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Pappystein

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Everything posted by Pappystein

  1. Doh! To quote my favorite parody of Monty Python (sung to the lumberjack song) I'm an Idiot and I'm OK I work all night and sleep all day.
  2. THANKS for this! I haven't unlocked all the "Super Tech" bonuses yet I think one dealing with Gunnery does the same thing to turrets (which is weird since for example the US 16"/50 of the Iowas is actually almost exactly same overall mass (turret, barrels and hoists) as the 16"/45s from the Sodaks. The only real mass difference between the two is the larger powder-bags and the shot itself which does dramatically increase the mass of the Iowa's turret. (going from memory here, I haven't had Friedman's US Battleship book opened in 5 or 6 years... too busy reading the white case bound reprints I could never afford as a kid. (When are we getting an update and reprint on the US Amphibious forces Dr Friedman and USNI??!??! ) If I find others I will report as well. There ARE slight mass changes from one type to the other... But A) quality control comes into play here... IIRC the USS Nevada's armor is listed as a hodge-podge of different qualities of manufacture for example. It is really in the US, not until the NorCals that the Armor production quality control was good enough to say the armor actually met the standards as laid out by BuOrd. And more importantly B From one country to the next, standards for the same type of armor varied wildly. So I think you take the correct over all approach to how to deal with the armor... BTW I love the regional armors you have included in 1.x My concern is for example Torpedo Protection. It should be a select-able upgrade not a forced update. Same is true for almost all of the non Tactics Super functions. I think it was a poor design choice to have them auto enhance and instead should either be eliminated completely or maybe a 6th round of Upgrades be invented (I doubt that is something easy to do because of needing additional iconography) But hey, Just my opinion.
  3. Suggestion: Given better armor does not change mass... should the other upgrades out there that also not affect ship mass? I am thinking about things like the late game Super Torpedo Protection... if you get the Hull protection to that set of never ending upgrades you can quickly get your ships way over mass and be unable to build them without stripping important late war items off the ship Basically there is now no new technology items you can research in the late game to REDUCE mass but many things INCREASE it with the mod the way it is setup.
  4. Others have already covered most of this. Having ports over full causes huge GDP strikes (and has since V1.0) You don't have enough ships *NOW* to affect that too much unless you have all your ships in one port as a sort of "grand fleet" But during your campaign if you were constantly over tonnage in ports.... In an early branch of 1.3 I ran into this same problem and discovered the same things that the others above have already pointed out. I will add, Sometimes it is best NOT to take territory at the end of a war... you have to be able to provide ships and such for protection. That cost me my last career in 1946. I got too greedy to quickly once the boom dropped in 1942, was at war with almost everyone and winning because I R Better than the AI in manual battles But the ship damages + taking too many territories meant I was wide open to defenseless port attacks. The war was over by 1945 but in 1946 I went bankrupt because I seriously hurt my GDP and loss of transports and port facilities compounded that. As I see it you have 3 solutions. 1) Take up and then scrap all the ships you have in production. YES you will loose the minor allies but you will still be solvent. Do this a couple at a time so you can judge any penalty costs and not pop your budget! 2) Use a Save Editor/edit the JSON proper to increase your wealth/wealth multiplier 3) Start a new career and don't be so quick to sell ships in the future to allies.
  5. Can I suggest changing the Installation instructions for the Savex.json to be savex.json and savex.bin to delete the actual saves now that they are compressed?
  6. While I agree with much of your premise, I have two points (I edited your quote to denote only what I wish to cover..) 1) Big guns were NEVER needed in this game. I have never build guns bigger than 16"/50 and won many campaigns that way... with AP not HE as well. My 1.3 career's best campaign actually topped out at 14/50. Which is before the changes you are concerned about. I don't think I have INTENTIONALLY built a main armament above 10" that was more than 50 calibers in length. Late career I spend more time trying to SHORTEN the barrels. 2) The Iowa class is more a Battlecruiser than a Battleship (my opinion). They give up armor for the extra 5-7 knots of speed over the SoDaks and the NorCals, and gave up armor again to stay under the 45,000 ton limits of the escalator clause. (this is why Wisconsin and Missouri have thicker bulkheads, the treaty was completely gone when they were laid down.) You would be better served by comparing things to the Montana's armor which would have been 16.1" belt with a 7+ inch main deck , a 1.5 burster deck and a 2 inch final armored "splinter" deck. That being said, I agree the Armor limits are set too low. I think that maybe, they should stay the same at the start of the campaign but should have limit extensions in the Armor Forging tech tree. The tree would then need to be sped up a little bit to compensate. I think this growth progression should apply to all hulls from start of game to end of game. Thus your old ships could potentially put on more armor later. Doing this, using the Iowa vs Montana classes as examples, A 1938 US BB Hull could have the Iowas armor scheme's maximum thickness, but a 1940 version of the same hull should be able to have Montana's much more significant armor thickness. Again just an example.
  7. Where you place the stacks affects the location of the Engine room, the Engine room area is basically centered on the center of the stacks. +/-
  8. Ahh the Charles F Adams Class. These boats were initially ordered as DD but were launched as DDGs (DDG-2 onward to DDG-24.) Short version is DDG designation did not exist when they were ordered. So some sources (including Wikipedia) falsely designate them as DDs... None of the CF Adams class were laid down as DDs however (the contract for the ships was amended while still in the design phase to be DDG instead of DD. But yeah, that isn't probably helpful to the dev team
  9. Beta Update 9 Feedback Made a 1910 French Career. Took longer than I would like to build the Op-4 but it was not excessive (30 minutes or less I walked away) MUCH better than being stuck in Jan 1907 for 3 hours! THANKS team for addressing that issue! Minor issues that persist but really are not bugs (more just less than perfect navigation from secondary ships in the formation) But overall campaign seems to be working as intended! Huge improvements over Update 8
  10. Yep still having huge HUGE delays in campaign creation post 1890. 1910 campaign as France... 1.5 hours and only 2 months of pre-build were completed. My System is a Quad channel i9 with 64GB of ram so a pretty beefy system.
