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SpardaSon21's Achievements


Midshipman (5/13)



  1. I'll be happy with just the gun and ship balance changes. Mildly surprised you've needed to put so much work into them, though. Did the devs really screw things up that badly with them?
  2. Damn, that sucks to hear. Its a major issue in the 1890 start where you can't blockade either nation until you take those via naval invasion. And since they're classed as home provinces you can't take them via peace deal, either.
  3. If you can do that, can you finally fix the longstanding issue where the Chinese colonies France and Germany have are classed as home territories and not colonial ones?
  4. Are... you sure about that? Only wood I'm seeing is scaffolding for the construction workers. The base fuses used for 16"/50 HC rounds had a delay of 0.01 seconds at most, so even at the muzzle with its 2,690 feet per second velocity you're looking at 26.9 feet of travel before detonation. Fletchers were 39.5 feet at their widest. Even when you factor in the time for the impact shockwave to travel to the rear of the shell and trigger the fuse the chances of an overpen with HC and a properly set base fuse are extremely small against destroyers at anything resembling combat range. You'd pretty much need to hit the much narrower bow to have a chance of overpenning. If you're using a nose fuse, the shell is going to detonate almost immediately after impact, even against thin plate, at which point a destroyer is screwed no matter where it gets hit. For comparison, the base fuses used for AP shells were 0.035 seconds, or 87.5 feet at the barrel and at 20km/21,800 yards 60 feet, or probably enough to detonate inside of a Cleveland class and its 66 foot beam if it hits the armor belt and gets fused as a result, especially when you realize its coming in at an angle. If the ship isn't flat on the chances of a successful internal detonation go up dramatically. I don't know how fuse times are handled by the game but they could use a serious examination by @o Barão.
  5. I can't really disagree, although from a purely doctrinal perspective the Alaskas were intended as super-heavy cruisers as opposed to the long range raiding and sea control roles of a traditional BC. They also used a scaled-up CA hull as their base instead of something derived from a BB. We've always been weird with cruisers. Its something that dates back to the start of the USN back in the Napoleonic Era. Even (or perhaps especially) later on during the post-CW era we continued that trend with ships like USS Franklin, a steam frigate commissioned in 1867 that carried an 11" gun, 34 9" guns, and a pair of 100 pounders. USS Trenton that was laid down post-war as a patrol ship had 11 8" guns. And then in this game's time frame you have USS Olympia and some other protected cruisers with 8" guns, and then the incredibly well-armed Tennessee class of armored cruisers that entered service in 1906 and carried 2x2 10" guns as their primary armament. We even kept at that after the naval treaties when the Pensacolas were designated as CL's for several years after their commissioning despite their 8" guns on account of their thin armor. As far as the USN was concerned the designation fit since massive guns on a smaller ship was just how we liked to do things.
  6. @o BarãoYou wanted to know about feedwater vs/ fuel and here's a sheet for a proposed US BB with both water and oil at 2/3: Feedwater appeared to be roughly 1/4 the weight of fuel oil, and stores for the crew just above the feedwater. Those are long tons, not metric tons, So that's 3,525.683 metric tons if all three are at full capacity, for an overall range of 14,816km, or 4.202km of range per ton of oil, water, and ship's stores. By comparison the steam engines, including electrical power supply, would have been at 3,962 metric tons for that top speed, or more than the range component.
  7. And in September of 1890 the USA laid down USS New York, which was just over 9,000 metric tons at full load. Since I don't believe you can add 1,000 tons of dockyard size in nine months in 1890 you should probably boost the USA's starting dockyard size to where they can build a ship of that size at that time.
  8. Hey, I'm poking around in params and found a few things you might be interested in. A partial pen does a bit less than twice the damage of an overpen, AP shells have a default weight modifier of 1.25 and HE shells 0.9. IMO shell weights should be normalized at 1 and 1 for both. Not sure how to handle damage ratios though. I also noticed that HE shells by default have a .2 pen modifier (he_penetration_mod,0.2), which is far lower than it should be. Considering that historical Common rounds had about half the filler of AP rounds, and since the "standard" AP round in the game is also a completely uncapped round, changing the base ratio to .5 to match those historical numbers seems like a better fit.
  9. Kiautschou Bay is unfortunately coded as a German home region by the game devs. The French province of Kwang-Chou-Wan is also one of France's home regions. There's nothing brothermunro can do about either of those regions with this mod. I've told the devs about it several times but no response. Hopefully he can have better luck getting them to fix it.
  10. Yeah, but as you said, it interacts weirdly with existing barrels, and muzzle velocity affecting reload rate seems like an odd choice. EDIT: If possible, I'd rather you look at how pitch and roll are calculated instead of refits. The game has a very strong bias towards citadel armor and the engines when it comes to things that reduce pitch and roll, so lengthening your citadel and putting a ton of deck armor on your ship reduces pitch and roll, when in reality deck armor was a major cause of instability in designs. Meanwhile just about everything else increases pitch and roll, including things traditionally used as ballasting such as fuel and torpedo bulges.
  11. I'll check this out after the beta goes live, but be sure to make the devs themselves know what you've done, too.
  12. At least the 6"/47 Mark 16 would be reasonably balanced as a 6" gun with a 5 second reload. Of course, the USN was working on a fully-automatic version similar to the 8" RF guns that would have had a per-gun RPM of 20 in triple turrets, but the end of the war axed those.
  13. Thankfully, Nebulous (check them out, its basically UA:D custom battles IN SPACE) has a very good mod scene and as a result some guides on just how to do exactly that! Let me know if that works out for you! It will only bundle things that are in a Bundle folder though, so be careful on how your assets are set up in the editor.
  14. I got those numbers from Wikipedia. Not sure about feedwater for Dreadnought, but Royal Sovereign predated the use of small-tube boilers by a great deal and so used salt water drawn from the ocean as boiling water.
  15. I found the issue: Coal weight at max range (13,446 km): Coal weight at min range(6,783 km): Even with her ungeared turbines HMS Dreadnought only needed 4,054 tons of mixed coal (2,914 metric tons) and oil (1,140 metric tons) for a cruising range of 12,260km. The Royal Sovereigns which were initially laid down in 1889 and with the first generation of triple expansion engines used 1,443 metric tons of coal for a cruising range of 8,740 km.
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