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Gregg

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Gregg last won the day on January 9

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About Gregg

  • Birthday 07/13/1948

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    Male
  • Location
    USA, Florida, Space Coast near Kennedy Space Center
  • Interests
    Wargaming, especially Naval and Air combat

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  1. PLEASE, give us the option to opt out of this upgrade, so we can finish version 1.4 campaigns we are currently playing. I (and I expect many others) are tired of their hours spent playing a campaign, only to have it wipped out every time you make a major upgrade. So please, give us a way to stop the pending upgrade from wiping out current campaigns!
  2. Happy New Year everyone! I have a bone to pick, one that I believe has been discussed here before; that being torpedo hit results on smaller ships, especially TB's, DD's and CL's. I'm a amature Naval historian, dating back to the age of sail in the 1600's, with lots and lots of books on the subject. In modern history (1930's until today), to my knowledge, there have only been a few cases where a DD took a single torpedo hit and survived. In all those cases the DD took hits at the stern or bow, blowing away said part of the ship off. And there is only one case in history where a DD took two torpedo hits and survived, that one case taking hits at both the bow and the stern. So, why in a recent battle (March 1922) did a 1920 vintage 1000 ton Japanese "trained crew" DD take eleven (11) torpedo hits ( from three different DD's, 19 and 20 inch torpedos) to sink it? Said hits were mostly at the "Main Belt". It appears once a torpedo hits a section of the ship, additional hits in that spot do little or no additional damage. I've seen time and time again; DD's takes two, three, or four torpedo hits, and survive (yes with 80 plus % flooding, but they still survived). In the above battle, one of my attacking DD's took three torpedo hits (19 inch) (two at the bow, one at the main belt), all resulting in less than 1000 damage points each. Said DD survived the "Convoy" battle, with four of my DD's taking on the Japanese escort of a DD and a CL. Both Japanese escorts were sunk by a DD rush attack, and afterwards nine TR's were sunk; while I had one DD damaged as described above, and two other DD's being shot up; but all four of my DD's survived. Also, in this last battle, the 4000 ton Japanese 1917 vintage CL took nine (9) torpedo hits (all 20 inch) to sink, again most of these hits being at the Main Belt area. The damage inflicted on small ships by torpedos, has to be looked at, and fixed.
  3. I'm seeing ships with Low Fuel, that are close to friendly ports, a lot lately. Also seeing ships with zero ammo of any kind in battle (both mine and enemy ships), that have not taken a single hit. One of my BB's in a recent battle scored a couple hits early in a battle, then just quit firing; I checked and found it to have no ammo for any gun or torpedoes, saying "Out of Ammo" for everything. The ship had not been hit, as it showed no hits taken; and the overall damage summary ar the upper right corner of the battle screen, showed the enemy ships had yet to make any hits. And I'm seeing ships in battle (both mine and enemy ships) with large blacked out wedges radiating out from them. This makes the In Battle screen displays very difficult to use. I'm constantly sending Bug Reports on all three of these issues.
  4. To the developers. Please incorporate a Block Updates button in the game, and tell us where it is located. We do have to shut off our computers from time to time, and having the game automatically update when Steam is restarted is very annoying. I really do like this game, but I'm getting very tired of the: Playing the campaign game for days, just getting into battles; then the campaign game is destroyed by the next update.
  5. Ok, I understand there have been major changes to the game over the last couple weeks. Still, I'm getting upset over the fact that campaign games I've invested many, many hours over months playing, disappear with updates. I've now experienced four such occasions, and frankly I'm getting tired of it. First, there was a 1890 campaign game as the Japanese, that I was really doing well in, with 128 battles fought up until February 1919; was destroyed and erased then the latest major beta update was released early last week. So, I start a new 1890 campaign, this time as the United States early this past week, spending hours playing over the last week playing, getting to October 1893 at war with Spain; and I start the game back up this morning, and because of a patch to the latest beta, the campaign game is gone again. This is getting on my nerves! Maybe the Developers need to do some serious game testing, before they releases major updates! Also, warnings concerning pending updates, or patches will destroy existing campaigns, is in order. It would be very nice to have the option to block updates that will destroy existing campaign games.