  11. I have not seen this bug, Have you verified the integrity of your game files?
  12. French 1890 experimental 3mast light cruiser... The hull is out of proportion and default sizing the two forward torp tubes can not co-exist (due to the giant round back end on the hull Torp tubes... is this meant to hang around enough to grow into a larger ship and allow a total of 5 Hull Torp tubes? Also not being able to place a funnel between the aft mid deck boats or replace said boats is a bit frustrating with this hull. If it is intentional... cool. But that is a lot of wasted deck space that could take moar funnels. Also, Campaigns that start AFTER 1890 still take an inordinate amount of time to create in Beta 1.4.6. I stopped building a 1930 French Campaign last night after the Update6 dropped at 45 minutes.... It was still January 1927. That being said really love the work that has been happening on this game. I know there are a LOT of lines of code in this and tracking stuff down is not always easy because like most Naval games there are too many overlaps in the code. It says a lot as to how quickly bugs are solved and updates are pushed.
  13. Should the Version number be ticking with each update? I am still experiencing SLOW build times for new campaigns. Steam says I have the up to date beta but I am still showing V 1.4.0.0 Beta I am 20 minutes into building another new campaign set in 1930... The Game is taking 5 minutes per month of 1927 right now. and I have a pretty high end computer (i9 9900x w/64GB ram)
  14. Breaking this into chunks... Because there was a lot to cover First, Torpedos: I am going to start by stating something. Something I think a lot of people miss. In the WWI era (which is the bulk of what we are talking about here) Torpedos failed to run TRUE a lot. By World War II it was Torpedoes fail to run often enough. So I understand torps detonating early, and veering out of control, given your descriptions of the tech level. *HOWEVER* I have a 1940 campaign going strong right now that has the same results... and TWO not listed. 1) Fire a full salvo at close range and the torpedoes go THROUGH the target and continue on to the other side... 2) Torpedoes fire out of the wrong side (yes, Trip and quad TT arrays are pointed to starboard and at least one of the torpedoes ends up heading away from the ship on the port side! SECOND AI and "instant detection" Yes the AI can see them instantly... However, I would argue that your perception of the hairpin type turning is off because of distance... I used to think the same thing... Wow, that ship turned on a dime... So then I DBL clicked on the ship I knew was going to be torpedoed and watched as they actually turned as if I was watching my own ship. It is just as exceedingly slow as my own ship when up close and personal. Thus I would consider this a moot point... it is the distance of observation that makes them seem better than they are. Gunnery is a fickle beast... Long range requires the Stereoscopic RFs but in close you want the coincidence RF... until you are at MK3 or MK4 gun technology, you are pretty much short-ranged. So early game (really through "WWI" you want the Coincidence Rangefinders... the switch to Stereoscopic really happens at Stereo RF 3 or 4 and MK3 or MK4 guns.... Historically Most ships had ONE Torpedo Magazine... take the magazine out and all the associated Hull mounted Torpedo rooms would likely go as well... But SO WOULD THE SHIP... Conversely, most ships of Destroyer size and above have at least two and sometimes 3 main gun magazines. Take the rear magazine out should put the REAR guns only out... instead we have Wing Guns have Separate magazines from Fore/Aft Centerline turrets... Lesson? Build your HMS Vanguard with 2 Inline and 2 Wing turrets!
  15. I am no expert on this, and it would be nice to have an official list of the technologies and how they apply... as well as what order they are in for each nation (as I think they still have slightly altered orders depending on the nation in question. But I know Some Techs only Apply via New construction or Refit, And others apply as soon (in the next month, actually) as they are unlocked. EG the Aim improvements and the "Torpedo fuse" improvements.
  16. seriously impressed with how well you keep up with the constant changes from the devs + the fact that you are freely willing to help others!!! Really high class!
  17. I had this happen before in Vanilla when I had an old campaign and an update didn't force a wipe of the files when it should have. I don't *THINK* it is the mod but just the campaign wigged out and broke. I think you will have to start a new campaign.
  18. So I did a full refresh of UAD (deleted all steam files and re-downloaded) then re-installed the mod. I don't know what became corrupt or if I just did a stupid but Smoke is decidedly gone again. Interestingly my campaigns are all broken now.... I think the last update of UAD I installed the mod incorrectly, and the game just let me continue to use the in save assets... when I fixed UAD it broke the mod connections... Just guesswork on my part.
  19. So I have not tried this but I am curious. Is the 1913 "Torpedo Battleship" from Russia possible. 21kton normal, 200x25.5x8.2m dimensional at waterline 84 (YES 84!) 450mm Torpedos (17.7") Arranged in arced broadsides It is on pg 264 in the reprinting of "Russian and Soviet Battleships" by Stephen McLaughlin
  20. I have a feeling it has to do with "optics" and some math error their within. As soon as I got a 90 degree bearing change on the angle between them and the sun they were all visible. Which has been my typical experience with stealth Ships in this game. Just was posting for the memes at this point... NAR has really revitalized my playing of the game and didn't want to post this in main channels because I am utilizing NAR.
  21. Yep Stealth Enemy Cruisers in 1910.... I don't even have Radar Tech yet so why are they so stealthy?
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