attack by a bunch of British destroyers before KGV and Rodney moved onto the scene. Not a single destroyer was killed. Historically, secondaries just weren't that effective (you might go dredge up the Alpha 2 thread, when destroyers were even harder to kill). One percent hit rates really were quite realistic.
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