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mrfox1918

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Posts posted by mrfox1918

  1. Sounds like I would at that point be making 1/4th of a game for just a new hull at that point. Thanks for the response though! Really wish they would of just integrated some sort of easy modding (like how bethesda games have their creation / construction kits) but ah well, what can ya do. 

  2. Is it just me or does main gun accuracy seem really off in 1.8.3?

    Did a few 1910 and 1915 era custom battles.  Built a 27,000 ton German BC with A,B,X,Y dual mark 2 12" guns.

    Would have a to hit chance/accuracy of maybe 20% or so at range. 

    As soon as A turret fires the accuracy instantly keeps dropping to 0% making B, X and Y turrets have 0-2% accuracy during that same salvo.  The gun recoil de-buff would spike anywhere from -80% to like -130% or -140% making only the 1st turret to fire have any chance to hit.  I get gun recoil was a major thing but this just seems off to me.

    Seems to happen in both NAR and vanilla but I think its much worse in NAR due to the accuracy rebalancing? 

  3. Is it just me or does main gun accuracy seem really off in 1.8.3?

    Did a few 1910 and 1915 era custom battles.  Built a 27,000 ton German BC with A,B,X,Y dual mark 2 12" guns.

    Would have a to hit chance/accuracy of maybe 20% or so at range. 

    As soon as A turret fires the accuracy instantly keeps dropping to 0% making B, X and Y turrets have 0-2% accuracy during that same salvo.  The gun recoil de-buff would spike anywhere from -80% to like -130% or -140% making only the 1st turret to fire have any chance to hit.  I get gun recoil was a major thing but this just seems off to me.

  4. 1 hour ago, o Barão said:

    o7!

    It should take effect immediately.  These are the values I am using.

    The most important is this:

    stability_x_convert,79000,convertion of value above threshold to instability (side),100,65,200,80,,,
    stability_range_power,1.2,range exponent for stability,1,3.55,1.32,3.3,,,

    And two lines below, I am also using this.

    stability_zz_convert,50,divisor of momentum instability (forward),240,43.2,,,,,
    stability_xx_convert,50,divisor of momentum instability (side),325,58.5,,,,,

     

    "mrfox1918" also asks about the battle formation changes I made. I am confused now if you are interested or not, anyway.

    initial_follow,0,percent of division following flagman at start of battle,0,0,,,,,
    initial_scout,20,percent of division scouting flagman at start of battle,15,25,,,,,
    initial_screen,0,percent of division screening flagman at start of battle,0,0,,,,,
    initial_line,0,chance to have division in line formation (not column as usual),30,30,,,,,

    scout_range,4000,range to ally for scout order,,,,,,,
    screen_range,3500,range to ally for scout order,400,,,,,,

    All inside the "params" file. Have fun!✌️

    Oh wow! Thanks Baron! Moding has never been my forte, you all make it look so easy with your skill! 

    • Like 1
  5. hello o Barão, had a sort of request for you.

    Would it be possible to have the information about how you were able to mod the ships Stability characteristics? Having much more reasonable bow, stern and pitch roll characteristics REALLY improves the ships and game overall. Makes Ai designs more useful and makes historic looking builds more possible and viable. I wanted to give this info to admiral snackbar for his mod.

    Was also hoping you could let him use the "all ships start battle in line of battle" instead of formations. This makes the battles in general 10 times better on its own.

    These 2 components of your mod make UAD 10 times more enjoyable and I believe all UAD mods and players would really apricate it being apart of both mods.

    Thanks again for your great work! I have been really enjoying playing both your mod and admiral snackbars.

     

  6. Is it possible to add the improved ship stability from the Naval Arms Race mod to your rebalance mod? It REALLY helps the AI out with having their ship designs be more useful as well as making more historic looking ships. (IE not being forced to stick funnels in the tail end of the ships all the time.)

    Been loving your rebalance mod tons of fun! Really hope you consider adding better ship stability, I bet a lot of people would enjoy something like that being apart of your mod too!

