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hopps

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  1. 1. Can confirm test object is not longer showing (the white ball) 2 and no more encounters with infinite speed ships
  2. Hi Nick, I sent the report pretty much at the same time of posting, could be a reason why you might have not seen it yet. The number of battle lines there and ship under AI was actually me trying to id the DD's as fast as possible to see their speed and all before ctd, it might've a poor way of showing it. No save/loading involved. I have observed it 4 times in a row only in the France vs Germany mission in the academy, regardless of what ship I design and how many, even one BB auto-designed for the player, and the enemy DD's still go about 100kn (and increasingly faster) after 15 or 20 min in-battle time. All I did really was start the mission and wait to see whether it would happen again. I'll be happy to report/show it again tomorrow after work. I don't supposed this could this be on my end only?
  3. Hi All, I've spotted 3 AI DD endlessly gaining speed, followed by crash to desktop. Not sure how important, but here are the details (reproduced twice and I sent the bug report): Mode: Naval academy, "French v Germans"; More funds; Super BB II hull (two different settings); game was always at max speed (then back to normal when I spotted it). Latest beta branch update. Not a whole lot to go on, but I hoping the bug report may prove more useful for you guys, thks! Ok, I was able to reproduce and stay around long enough to id the DD's, screenshots of one example below (though 4 other DDs had same behaviour): DD V-7 doing 270 kn, accel. in the negatives, but reaching 1kn/s
  4. Hi all and @Nick Thomadis, I think the "smoke interference" modifier for more advanced boilers is having the opposite intended effect on ship's smoke interference when the modifier is already below zero (i.e the number should be going up, towards zero (less and less negative), not more negative and thus better for the ship). So, instead of being worse for smoke interference, induced boilers and so on are actually providing a bonus to SI when the value is already below zero. It seems to work as intended when value is above zero (i.e when using low tech towers for example) Am I missing something here? 1. When below zero 2. When above zero (working as intended?)
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