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Everything posted by skg02

  1. The strength of the one I quoted is that its a late war (1944) training manual and it walks you through and breaks down all the parts that go into naval munitions and fire control. I've had an interest in WW2 ships for over 40 years - built a bunch of 1/700 waterlines even in jr. high, but this game has really made me realize how shallow my real knowledge was. The really essential books for this game as base source are two of Friedman's earliest ones I think: One on firepower: Naval Firepower One in general on battleship design - this one should be foundational to anything going
  2. It would be helpful for devs to clarify a little more on what is what in our choice of ammo "explosives" as they are now. I can track Lyddite, and Cordite ok - the latter seems more like a propellant certainly than a shell filler. But what is "High TNT" - is that TNT with RDX in it? Tube Powder certainly is traceable and its German, but why does that mean heavier, less ammo det chance, and better penetration? I'd be happy with the devs just giving us more of their rough note research and interpretation on this and why they named stuff the way they did, or just bullet point a little m
  3. Nick. Hope your programmer gets well soon, and hope its not the covid plague.
  4. I agree on not letting it out into the wider world before getting it done in workable form on the campaign. I should think the campaign will have to deal with introducing land, islands, coasts, ect. Unless campaigns are just going to be WW1 North Sea like. The armor system and maybe the propellant/explosive system needs work. Reading up on how real armor schemes were really clarifies the need on the armor system.
  5. Here, Here. This is a big one for the advancement of the game. If the omni-direction-choice is too hard for the above. Might be an idea to trial some new naval missions with developer fixed designs rather than AI fixed designs, so some relatively accurate historical battles might be better set-up. These dev-based ship designs then make a start on getting to a ship design data base - some of the first of these ships, if the battles are picked right can go into subsequent new naval missions of this new type.
  6. Just playing Dreadnaughts vs. Modern Cruisers and have to say the way too high speed issue for AI ships is still alive and well. Plain and simple this just needs to be fixed for this game to be a serious treatment of the subject. You've got BC's going speeds that would make some destroyers embarrassed. Its just ridiculous when combined with their supernatural ability to hit at that speed as well - like they are taking no penalty for that high speed. I'm sure these comments are repeated above, consider them reinforcement to the point. Also think the cruiser modellin
  7. I think the trick on the forward turrets for the US Modern DD problem described is to use the control button and move the forward most turret forward a little, then things seem to work. Nice work on the Destroyers devs. Notice the flash fire effects are quite significant across ammo types - white powder now isn't so perfect anymore. Tube Powder advantages for risk are now more significant, TNT also better that way too. You really take your life in your hands now going super heavy shells as well. Going forward seems like there might need to be some work on matching turre
  8. Appreciate you for keeping to bang the drum on those issues. I'd like to see this game be as accurate as it can be. I remember Fighting Steel Project for it really working on accurate portrayal of gunnery, even with the limits of its graphics.