  6. OK, it's Rant Time! I'm playing Japan in a 1890 start campaign, and it currently August 1916. Japan is currently at war with France and Austria-Hungary, and I just completed battle number 97 last evening. I'm doing well against both of them; having three battles in the Med, Indian Ocean and Asian waters this turn. But I've seen a lot of strange things happening during these battles, and for ate last few "years" game time. Now I'm going to rant a bit about the strange things I'm seeing. Please jump in, if you have been seeing similar issues. Torpedo usage and malfunctions: In battle #97, two very modern (for 1916) 12 inch gun armed Dreadnaughts (eight 12 inch guns in four twin center line turrets), two modern 9.2 inch armed (four guns in two twin turrets) armored CA's, two modern 5.5 inch armed CL's and four modern 4.7 inch armed DD's; against three modern Austria-Hungary 8 inch armed ( four guns in two twin turrets and four guns in single gun turrets, two on each side) armored CA's, with a mix of Green and Trained crews. All Japanese ships are armed with 19 inch torpedoes (as are the A/H ships), and crews are all Green, except for one DD that is Trained. All Japanese ships are only six months to a year old (game time) have been in combat before a couple times. So far I've seen: When my ships launch torpedoes (example a DD launching four from two twin mounts at a range of 0.3 km against an already damaged CA): One goes missing at launch (failure to function?), then at least one detonates early in the run (or suddenly veers off course), two hit the target with one dud and one exploding as expected. I seen similar things time and time again. Another example, one of my CAs launches two torpedoes at about 1 km, both are true, both are going to hit the target; then both prematurely explode about 0.1 km from the target CA. But when the A/H CA's launch (also 19 inch): all of there torpedos survived launch, and only saw one change course in this last battle (striking one of my BB's, that otherwise would have passed astearn with the other three from that spread). Never saw an A/H torpedo prematurely detonate in this battle, and their dud rate is maybe 20%. Is this purposeful biasing the results, to "balance" the game? Maneuvering: I'm a retired mechanical engineer, and I fully understand Newton's Laws of Motion, and the great masses and momentum of the ships portrayed in this game. Yes, it is to be expected a ship lags in starting to turn, even when full rudder is applied. The ship should continue ahead, then slowly begin to turn, that's how it works in real, life. Still, I continuously observe enemy ships start to turn immediately upon torpedo launching by my ships. Additionally, the turns are very tight, in that the turning radius is always much smaller than my ships. I suspect this is another advantage given to the AI for game ballance. Weather: I've had many of my last ten or so battles conducted either at night or under very poor visibility. In this last battle, the weather started clear, and as soon as my ships started hitting and damaging the enemy ships; suddenly what had to have been fog came into the game, reducing visibility to about 1.5 km. Thus I had to bring my ships deep into the enemy CA's torpedo range just to see them. This coupled with the above torpedo and maneuver complaints, cost me a CL. In return the torpedo attacks by said CL and two DD's were easily avoided by the two relatively undamaged at that time. enemy CA's. Gunnery: This is still a big problem. Ships still shoot short, over, left or right in fairly well placed groups. All of the Japanese ships in this battle had level three coincidence rangefinders. The enemy ships had level two coincidence rangefinders; and they still greatly out shot my ships (thankfully doing limited damage). This was with the three enemy CA's constantly changing course. With my ships having the speed advantage, I was moving in mostly steady fashion during the period before said fog happened, just outside the enemy's 3.4 km torpedo range. I've seen and deduced, a good tactic is to shoot at any ships that are clustered together. This is how I crippled one enemy CA early in the battle (before the fog), by having the BB's aim at one CA, while my CA's aimed at the other enemy CA. Naturally my BB's clobbered the CA they were not aiming at, while the CA's constantly hit the CA they were not aiming at. Five 12 inch hits on the aft end of the that poor enemy CA crippled it by flooding the rear compartments, knocking out steering, one engine, the aft 8 inch turret and both aft 8 inch wing turrets. Additionally, I saw another odd thing happen, that I also see all the time. In that short couple minutes, the sturn torpedo launcher was hit, causing a minor torpedo explosion. That damage took out all the other torpedo launchers on that CA, all nine of the remaining launchers, and all thirty onboard torpedoes. Why does that happen? Why does a hit on one torpedo launcher, often take out all the launchers and torpedos on the ship? For that matter, why does an aft magazine hit (with or without an ammo detonation); often result in the forward guns of that same caliber, having no remaining ammo? OK, enough complaining for now. There are still many bugs to be worked out in this game; to correct the above faults, along with many other issues in the game. Gregg
  7. Question, since the search feature is not working. How do you rebuild (upgrade) existing ships? It would sure be nice to have a "How To" section on this forum. Finally, it would be nice to be able to sell old ships to your minor nation allies. This was historically done, so why not here?
