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vyprestrike

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vyprestrike last won the day on April 27 2022

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  1. So you made a post asking what we wanted from the game. Well, here's what I want. I want a game that isn't a garbage waste of 40 dollars and 115 hours. I want a game that the devs play themselves. I want a game where bug reports are seen, responded to, and fixed. I want a game where I can put 18.9 inch guns on a battlecruiser, and when the guns fire, they don't hit partial pens against 0.1 inches of armor. I want a game where a 1940s era ship can hit more than 3.3% accuracy with its main battery at ramming range. I want a game where my guns can lock on to an enemy ship and stay locked on for more than one salvo. I want a game where an enemy shell that penetrates 4 inches of armor does not magically penetrate the 26 inch face of my turrets. I want a game that's like 1.05, when putting 20 inch guns on a ship felt meaningful, when shells penetrated when they should and didn't penetrate when they shouldn't, when ship's turrets stayed locked on target, when ships turned without swaying back and forth. I want a game that's like 1.05, when I ran back to my dorm after class because I was excited to play the new update. I want a game that's like 1.05, when I went on discord to sing the game's praises, not to report bugs that will never be fixed I want a game that's like 1.05, when I was hopeful for the future of the game. I want a game that's fun, and I want a game that keeps its promises. I have been wanting since this game's updates were written with a "v" The update that I played today proves to me that Ultimate Admiral: Dreadnoughts is not that game and will never be that game. I am done wanting.
  2. Updated the game to 1.1.1 and the mod to 0.4. Due to broken penetration, last update the game/mod was struggling to hit full pens and overpens. This update is now allowing more pens, but there's a strange issue with deck vs belt prioritization. Keeping the same ship/guns/shells, some battles only allow me to hit belt, even when I'm >30km, while other battles only allow me to hit deck, even when I'm <10km away. It's like the game is flipping a coin between belt and deck and my main guns are only allowed to hit that part of a ship for the whole battle. This issue is affecting my main guns only, secondaries don't seem to be affected. AI ships also don't seem to be affected either. I'm playing 1940s custom battles as 1 French BC vs 1 British BB. Maybe this issue could be custom battle or year specific, I'm not sure.
  3. In reality do battleships take hundreds of torpedoes to sink? Do 18 inch guns take 100+ seconds to reload? Do 20 inch shells fail to penetrate a strip of metal the thickness of tin foil? No. This game left the real world behind a long time ago, let us have mechanics that are fun and make sense, even if they're not fully realistic.
  4. Thanks so much for the mod! I have a bug report though: When scaling 20 inch guns, the size of the guns doesn't affect shell damage at all. 20 inch guns and 22.9 inch guns deal the same damager per shell. Is there a way to fix this or is this a result of messing with the scaling? Also, I think you mentioned something about 30+ inch guns in testing, would it be possible to implement larger guns or make longer barreled guns more practical (shorter reload).
  5. Love this mod! Is it possible to incorporate campaign techs into custom battles in any way, such as giving us access to Mk5 big guns w/ better accuracy and reload?
  6. Target lock bug is rearing its ugly head again. I started a 1v1 (BB vs BB) in Beta 13 to test the new changes and my ship lost target lock every few salvos. Maybe this wouldn't be too bad, except that for some reason, the first salvo your ship fires after achieving a target lock always uses one turret. It doesn't matter that all the other turrets are locked on to the same bearing, same elevation, and fully loaded, the first salvo on a locked ship always fires with one turret. There is no way around this. The target lock bug hurts big guns especially hard because that means that their already very long reload can't be offset by placing more guns because every 2-3 salvos the ship is locked to firing only a single turret. Please make it so our ships stop losing target lock constantly and please let us actually use the turrets we put on our ships instead of letting us only fire one turret for no reason.
  7. Sliding breech block. German tech implemented in the 1930s that allowed capital grade guns to be reloaded without depressing or elevating the barrels. Aka barrel length shouldn't have any effect on reload. I'm not sure if the Germans used it on their 15 inchers but I know the Americans took the tech in the 40s and used it on the Des Moines to achieve stupidly high fire rates even with an 8 inch gun. The tech exists, the devs just don't want to implement it.
