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ZorinW

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Everything posted by ZorinW

  1. Agreed. The way it is handled right now is VERY confusing. Why force the player to make a number of calculations instead of providing a proper number that would also make way more sense in the context of supply needs for your fleet, which certainly would not be show per capita. Give us a total production and a total required amount by our fleet. That would be VERY straightforward.
  2. @Nick Thomadis Oil ressources are stil not properly accounted for. As Italy I had no province with oil production, which was correctly shown in the Politics tab. After a war with Russia I took Turkmenistan from them with an Oil production of 52,804 barrels per capita. Yet the Politics screen now only shows 5,808 barrels per capita.
  3. Fair point, but why then present the player with a read-out that would be clearly misleading? Also what do you mean with bow plate? Presenting the bow should give the highest ricochet chance and not the lowest.
  4. Just wanted to drop this. Ricochet angles are not calculated for each round individually. This game is very much a game! All it takes into account is the position of the center of both ships relative to eachother. Nothing more, nothing less. I bet that the entire 3D stuff is just window dressing. There are most likely no calculations that are based on anything you see in a battle. Which is also why there is no armor model. It's all down to math functions that simplyfy what is actually happening. Also switching between only main or secondary guns did not change the values for ricochet chance or side/deck hit chance. So I assume that firing arcs, as basis for side or deck hit chance, are also just a visual effect, that has nothing to do with what is actually happening.
  5. @Nick Thomadis Another bug in random battles. Crew levels are reset. If I set both crews to regular the crew of the ship that I don't launch the battle from (ship designer screen) gets its crew reset to cadets. It does show both as having regular crews in the ship builder but in the post battle result screen it lists one ship with a regular crew and the other with a cadet crew.
  6. Interesting, but as you say, without the function we don't really know what is happening.
  7. @admiralsnackbar Great work! I was wondering if you have checked the mechanics behind the auto-resolve as well? Cause right now, that function is best be avoided for its completely random nature.
  8. If only we would have an actual armor viewer and armor model like in World of Warships. That would clear certain things up rather nicely.
  9. Or improve relations. In RC3 I can improve relations with one nation only and the rest are greyed out...
  10. VP bug is back... Just started a war (first turn) and as in both previous wars my enemy, France in this case, gets VP points and I don't.
  11. @Nick Thomadis are there any plans for the foreseeable future to address the stop gap solution of up and downscaling 3D models to create content? This is just a very simple example of the issue. We have here the Torpedo Boat Destroyer at 70,8 m length and the Torpedo Boat at 69,8 m length. Due to the malpractice of just upscaling the shortest Torpedo Boat model we end up with a VERY wierd looking boat where every single component and texture is of the wrong scale. The "life boats" being the most obvious elements. Same applies for all towers, funnels etc. There isn't a single ship in game that isn't a visual mess due to various different scales being present in a single design. On an aside, this is what I think a game that is all about designing your own ships shouldn't look like in 2023. Especially with regards to the accuracy of the models. USS Smith in UAD and WOWS for comparison. These models have supposedly the same size. Can you tell? No, cause the overall model quality paired with the scaling issue makes every ship in UAD look frumpy and strange.
  12. Sorry, mixed up inchs and mm there. We really need @Nick Thomadis to clear up this whole issue.
  13. Yes, but it is the angle of impact that is determining the ricochet chance or not? Given your guess, there should not be pens when I fire a shell (that has no modifiers) at 1 km range with 10 mm deck pen value at a 0 (1) mm deck. It should always overpen as the no ricochet threshold rule applies. Or not?
  14. This would make ricochets basically the default for ranged combat. Especially with standard shells that have no modifier for ricochet angles. Wouldn't it? Also: no_ricochet_threshold = 1.5 n-penetration rule: if armor is too thin (n-times smaller than penetration), never ricochet So having no armor means that shells will never ricochet, yet shouldn't they then still over-pen instead of resulting in a full pen? And why does it only happen with deck hits?
  15. Maybe I am stupid, but the ricochet parameters don't make sense to me. Should it not be that anything below 30° will give max ricochet chance and anything below 50° can "produce ricochet"?
  16. Managed to get the first partial-pen and over-pen vs 0 (1) mm deck armor. Only took me to increase the gun to 149.9/47 with Dunnite + Cap Ballistic I and a resulting deck pen of 8.2 mm at 1000m.Though most hits are still full pens. And for whatever reason with the gun at 149.9/42 with 652 mm belt pen I just got a full pen vers 0 (1) mm belt armor. This all doesn't make any sense.
  17. There were also a number of high angle hits to the belt. They didn't trigger a partial-pen or pen either. Always over-pens. When I increased the belt armor to 25mm on the enemy DD then I got over-pens, parrtial-pens and pens depending on angle on the belt, as it should be. Also, these extremly flat angle hits to the deck should result in a ricochet then or is there some hidden stats about those too? And how is this avg pen of 257.8 mm vs 0 mm (1mm min as you pointed out) to be explained? Another issue, super structure hits. The super structure is also set to have 0 armor, yet the second highest hit pen was vs the funnel!
  18. Distance is around 500 - 750m. That 1 inch would then also apply to the belt, but it doesn't otherwise there would bat least occur partial-pens, right?
  19. Just watch @brothermunro latest video Bismarck vs. Yamato. I setup a test to see what is wrong with these deck pens. DD vs DD, both with 0 armor all around. So every hit with my 127mm gun should be an over-pen. Well, let's see: EVERY belt pen was an over-pen, as it should be, but EVERY deck pen was a penetration! So there must be something wrong with the penetration calculation for deck hits. VS 0 armor there should not be penetrations that arm the shells. @Nick Thomadis
  20. Okay, just looked at the 2" MK 5, which, on all ship classes, has a caliber of 38 by default. All stats match accept accuracy, though all hulls have different pitch and roll values, which would explain that difference. EDIT: On second thought, pitch and roll do not explain the difference in accuracy: BB stability: +30% pitch: -3,2% roll: -2,2% beam: -10% draught: +13% sum = +27,6%% accuracy modifier: +32,5% Accuracy at 1000m: 72% CL stability: +6,7% (<- why is this so low?!) pitch: -3,7% roll: -5,6% beam: -10% draught: +13% sum = +0,4% accuracy modifier: +32,5% Accuracy at 1000m: 57% DD stability: +21% pitch: -5,3% roll: -4,4% beam: -10% draught: +13% sum = 14,3% accuracy modifier: +32,5% Accuracy at 1000m: 64% No clue how the math here is supposed to work....
  21. I know. I just wanted to make it clear that in this case the caliber is what effects the gun weight to be out of line. Along with this the price is also too low on the CA/BB gun, the base accuracy is also not similar as well as RoF, muzzle velocity and range. All four guns should have exaclty the same stats, but they don't. @Nick Thomadis
  22. The ammo type and caliber are also the same? Cause I just checked the 5" guns for Germany 1910 and the caliber is the trouble maker. Without setting them to a similar length on CL and CA the guns are pretty close in weight (difference can be explained by different gun shield type) BB CA CL DD After adjusting the caliber of the 5" gun on the CA to match the gun on the CL taht one is way heavier! @Nick Thomadis
  23. Keep in mind that you have to place the guns on deck to get accurate values. The ones listed in the selectiontab before placement on the hull are ALWAYS wrong.
  24. Found that out too. Needs a fix asap. @Nick Thomadis
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