Jump to content
Game-Labs Forum

TiagoStein

Members2
  • Posts

    129
  • Joined

  • Last visited

Everything posted by TiagoStein

  1. As I said.. some algorithms do not work using modulare aritmetic because the function is not continuous. Certain algorithms for direction and math taking need the function to be continuos on its derivative.
  2. See my post above.... the results of over penetration partial penetration complete penetration are exchanged. You get penetrations with several times higher average thickness than partial penetrations and blocks. In fact blocks are mostly done by extremely thin armor .
  3. The Terminal Ballistic results are INVERTED! I tested several times (technologies of 1905 in campaign) check the statistics of penetrations partial penetrations and over penetrations and I had average thickness for complete Penetrations 23 Inch, Thickness for partial penetration 0.4 inch and partial penetrations 6 inch. I have cruisers with 3 inch belts block 10 shots in a row from 12 inch mark 3 guns but the 6 inch guns from the SAME ship penetrate easily from the same position. The statistics of average thickness for each terminal ballistic result show that the result status are wrong! The partial penetration and blocked shots average thickness should be HIGHER than the over penetrations not 50 times smaller. I had noticed the strange behavior a few days ago but only yesterday I started to take noted of the statistics of each penetration category. I went back and made my guns the worst as possible, most primitive shells, shorter barrels etc and I started to penetrate the ships that were previously blocking almost all my shots. Now.. the strange part.. it depends on the target. From what I coudl gather it only happens when the target has a Inner belt. Destroyers and ships from nations using citatel 1 only do not have this behavior when hit as far as I could gather. If I had to guess it seems there is a switch case completely inverted in the code resulting in a "the worse the better situation when the game maps penetration calculations to the class of event that decides to cause damage or not" I hope I do not need to point that is a Break the deal bug. The game is simply not playable until this is fixed.
  4. That can be specially anoying to make if they did not made their system internally work from polar coordinates from the start although. Several algorithms of distance and path have problems otherwise.
  5. That shoudl be fixed with a "accept disengagement button" If you press it and the AI is in disengage mode, the battle ends on spot. That exist in Terra invicta and works great.
  6. O also miss a lot the rudder because it was the only thing that made the stupid bugs with collision avoidance passable. THe avoid collision simply does not work and ships try to hug each other to death all the time. MAnual rudder was CRITICAL to untangle those mess. Now when happens I just alt-f4 and close the game to avoid raging.
  7. The induced one are not always superior due to engine vibrations. What I THINK it is missing is the AI having a specif "objective" when designing a ship and that part is hard to do properly
  8. This must be mare carefully. In fact the ideal is that each nation should have a level of aggression depending on their state of the campaign. A country could have standing avoid engagement rules other could have the opposite. If your 7 torpedo boats is all you have to defend a port you would NOT pursue a Cruiser... making it flee is already a victory. It woudl also be highly unrealistic for AI to play the game as a hunt the trophy game.
  9. Yes, but USA was the only one that moved for a formula with zero nitoglicerin (and even that was only after WW2 started, before that they still has 12% nitroglicerin mixed) IF that ship had coordite it would have poped out like a pinata.
  10. That is coherent because material rupture when under rapid exchange of energy is correlated to the energy transfer surpassing the receiving body capacity of handling it. A large hull dissipates energy better so it handles the same impact better.
  11. The compression effect is true and water also does it, in fact better due to its higher density than oil. Nitroglicerin (adnt herefore cordite) does not need spark to explode. Cordite explode just by violently acceleration ( it can detonate being in the other side of a wall where an strong impact happened), and it is already very loaded with oxygen within its composition. none of these propellants need O2 from the atmosphere to detonate partially (even a 20% detonation of these things is devastating). There is a reason such type of explosive was mostly abandoned after WW2.. they are never completely safe. What you can avoid is one detonation to start a chain reaction.
  12. True, close to zero, but a direct penetration at any storage area would still result in a quite serious situation. Even a dozen charges together would have enough power to cause non irrelevant damage. Also Nitroglicerin does not care much if it is under water.. it explodes anyway when under direct impact . The wet storage helps avoid fire spreading in this case and also some energy absorption.
  13. As far as I know no navy used propellant that was inert to heat (.ie. something that could only detonate with electricity ) like C4 is.... so 100% reliability seems very very far fetched. Cordite is mostly nitoglicerin, and I think everyone knows how that reacts to violence. One woudl need to read this with care and check each one in detail : http://www.navweaps.com/index_tech/tech-100.php
  14. I would use "easily" under quotations because I bet their life on that day was nothing close to easy.
  15. The most impressive part is Soviet Union as a Democracy
  16. It happened for me also. Then you save the ship and try to rebuilt it and the game said it was overweight. It is some condition regarding something becoming obsolete.
  17. The point where I feel that is that we cannot invade minors or uncontrolled territory. If we could influence invasiosn into those areas would be enough for me.
  18. Clsoe the auxiliary side windows (with weapons and damage etc... FPS skyrocket. The game uses most of its CPU updating that.
  19. I play mostly up to 1920 age, but on that point I am not feeling torpedoes to be that OP. Surely they are nothing to ignore, but Most of the fights I end up with no capital ship being hit by one (sometimes I am lazy and let a DD take a shot ). The only thing that is a bit problematic is that AI is fanatic for TB adn DD so you see sometimes 80 of them in a fight.
  20. They are not magnets. It is that the aim is always trying to hit the waterline. So any ship in front will SURELY be hit. Gunners in this game always aim too low and too much ahead.
  21. Not always. It is not uncommon at all that version are not treated as decimals but as 2 part numbers. 1.1 is first version after 1 While 1.11 woudl be eleventh version after 11. That is VERY VERY common in software development in fact
  22. Also , regarding the uphill battle of ship design. Battleships should be rather easy, prioritize development of larger hulls. Set optimal speed, Insert largest towers. Set best possible engine, best possible fuel best possible funnel tech. Add funnels til you have 100% efficiency. Add 2 turrets of the largest possible guns. Add 4 secondaries of 30-50% the caliber of the mains. Set armor as predetermined by their own gun sizes. Set all options to max. If ship is overweight reduce each tech one by one until you make it fit. If in one cycle does not produce, reduce guns . If there is spare weight add guns, then add speed, then add armor in cycles until all weight is used. That is how I make a ship, at least the first iteration and it resutls in far better results than the game can.
  23. I think a small boost for AI tech , or automatically keep their tech investment and crew investment at near max would be a good start. In my current japan play I am in 1917, I have 10x 44K ton battleships and 2x 46 K ton ones all with turbo electric engines and krup IV. The next most powerful nation has 12K ton battleships with Nickel armor and triple expanse engines.
  24. In both instances AI would need to have a bias towards fewer but more powerful ships. Also for some reason their ships miss much more than the player's (maybe they have no clue on the conditions to maximize their hit chances? )
×
×
  • Create New...