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Everything posted by Somhairle
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Armour and penetration values and what they mean
Somhairle replied to GooseSpringsteen92's topic in General Discussions
Listed armor penetration values are calculated against the lowest level armor. Listed armor thickness is actual thickness. To find out the effective thickness, you have to multiply the listed value by the modifier. So, in the example you provided, yes, 10.5" of Krupp III will defeat the 12" shell you described, but if the enemy is using a heavier shell, different shell type, different propellant, a longer calbre gun, etc.. it may or may not, because those things all effect the penetration value. Hope that's as clear as mud -
Is there a way to argue that AI is not cheating?
Somhairle replied to MyTeitoku's topic in General Discussions
As others have said, most likely the 'funnel' and associated armor/structure/etc. was sufficient to arm the shell fuse, causing a full detonation. Now as to the amount of damage it caused, a realistic possibility is that (although I have no idea if this is how the damage model is currently working) would be for the detonation to have sent splinters, fire, and other miscellaneous items down the funnel, into the intakes, and then into the boilers leading to internal damage in that area. I could also have done damage to nearby structures (foremast, tower, bridge) or things below it on deck (ammo lockers, open secondaries, boats, crew). -
And your point would be? This isn't "Ultimate Build What They Built in Real Life".
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Why are 9 inch guns so much more accurate than everything else?
Somhairle replied to Dman1791's topic in General Discussions
Mark # is the version. Each mark is an update of the one prior to it, with 'generally' better stats than the predecessor. Faster reload, longer range, better accuracy and damage usually. -
Formations in this game need a serious rework!
Somhairle replied to Druzki's topic in General Discussions
You are correct from a historical and generally a doctrinal perspective. Now, if the AI could manage it successfully, like pulling out of line AWAY from the enemy via a SLIGHT turn and then slow down, it would work. Instead, it makes the ship take a hard turn directly towards them most of the time, and the rest of the line jumbles up playing 'dodge the cripple'. -
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The 'wings' on turrets are the range finders. Some guns did elevate individually, some did not. Depends on the type of slide/cradle the turret uses. Older turrets usually used a single cradle, all guns move together. Over time, individual cradles (and independent elevation) became a thing. For US BB caliber guns, it was between New Mexico and Tennessee classes IIRC.
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I though he was referring to travel range, action radius, whatever you call it, not firing range.
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Enemy range? Not that I've found or seen where anyone else has found, outside a few that seem to know how to parse the game files, which I cannot. Current speed? Sure. When in battle there will be 'cards' for the enemy ships (or groups if more than 1 of each class is present) in the top left of the screen next to the shot data. If you expand them by clicking the arrow, and then hover your cursor over the ships, it will show their current speed in a pop up.
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It's where the lighters and other small craft go when we start being able to do amphibious assaults.
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Player Suggestions - January/February
Somhairle replied to Nick Thomadis's topic in General Discussions
Because that hull type does not support barbettes. It appears to be Dreadnought I or maybe II, and there were no barbettes historically on those ships, hence, no support for barbettes. -
Historical Japan should be, but this isn't 'Rebuild the historical navies of the world'. Nothing should be set in stone that hadn't already happened by 1890. EVERYTHING after that should be up to the player (as much as an individual nation can effect). decisions made in game.
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The armor slider value is the thickness of the plate being used. The penetration values listed are vs lowest quality though, and the modifier for higher quality basically increases the effective thickness of whatever your slider choice is. So, 12" of highest quality (w/ best enhancements etc.. 120% modifier) is 26.4" equivalent.
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Player Suggestions - January/February
Somhairle replied to Nick Thomadis's topic in General Discussions
They said that, and draught, will be adjustable in the next patch/update. -
I am one. 😁
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>>> Beta 1.03 version<<< [EXPIRED 20/01/2022]
Somhairle replied to Nick Thomadis's topic in General Discussions
Just submitted a bug report from the in-game icon. Enemy DD looked to have been able to make it to the Delta Quadrant in less than 3yrs. Big ZOooooooooooooooooooooooooooooooooom. As soon as I submitted the bug report, CTD. -
Historically, factually, realistically, and accurately, you are correct. The in-game adaptation, on the other hand, is basically a box. The deck armor is the top of the ship, the belt armor is the side from the deck to the keel.
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Depends on WHY the shell is heavier. Is it just more dense (different base metal/case structure/filler) or is the main body longer? Is the shoulder angle the same? Is the cap wider/cover more of the nose? All THOSE things would effect the dimensions of the shell hoists and their through-deck passageways. That could/would probably require a rebuild of the turret trunk, handling rooms, hoists, handling equipment, rammers, breeches, etc..
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>>>Core Patch 0.5 Feedback Hotfix v90<<<
Somhairle replied to Nick Thomadis's topic in General Discussions
Add me with the rest, same issues. Mine ships will at least engage, but no overlay, water, etc.. just the ships themselves, shells, smoke, etc.. -
US Dreadnought III hull; No funnel mounts
Somhairle replied to Somhairle's topic in Game Technical Issues
Yes, sorry. Was at minimum displacement. As to your suggestion, I couldn't find a tower with cage masts and a built in funnel spot. Thank you for your quick response. -
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Anyone else noticed that draft is ridiculous? The RN BCIII (Hood) hull has a draft of 15m/49.2'. FOURTY-NINE FEET?!?!?? And it doesn't change as you adjust other things. Make it heavier and the length and beam increase, but the draft stays the same. Make it lighter, length and beam drop. Draft? Nah, it's the same. FYI, Hood's draft (at normal load) was 8.7m/28.5'. I know, "What does this have to do with OP about armor weight?" Well, as the Devs have said, the armor model, as currently operating, armors the ENTIRE SIDE from deck to keel at EQUAL thickness. Historically, where I can find the values, most ships armored belt was 2.5-5m/8-16' tall, with a usual deck height around 4.25m/14'. So, instead of the main belt being 4m/13' tall, it's 23.5m/77' tall (since there's 2 decks above water), but weighs LESS in a lot of cases. Even if it weighed the same, armor would be ridiculously light.
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Way too much "detonations/flashes" since last patch
Somhairle replied to swordmania's topic in General Discussions
And here's #3, actually got a shot. Hit at 5:30 w/ 16" "mid deck penitration". 1:11 later, without another hit, I see "Main Gun destroyed, Barbette destroyed, Fire, Rudder damaged, got Flash Fire, and Sinks due to structural damage. 1 hit....*BOOM*. 3 in one day. I should buy a lotto ticket.