    Keep up the great work! Thanks for a great mod! :D

  7. Been LOVING this mod! Really makes the game 10 times better! The rebalancing of the de-buffs for bow and stern balancing makes historical and good looking ship builds 10 times easier! As well as improves the effectiveness of the AI ships not being 90% bow heavy.

     

    111/10 amazing work O Barao! 

    Any plans to remove subs? Or waiting to see if the UAD team dose it themselves with an option?

    Subs were a cool Idea for UAD but they are such a pain in the ass lol. 

  8. 1 hour ago, JaM said:

    My probably biggest beef with this game is how time acceleration is handled.. It just makes you WASTE so much time waiting for something to happen.. Please, make it customizable by player!! Either give us option to set the range for certain time speed, or at least double the last two acceleration options so chasing enemy ships is a lot faster.. Nobody enjoys watching ships with only slight speed advantage (2-5knots more than chased enemy) to literally crawl into gun range, while timer is not allowing you to speed it up...

    YES, would be super nice to have all the time compression options available. IF the player runs head long at x30 speed into the enemy its no big deal would rather that then a irl hour long stern chase.

  9. 4 hours ago, Suts said:

    Having the exact same issues, I've given up on actually trying to play and enjoy the game until this gets resolved, anything larger than a small skirmish is just impossible to play without it devolving into a hopeless, un controllable blender of ships.

    Same, ships still cant hold a battle line for snot.  Main guns only firing sometimes also still seems to be a thing.

  10. 44 minutes ago, Suribachi said:

    In the entirety of my 742.8 hours playing this game, I have never once used the manual rudder feature.  I suggest the developer team take another look at changes made from Build 14 to Build 15 to see if there were any that directly or indirectly affected the steering of ships in combat.

    I honestly can't remember the last time ships in UAD were able to even 1/2 able to hold a battle line...  

  11. 2 hours ago, o Barão said:

    Issues with guns not firing.

    If we have a quick firing rate gun (small caliber gun) this can, and probably will, cause issues with the main battery.

    This is a major issue in the game that ruins the gameplay and needs to be prioritized.

    Note the rate of fire in this example is modded, however I can guarantee the same issue will happen in vanilla game.

    I have had this same issue forever. Even with low fire rate secondary guns OR if I just turned them off and mains set to aggressive fire, still nothing. I do not use mods and am on the build 14 for 1.3.

    Turrets also like to be stuck and place and not rotate or train to target.

    Have made in game bug reports for this issue with almost every post 1.2 update in game as well.

    • Like 2
  12. 5 hours ago, Nick Thomadis said:

    Sev

    Several of your ships are in Screen order, so they are not expected to sail blindly forward  but respond to threats that may be a few km away. Maybe some torp threats also affect their effort to avoid them?

    I did not have them on avoid torpedos.  Do player ships auto avoid torps with that option disabled? 

     

    Also ships still really seem to struggle keeping a battle line still.

    Did a 3 BC vs 1 TR to test year 1927 range 50,000 km

    cut their speed down to 28 knts waited a bit then did a 15-20 degree turn. waited a while in game time for them to reform. They never did.

     

    image.thumb.jpeg.bdf00c5787623c1540dc751693315ac3.jpeg

    • Like 1
  13. Did a random battle to test something....1927 year.

    Had 3 of each class of ship aside from transports; ie, 3 BB 3 BC 3 CA 3CL and 3 DD vs just 3 enemy CL.

    Wanted to see what would happen to my formation if all I did was set all the speeds to 20knts hoping they would all stay in formation.

    After about 10-15 minuets in game time where all I did was change the speeds to set all ships to 20 knts... The picture presented is what my formation turned into... Did not turn any ship at all, did not change any formation orders or setting, did not change ANYTHING aside from setting everyone to 20 knts.

    Is the formation system intended to do this?

    For enemy context the 3 enemy CL are about 18,000 meters to the bottom left of the picture.

     

    20230505102744_1.jpg

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