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Gangut

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Everything posted by Gangut

  1. Could be a crew system, as in the campaign I suspect the overall quality of the crew could make the difference between a win or loss. Same goes for how much crew you lose during the coarse of a battle, as when ships take damage in certain areas they could lose crew members. Plus it would be a factor in the overall cost of operating your navy. Given the current pace of development i don't think it will be anything more than like a basic maintenance cost in the campaign or something. Outside crew, I think the ship editor needs quite a few tweaks here and there. That being said I wonder what new ship hulls are being designed.
  2. I've been having a bit of fun with the new update, especially with the designer. Saying that I like how the AI still comes up with some weird and goofy designs like the one below. I mean my latest light cruiser design in sketchup has slightly beefy barbettes considering the guns that are mounted, but that rear turret is like next level XD.
  3. Cheers for the ping. That's some great stuff, and I'm looking forward to the removal of snapping points, mainly because it now means I can optimise my designs a bit more. When the campaign comes round in full form I think it'll be cool to play as a minor nation like Spain or China, and try and match one of the major navies in some way. Although china would be one hell of a challenge.
  4. I've tried this one. Creating a decent realistic battleship is hard, and if it gets hit by a torpedo it's pretty much dead. It's challenging I'll say that.
  5. Looking forward to the upcoming campaign and experimenting with some truly weird naval doctrines.
  6. Tried the mission "German wrath at the North sea" mission a few times and whilst I like the idea, there's atleast one thing that would seriously help. A fleet manager similar to battlestations pacific because organising my fleet into something useful results in it going all over the place, which gets much worse once ships get damaged as it becomes impossible to maintain any form of cohesion. Which leads to more damage and loses being caused by torpedoes as I just lose control of most of the fleet.
  7. Managed to play a few battles after the update and it's harder than it used to be. So far with just using AP most of my shells either bounced or just did next to nothing, and as for ramming, yeah just not happening. I did get some luck last night by just spamming H.E and going for lyddite with super heavies, then watching her burn . It takes allot of RNG as you need both to remain broadside on to one another for it to work, cause this thing just doesn't turn much, and when your out of 1-1.5km range, good luck hitting anything. Which is weird because when this mission came out I could beat it without relying on RNG.
  8. One feature I'd love to see is the ability to save a design and use it in sandbox mode, or globally. You could even save the design for the ai to use in say the sandbox to help limit the weird designs, but also roleplay purposes as who doesn't want to see a rematch of their favourite naval battles, or even what if battles?
  9. Yesterday I played out a bunch of custom battles in a generic fast battleship using battle cruiser 2 hulls at 40k dislacement, with 5x2 14 inch guns and 32cm of belt+turret armour, and lets just say I got some weird designs. The one below is possibly the "best" example of the designs I came across. In terms of performance I did notice in a 4v4 battle these fell apart the moment shells started hitting them and were unable to do much in return, and they were just unable to even sink one of my ships which is a surprisingly common theme. If the devs are looking through this then I would recommend a design standard where the ai ship matches the player ship displacement wise to whithin +-2500 tonnes, and it places parts in a more realistic manner because I have no idea why it would need a main gun barbette for a secondary gun :D.
  10. This thread has definitely made my day :D. I personally have ran into designs which would make some of my drunk ship designs look like true master pieces of naval design and worthy of any top of the line navy. One wonders what would happen if the campaign was implimented right now, with no changes to the ai ship design.
  11. This idea I like allot, especially as I had that kind of idea whenever I played a from the depths campaign with a few tweaks, where the ships would serve in a "museum fleet" but could be reactivated if needed. They were surprisingly effective against the final factions. Anyway I expect this to be great if say you have a pre-dreadnought that had one hell of a combat record, but don't want to keep it in your navy or scrap it, and refitting it wouldn't be worth it as it would still be horribly outdated.