  9. piotreh1: I'm with you now on the 25% speed move/turning 100% - its the one way to get extra speed and a great turning bonus without burning the improvement slot. Good officers and sword bayonet weapons can get the gunnery+boarding of the hth 2nd level. Well I feel better now knowing I'm not alone on getting 3rd level. Probably going to sell my hth Hermione, so I can get another to get the sailing speed, go hull2-sailspeed3-carriages3, mount Woolich 18pdr-12pdr EIC Carronade combo and crew up to 285 max for boarding, still have good speed. Ship classes - favorites are the Endymion a
  10. piotreh1: I used to not like Porcupines, but then I realized how slow the Cerberus's were, especially when filled up. I like the flexiblility of having the two decks - heavies on the lower, and Carronades up top. Also, found that they can put less burden on your Armory - spreads out the distribution of guns. Your all in and sometimes too heavy or not enough guns with Cerberus's. Too avoid boarding problem on VI I had them already very fast, but loaded them up to max of 210 men, and avoided tangling with the 280 man ships. BTW playing on normal difficulty. Woolich - lighter weight for
  11. Up to retaking Savannah in the American Campaign and concluded the following about ships issued free by Congress: Early on they are welcome and the best you can get, later on they can be a burden. The game lets you sell them and then like every other ship you sell they show up in the Admiralty's assortment and the best available to buy for the most part - nothing much else there. Suggestion. Provide choice at the point where Congress is issuing ships - they can be accepted per current campaign without cost, or turned down for a increase in Prestige points that's boosted by say 50% ov
  12. piotreh1. Posted about Valcour Island on your tactics thread, but to add here following. Up to Valcour Island I had taken and bought a bunch of Porcupines, so I sold the ones Congress gave me and used my own. Had watched History Guy Gamings redo of this first, and so avoided the retreat pitfall. I kind of played for bit as he suggested, getting my little guys down near the end, but also fought in stages more to that point. Eventually concluded that my little guys had no value at all and worse sailing qualities, so just got them off. The dilution of crew to take any of the smaller British
  13. From the above comments, going to have to try round shot raking more, I've been using grape shot. Have my hands full enough yet keeping track of where and how all my ships are to do targeted shots to kill masts. Up to now, just finished Valcour Island on American after full as it is available British, mostly focus on boarding and taking ships instead of sinking, the prestige currency is just too valuable to pass up. Guns: heavily use Desagulier's guns for the range and penetration, living with the longer reload, smaller damage - they are like the "tube powder" for UA:Age of Sail. In Ameri
  14. For the British I assume these will be 1 Chapter for continued war with France after American Revolution and then Napoleonic? Are there stirrings yet to continue some chapters British and American to the 1805-1815 era? Some of the most epic U.S. age of sail battles were in that era: Barbary Coast, War of 1812 - the time frame covered by the Book "Six Frigates". Highly recommend that - does a good job of covering both the wierd personalities of early U.S. Navy, but also the problems of operating and maintaining these ships - pretty cranky process.
  15. Going to replay it again anyway, since the sea battle part at the end caught me off guard. Will go in with my one big troop ship and all my frigates fully loaded, get in and get out. Been fortunate so far not to have glitches like this, but haven't done the campaign as much on steam either - more delay in updates there. I submitted bug reports as they occurred in game.
  16. Third time I played got thru land battle ok, but my most powerful ship just disappeared at the end of the land battle. I had anchored it just inside first layer of shallows, was not aground.
  17. Just had this happen a second time playing above mission. Seems like it might be related to anything happening near the beach - too many landing boats for game to sort? 1st time happened during retreat to beach, 2nd time when fighting near the beach. What happens is men freeze up and march in place and unit shields become frozen on screen in same place, decoupled from units, you can still move the map. Also, game locks up so you have to task manager close it. This is the steam version Im playing. Like to know if I'm alone experiencing this. I could understand if fixing so
  18. Fair points. Would agree that the current pathfinding would have to be fixed before implementing collisions between friendly ships.
  19. Evasive maneuvers - so does this mean that hits now are not precalculated as I think Steeltrap indicated elsewhere and chasing the splash is now possible? Now it works like this: system calculates an aim point based on target behavior at point of system targeting, short delay to when guns actually fire, probability model determines where shells actually land with respect to the targeting aim point, a hit occurs if where the shells actually land coincide with where the target ship actually is where/when shells land? Ramming - can imagine there's a code reason why friendly ships can't
  20. Agreed. Noticed that too trying to build a Takao.
  21. Two good complimentary sources on Ordnance and Fire Control: Naval Ordnance and Gunnery: Naval Firepower: Battleship Guns and Gunnery in the Dreadnought Era:
  22. Exactly. Other side benefit would this framework might be best for allowing allied fleets - Java Sea, if at least by ship, if not by flag. Be possible to fight an Iowa verses an Iowa too.
  23. Really like this feature, used in replaying Brit campaign to bring Richmond in to fire into village to good effect. Would wonder how well pulling a ship to unground it work. Wind direction would of course be key, but enough? Are the devs ready to give us tides? 😎.
  24. Would suggest position, not barrels is the key. Have to xperiment.
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