  8. If you care at all about making half decent designs with high caliber guns (18in, 19in, 20in), stay on 1.05 for as long as possible. On the surface, this update buffs high caliber long guns, but in reality, it's nerfs across the board. I'll be using 20 inch guns for examples here since I've done most of my testing with them. Accuracy has stayed about the same between 1.05 and 1.06. This doesn't really make sense given that a long-barreled gun (1.06) should be more accurate than a gun with stock barrel length (1.05), but hey, there's a lot of things about this game that don't make sense. What hasn't stayed the same is weight, reload speed, penetration, and damage. Weight has gone up for guns, both because of the new citadel system and because Hydraulic turret rotation has been marked as obsolete for later years, forcing you to use heavier rotators. Reload speed has gone down the toilet. An old 20 inch gun from 1.05 could reload in just over a minute with Auto loaders. A new 20 inch long gun, with barrel length increased by 50%, takes over 3 minutes. 3 MINUTES! And that's with the best Auto II loader available! Why would adding an extra 50% to your barrel length triple your reload time? Who knows. Penetration for long guns has gone up in theory (according to the numbers) but this isn't actually the case. Penetration, especially deck penetration, is more affected by angle now. This means that high caliber long guns, which should have more penetration at long range, actually end up penetrating less armor because they impact at a flatter angle. For example, a 530mm/76 caliber gun with TB/TNT4/CB2 AP pens over 2 meters of deck at its optimal pen range. Yet, just 50cm of combined deck and citadel armor will cause the shell to partial pen. I tested a battle earlier where I took a ship armed with 12 530mm/76 caliber guns against a fleet of 3 large battleships. It took 30 real life minutes of endless partial pens to sink 3 capital ships. I could do the same in under 5 minutes in 1.05 Okay, fine. So my long guns fire at a third of the speed and pen basically nothing, do they still do damage? No. The raw damage has gone up sure, but because these guns can't pen anything anymore, they end up hitting partial pens over and over until you run out of ammo. 3k+ raw AP damage looks great, except you'll hit nothing but 100 damage partial pens every 3 minutes until you run out of ammo or the will to live. Basically, the guns that should theoretically be the best in the game are currently the worst. You know what is good? Nothing. Short-barreled guns can't hit anything, but when they do hit, they tend to penetrate more armor because of impact angle magic, plus they reload faster. Again though, good luck getting them to hit anything. Torps are also not an option anymore; they're more of a liability than an asset given they can now explode on your own ship and have a habit of not exploding anywhere else. What's left then? Ramming. From the moment this update drops, if you want competitive ships that can clap the AI on the high end, your best bet isn't the biggest guns or thickest armor or heaviest torps, it's making a bunch of cheap, crappy suicide ships to ram the enemy fleet to death while their guns reload too slow to fight back or are too inaccurate to touch you.
  9. You’ll be waiting for a long time then, because the devs confirmed that pitch and roll were working as intended in this update.
  10. Save editing and cheatengine. Both allow you to create horrendously broken designs. Either the designs would have to be stored and verified server side or literally every single battle would be unkillable 1 million ton monsters.
  11. Torpedo attacks in this game are a joke. There are Russian and Austro-Hungarian Super BB hulls that can take less than 100 damage from 24 inch torp hits with minimal flooding. Taking a risk with destroyers does not pay off against these hulls and with dud torpedoes the problem will be even worse. I have no clue where you got this idea of torpedoes being devastating from, but I've gotten to a point now where I don't even have hydro or sonar on my battleships because torpedoes don't do enough damage to justify the extra weight.
  12. It's not the penetration that's the issue. If you read the post you'd realize I'm comparing full penetrations here. CB2 would be even worse since it does much less damage than SAP. My issue is that these Russian ships take far too little damage when they get penned, not that they're hard to pen. If a 20 inch SAP shell deals less than a hundred damage on a full pen, a CB2 shell will deal single digit damage.
  13. Current length customization isn't anything close to current draft and beam customization. First of all, current length isn't continuous like draft and beam. Instead of scaling the hull, it adds new sections in hulls. Want to add an extra few meters on to the length without increasing a whole step? Well hello kitty you, you don't get to do that. Second, current length doesn't affect any stats except displacement (and the engine power needed for a certain speed because of that displacement). That's it. Draft and Beam affect most of a ship's stats, length barely affects anything except being a free "put more stuff on your ship" slider. Third, current length is not saved in the save files. Draft and beam can be edited in the save files to create larger than normal designs, meaning I can make a 30-30 monster BB which seems more appropriate for a game where 20 inch guns look small on some hulls. If this could be extended to length, we could make real ships with highly streamlined length to beam ratios instead of the stubby, fat ships we currently have in the game. If we could stretch our ships in the length independently of displacement, the same way we can currently do with draft and beam, it would open up so many more options than we currently have.
  14. Laptop Specs CPU: Intel i7-11800H GPU: RTX 3070 Laptop RAM: 16GB DDR4 Storage: 1TB SSD (where UAD is stored) Game Settings Quality: Custom Resolution: 2560x1440 Fullscreen: On VSYNC: Off Post Effects: On Shadow Details: Low Anti-Aliasing: 2x FXAA: Off Anisotropic: Off FPS Limit: Off Textures: High I have a 165Hz monitor, so I cap my FPS to 165. When I first load into a battle, FPS sits around 165 when I'm zoomed super far out. Once I zoom into my own ship, it slowly drops to around 130-140. Still perfectly playable. When I hover over my own ship's card on the bottom of the screen to bring up my specs, FPS drops down into the 90s. Still playable but noticeable. When I double click on an enemy ship's card at the top of the screen to switch camera view to an enemy ship, FPS drops down into the 40s for a short moment before going into the 160s again. Very noticeable and annoying but still playable. When I hover on an enemy's card on the top of the screen or select my ship and hover over an enemy ship to display shot accuracy and enemy ship info, my FPS tanks into the low 40s. I get that the game has to do some math when calculating hit chances and bringing up an enemy ships' stats, but 120 FPS worth of math is unjustifiable. Even worse, once enemy ships get damaged and start burning and sinking, switching my camera to a damaged enemy formation cripples my FPS, again sustaining in the low 40s. If I turn antialiasing to 8x, I knock 20 FPS off of all of these numbers. As a battle goes on, all FPS values also drop. I've had 15 minute battles finish with me sitting in the low 20 FPS range no matter what I did. Something is seriously wrong with this game's optimization. I've never seen any other game lose so many frames performing simple actions; I can hold higher framerates playing Battlefield 2042 than I can playing this game. Someone on the dev team should take a serious look at the math going in on the game.
  15. Will we ever get the ability to customize the length of ships separately from displacement? Current width/draught sliders just stretch the hull model; the same thing could happen for length too.
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