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RattyB

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  1. Thanks for the pointers - I'll see what I can come up with. Your videos have alway been base to work from.
  2. I think I've made a reasonable CA now - however it's still being built so I havent tested it yet! It's a biggie; 13000tons 3x2 8" max length guns, 30kt top speed. To get to that I had to use the narrowist beam possible. I would say the biggest problem as it stands are the funnels for the CAs: they are all hugely heavy and expensive, I've used two with forced boilers G Turbine II engines which to my mind isnt a great compromise. I'd rather use small funnels and balanced boilers. I've attached a screenshot for your perusal....
  3. Yes, I follow your series of vids quiet dillegently. I'm starting off in 1930 as I've refreshed everything before run the V2 mod. Cetianly I've found with the light cruiser design that 35kts isnt possible so I've had to scale that back to 30. - but that is using a 7" 50 cal main battery, rather than the more tradition 6". The heavy cruiser hull has an optimal speed of 33.1 kts, but that is entirely aspirational know. To get close the ship needs forced boilers and a minium of two funnels which adds to the size and overall weight. I'll have a look a redesiging using your suggestions
  4. Started using the V2 Mod, and so far I'm finding it impossible to make a British heavy cruiser broadly following your vid. Using either of the modern heavy cruiser 1 or 2 hulls - and it gets overweight with poor engine effeciency very quickly. There doesnt seem to be a compromise way out that dosent leave it stripped of armour.
  5. @brothermunro will you be revisiting your ship design series of videos to take account of the many changes in the game recently?
  6. Do I need to reinstall the DIP Ship pack each time the game updates?
  7. Thanks - its all sorted now. One thing I have fed back to the devs is the invisible dead ball zone around the ships. When they collide when they are within 30ft of each other! It can also make for torpedo strikes against a part of the ship which isn't there
  8. May have fixed it, there has been an update today. Yours, and the game.
  9. Got some odd goings on.... just updated the game, and the improvement project mod and the latest ship pack - after doing a file refresh on the game. First campaign battle and both mine and the enemy ships keep stopping. I can get mine going again if I take them off AI and issue a command, but if I put them back on AI and do time advance they come to a halt again. Ideas?
  10. Ahhh, useful to know. Thank you. I Useful to know, thanks!
  11. Are there any penalties for designing a ship which will go faster than its stated optimal hull speed? I only ask because campaign AI is knocking out 40kts warships that tend to cut and run and which prove very hard to catch and destroy.
  12. I was thinking less about performance and more about general tweaking and smartening
  13. Are there any Nvidia and or in game graphic settings that are recommended for this sim?
  14. Is it possible to modify the sinking profile of this ships? Generally when a warship sinks, it usually atomizes in a flash of light, or rolls over and sinks pretty quickly. They tend to linger on the surface in UAD.
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