  12. So far i wish to share this design whilst I work on my next project the Norwegian coastal battleship Nøkken. This one was done as a request to make a Ukranian version of Hms Agincourt, whilst aiming for it to be better than both the Agincourt and the main competition Gangut. The story was cut a bit short to fit in to sketchfabs limit. The Ukrainian battleship Kiev begins its journey in March 1917 with the beginning of the Russian revolution and the rise of Ukrainian seperatists. After a year of fighting off several Russian factions the Ukrainian seperatists gained independance from Russia, and formed the Ukrainian republic. thus forming a new chapter in Ukraine’s history. Seeing Russia as a future threat in 1920 Ukraine begins the construction of a 34,000 tonne battleship to dominate the black sea and to act as shore bombardment should the need arise. To take on the Ganguts it was modeled on the HMS Agincourt to provide maximum firepower, with the best level of protection. The ship is completed 3 years later and is the most powerful ship on the black sea for her time, however is more heavily armoured than both Gangut and Agincourt with her belt at 320mm, and several knots faster at 25 knots. The chosen engines were diesel motors for simplicity of operation and maintenance. Length-210m, Beam-30m, Draught-8.8m Displacement 34,130 tonnes Armament 14- 45 cal 305mm guns in 7 turrets, 20- 152mm secondaries in casemates, 7 x 1 76mm guns in deck mounts Ship Armour- Belt 320mm, upper 180mm, end sides+ decks- 25mm, main deck- 150mm, conning tower- 330mm, torpedo belt- 26mm Turret armour- 330mm shield, 200mm surrounding, 330mm barbette + hoist. Engines- geared diesel motors producing 60,900 horsepower with a top spead of 25 knots. Range- 3500 miles at 12 knots.
  13. This is one hell of an update. I look forward to unleshing the battle baguettes in campaign when it comes round, though custom battles will be enough for now.
  14. That ship is very beautiful. Its designs like this which would make Uad allot more interesting with custom hulls. I wish I could make this kind of thing in blender myself now that I'm transfering from sketchup.
  15. Cheers :D. Come to think about it, the monitor does look like what would happen if pre-dreads came back in a ww2 setting, since I did also include radar ontop of the front conning tower.
  16. It's very nice looking through this thread and seeing some great designs. So far I've managed to make quite a few on sketchup and upload them onto sketchfab, below is an example. Monitor class Length- 150m Beam- 26m Draught- 4.6m Freeboard- 5.6m Displacement 18,100 tonnes Main battery- 6 (3x2) 15 inch or 381mm guns Secondary battery - 16x1 150mm casemate guns 8 (4x2) 120mm guns (also doubles up as AA) AA armament- 10 2 row sextuple mounts in turrets Propulsion Diesel electric motors outputing 5000hp giving a top speed of 12.5 knots Range - 4000 miles Armour Belt-300mm, citadel deck- 200mm, Upper 100mm, End (inc decks) 20mm Main gun- 270mm barbette, 100mm arount the turret, 270mm face armour The concept of the Monitor class was to effectively be a mini battleship with 2 15 inch turrets that opperated at the coast line, something I think could be a fun idea in this game. I first aimed for 2x2, then thought why not have 2 quad mounts and give Bismarck a run for his money, but eventually settled on 2 tripple mounts. The armour layout is a boxed citadel with the thickest protecting the vitals, with extra in places to protect against splinters, and the upper protecting the casemate guns. The huge bulges are indeed anti torpedo bulges. The design was inspired by the British roberts class of monitors and so speed wasn't a concern, and provided it had some form of screening it should be able to defend the coastline from most small-medium threats.
  17. Just wondering will it be possible in the future to have ship prefabs for the campaign, naval academy and custom battles. By prefabs I mean ships you can save for later use, or ships already "built in" such as a prefab of Mikasa,Gangut, or St Louis. (would also be interesting to have the St louis C-20 Hull). I think it would also be interesting to re-create the battle of Tsushima for a naval academy mission/s, as the battle of Tshushima was the last major pre-dreadnought battle before the launch of Hms Dreadnought. Playing as the Russians and trying to win would certainly be interesting, provided the Camchatka gets lost somewhere and finds actual torpedo boats.
  18. Completed both missions already and I loved them. Would be nice to see some of Popovs round ships added in, especially in the custom battle mode.
  19. Overall I like the new update and have been experimenting with various weird cruiser designs. however when I tried for a Carmania vs Cap Trafalgar scenario in custom battles (1 transport vs 1 transport) and loaded the designer, weird things begun to happen and well below is what happened. I should note it's impossible to leave the designer via exit when this happens. Ctrl-Alt-Delete is the only solution to escape, atleast for now.
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