  8. Well that's nice, my saved campaign is now gone, after the uncommanded update being loaded, upon my restarting Steam, to continue playing my campaign. I had to shut down the campaign I was playing, due to a Microsoft Windows forced restart, due to the automatic software update of Windows 10 on my computer. I restarted Steam, and started Admirals off Steam. Upon entering the "Continue Campaign", I discover the saved campaign is gone. Yes, I made sure the campaign was saved, before I exited the game, and then to the desktop. I was at Feb 1899 in a 1890 campaign playing the Japanese. My time invested in playing the campaign for the entire month of April 2023, is now lost. Thank You So Much!
  9. While I was playing up to early July, I was sending bug reports almost every day. As to War in the East 2, I like playing complicated games, as they are more challenging. But Grigsby's games work, that can not be said of this game. At this time, there are just too many fatal flaws, to make the game playable.
  10. It's because the game is Borked, in so many ways. There are so many flaws, that I'm taking a three month vacation from the game, to give the developers a chance to fix things. I'll be playing Grigsby's War in the East 2 while I wait.
  11. I wrote a Borkness report a few days ago, and although I submitted it on this area of the forum, it never showed up.! I downloaded version 1.06, then spent a couple days (I normally only get an hour or two to play per day) designing ships, then spent a couple more days working my way from January 1920 to April 1921 when the first battles took place. First - The biggest problem I have is with starting crew ratings in the campaign. As result of the first battle, I found the English have Veteran, Seasoned, Regular, Trained and Green Crews; while all German ships have Cadet Crews. Talk about a handicap! Second - The British (and French) have a ton of ships, while as the Germans, I started with a total of 16 ships (, 4 BC's, 2 CA's, 4 CL's and 6 DD's), another big handicap! Yes, I built 10 more DD's before the fighting started (with about 13 more still being built), so I now in April 1921, have 26 ships. The British have almost 26 BB's and BC's! Third - In the last battle of April 1921 (results attached) I find the British start out with a BB with a Seasoned Crew, a BB with a Regular Crew, a CA with a Seasoned Crew, 5 CL's all with Regular Crews, 6 DD's with Regular Crews, and a DD with a Veteran Crew. Forth - I've made many Bug reports on things like: Enemy ships starting out with well trained crews. This allows the enemy ships to fire upon you accurately (3 to 7 % hit probability) while I barely get a 1% hit probability. The country you are playing starting out with a lot less than one quarter the ships the other active countries have. Enemy ships always spot me way before I spot them, and start starting firing accurately at my ships, including launching torpedo attacks. It appears the Enemy can see me at 10 km, but I can not see them until under 6 km. The formation Flagship changes by itself at random, for no apparent reason. Example, in Battle #4, I commanded the two DD's to join formation behind the CA. Next thing I know, one of the DD's is flagship with the CA coming up the rear. Lots of dud torpedoes, torpedos blowing up in the middle of their run, no where near a ship; and torpedos altering course, and sometimes altering course multiple times. Citadels on DD's! This is crazy! TB's, DD's and CL's under 4000 tons (scout cruisers) should not have citadels, period. There is no historical basis for citadels on these ships. I have a whole book case full of very hard to find (and very expensive) books nowadays, on warship design; Pre WWI, WWI, interwar war years, and WWII. DD's taking one, two and even three torpedos and staying afloat. One torpedo was enough to historically sink a DD. Yes there are exceptions, but these exceptions resulted in blowing the bow or stern off the DD. There is only one example of a DD surviving two torpedo hits, and it had had its bow and stern blown off. That's enough ranting for now.
  12. Started a new 1.06 campaign last week ad Germany in 1920. It took a weeks worth of play; designing ships, getting through the first turn and getting to April 2021 where the first battle occurs. The first battle had my 8 ships against 21 English ships. I have attached the outcome of the battle. I sparred with the four English BBs & BC's, with neither side doing any real damage, except for one overage/underage shot aimed at a BC, that hit a English DD with a 14 in shell, causing it to flood and sink. I was expecting the AI to swarm me with its 9 DD's, but they never did. So after the luck hit, I decided to use my speed advantage to pull away, and end the battle. All in all, neither side did much damage to my BC's or the English BB's and BC's. My BC's were hit very often, but with only partial penetrations from 13.2 and 15.1 inch guns, along with secondary gun hits. My other six ships were not hit. On the English side I hit 1 BB twice for a over penetration and one partial penetration; and both BC's for a total of five hits, one penetration, and three partial penetrations and one over penetration. I hit 2 CA's and a CL for a total of five more minor hits, all over penetrations. The only really damaging hit in the whole battle, was the hit on the DD. During the battle, once the English BB's and BC's were identified, I was surprised that they all were getting 3 to 3.6 % main gun hit probabilities at around 12km, while my two BC's were only getting 1.1% hit probabilities. Then I found the answer, the four English ships had crew ratings of seasoned or veterans, while all eight of my ships had cadet crews. After the battle, I looked at the crew ratings on the Ship Stats for all the English ships; there were 3 with veterans, 4 with seasoned, 4 with trained, 3 with regular, 3 with green, and only 4 with cadets. Why do the English ships get such an advantage in crew training? This tends to throw the entire game out of whack! The German navy had been around for at least 20 years before this battle was fought, and should have at least some crews trained to various levels. If the English get this crew training perk, all other navies should likewise get experienced, trained crews.
  13. Yep, you do start out with funds to build only a few ships. I just started a 1920 campaign as Germany, and only had the money to build 4 really good BC's, 2 really good CA's and 4 really good DD's. First turn (January 1920) I started building more quick to build ships; 6 CL's, 2 CA's and 12 DD's. Also during the first turn, I fought two big battles with the English; and sank a total of 4 BB's, 3 CA's 5 CL's and 4 DD's, without the loss of a single ship. Funny thing about the first battle, all but one ship was French, but the defeat was chocked up against the English. I've seen this happen many times in the past. (See the attached battle results) Ended up at the start of the second turn with only 1 BC, 1 CA and 3 DD's operational. Currently fighting a group of English ships; 1 CA, 1 CL and 1 DD with my BC and 2 DD's. Should sink all three of them at medium range with the BC. Then there is a Convoy battle to follow with my CA and remaining DD against a English CL and 2 DD's. It sure would be nice to have the starting funds to build a few more ships. 50% of the English tonnage would be a lot more fair.
  14. So far using version 1.06 I've seen: Inland Naval Battles. Damaged ships on both sides in fresh battles, a month apart. In fact I saw a damaged British Destroyer, the Roy Rob :>)), in a damaged condition in battles three months running. Still seeing ships moving from Wilhelmshaven transporting over to Kiel on their way to the North Sea. Then I agree, Torpedos need work in this game. We need the ability to launch torpedoes in a more realistic way. Off, Save, Normal and Aggressive is fine, but we need finer controls over torpedos. Why do we have to fire 2, 4 or even 6 torpedos at a transport, then one would do the job? We need the ability to select the torpedo launching device, and how many to launch from said device. We need to select the spread angle of a salvo of torpedos; at least narrow, normal and wide. Also, we need the ability to instruct the torpedo tubes to track a target, without launching a torpedo. Finally, we need the ability to launch a torpedo upon a command, if said torpedo tube is tracking a target.
  15. Have another confirmed case of damaged ships taking part in a new battle, the next turn. Have a task force of 1 BC, 2 CA, 1 CL and 3 DD, leftovers from a battle with the French the turn (month) before, taking part in a new battle with the English (1 BB, 5 CL and 1DD) the month later. The task force was ordered to return to Wilhelmshaven at the end of last month's turn, and 1 BC and 1 CL are in fact undergoing repair at Wilhelmshaven this month. What happened? Funny that all flooding was repaired, speed was restored, and the ammo & torpedoes were replenished; but the structural damage (Green, Yellow and Red compartments) were not repaired. I would consider this a serious bug. Did not notice the damaged ships at the start of the new battle this month, until I checked upon the damage caused by a 13 inch strike on the CA in the new game. Screen shot of the CA provided below:
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