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Nick Thomadis

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Posts posted by Nick Thomadis

  1. Uploaded optimized version x4 including the following:
    - Further optimization, fix of a potential issue in AI logic which could cause AI to slow down too much, and become an easy target, or cause speed freeze bugs or cause a rare target reset. If a player still has issues with manual targeting becoming overridden by auto-target, he has to verify that he orders ships that are not in AI command and the target is in range. 
    - Further optimization in Battle UI update logic. Battle fps increases further. It is advised to check and reset the game's graphics settings or disable any overclocking in case you have very high fps problems, that could potentially cause bugs to the game.
    You have to restart Steam to get this update properly.

    • Like 2
  2. 13 minutes ago, SeaAlex_175 said:

    @Nick Thomadis

    Okay, but there was a time when there were no such sudden stops in shooting with a reset in accuracy. If I remember correctly, in one of the patches of versions 1.4-1.5, the developers increased the influence of base accuracy. You also mentioned the decrease in accuracy from gun recoil. What if it is the incorrect values of these parameters that cause the shooting to stop? Apparently, the numbers of base accuracy and the accuracy penalty from gun recoil begin to conflict at such moments, since they have approximately the same values. Perhaps increasing the initial base accuracy values, or even more likely fine-tuning the accuracy penalty from gun recoil would solve the problem with interruptions in shooting.

    As said above, using the Aggressive mode will solve the "problem" of interrupted shots. It is not a problem for the game to try to save ammo, rather a player's preference to spend more ammo and fight with zero or almost zero accuracy.

    17 minutes ago, HopefullAdmiral0786 said:

    Hi All,

    I have a question, which I may have an answer to, but it would be great if the forum experts and dev's could confirm for me.

    I decided to take on a challenge and play as Spain from 1890. My first war is with Russia (or rather now as the Soviet Union) and I've been trying to launch an invasion of 1) The Soviet territories around the Black Sea and 2) The Soviet territories in the Far East.

    However, despite me positioning a sizable task force next to either the Russian provinces around the Back Sea or Russian Far East - the invade option is ALWAYS 'greyed out'. At first I thought that this was a bug, but now I am wondering if one is to launch an invasion of an enemy territory, one needs an uninterupted clear route, with no enemy ships in between, between my territory and the intended invasion destination. Thus allowing ones troop transports to be able to reach the invasion destination un molested.

    Is this the case?

    I appologise if this is an obvious question I should have been aware of, but I couldn't find any quidance or reference on this.

    I look forward to your comments.

    Kind regards...

    You need to have more than 100,000 tonnage in the sea to start a naval invasion.

  3. 12 minutes ago, PhoenixLP44 said:

    @Nick Thomadis what are the devs thoughts on setting your taskforces layout manually before entering battle?

    I have always been annoyed by divisions being spread out amongst the entire taskforce and having to get in line first before being useful in battle.

    Also can we get a new faq channel?

    It has been asked, and if we decided to make it, it can have a risk of bugs. Next patch  can provide less risky features and many new 3D models for guns and hulls. Not sure what you mean FAQ channel, you mean to have more questions answered in the FAQ thread?

    • Like 3
  4. 10 minutes ago, SeaAlex_175 said:

    But if instead of the player there is AI, how will the AI understand that it needs to fire aggressively and come closer? The player can always restore shooting in different ways, yes, but for the AI this is a problem that reduces its effectiveness in battle.

    It is the player's responsibility to fight a battle. When allocating this fight to player AI, it is for seeking an assist, vs an opponent AI which has a better understanding on what to do.

  5. 22 minutes ago, SeaAlex_175 said:

    @Nick Thomadis

    I recorded a longer video without pausing, where you can see that without switching to a ship that has stopped firing, this ship will periodically stop firing for a while.

     

    You are at the edge of the maximum range and your base accuracy is too low. Due to the recoil of your guns, the accuracy becomes even lower triggering the ammo save mode. If you put your guns to "Aggressive" mode and come closer, you should notice more consistent firing.

  6. 1 hour ago, Kraut said:

    @Nick Thomadis

    I was checking the old Road Map thread in case i missed / forgot that fixing the issues mentioned by others and me are already planned to be dealt with and thats why you are ignoring me, but no, couldnt find something like that. 

    But i found something else ...

    Is that pure mockery or did you not have the time to play your own game back then when you wrote this?

    quote: "Ultimate Admiral: Dreadnoughts is a game like no other with a unique 3D ship design system and a really challenging and immersive campaign covering in detail the time period between 1890 - 1940+. " src: https://forum.game-labs.net/topic/40825-thank-you-for-the-participation-in-our-6-month-roadmap/

    "a game like no other": Are you sure bout that? Except for the Designer and the Tactical Battles beeing 3D the Campaign looks pretty much like the one from that other game. Down to the wording in the random multiple choice events. Just forgot the Name, maybe you can help me?

    "really challenging and immersive": Uhm, ja, many others and i already pointed out why the campaign is not challenging at all. And i dont know, whats the immersive part? That the Map shows the modern Region- / Provinces-Borders instead of the one fitting the Time Period? That Oil makes the world go round cause theres plenty of that readily available to everyone? That you cannot properly command your Taskforces at Sea cause as soon as you Split Task Force X into TF A and TF B, only one of them is selectable, cause one is buried beneath untill the other moves away next turn. 

    Is there a new, secret roadmap about fixing the campaign that you might wanna share with us? 

    Your sarcasm is no longer tolerated my friend. I cannot reply to a person speaking like you. Please do not write anything here in our forum unless you change your tone. You get a forum banning. I suggest you switch to another game to make your life easier.

    • Like 4
  7. 9 minutes ago, SeaAlex_175 said:

    Hi, @Nick Thomadis

    I have previously written about the problem of the sudden cessation of shooting. Here's a video. As you can see, at one moment the Italian dreadnought “San Pio V” stops firing. After hovering the mouse cursor over him, you will notice that his shooting accuracy has dropped to 0%. And only after switching to the Italian dreadnought, with the pause removed, its shooting accuracy rapidly increases and the ship opens fire again. Could you somehow fix this? The problem has appeared before, but apparently it has returned again.

    I also confirm that I have an absolutely clean game without mods or corrections to the game files.

     

    Hello,

    I  am not sure I understand what you want to show me here. For a few seconds your guns delay to shoot, then you spend almost 40% of the video time to  show me in pause mode that the guns do not shoot.

    Guns may delay to fire sometimes, they try to aim, find target, it is simulated some kind of error finding process, that consumes time. I do not see a problem if a gun not always fires in a millisecond, in fast forward mode. Disabling pause will make the guns to fire again, but they would fire if you had let them, I assume.

  8. 19 minutes ago, HMS Implosive said:

    @Nick Thomadis While you are right that the accuracies are estimated for the player in the penetration table, it is still either wrong or missleading (I don't know which one). I almost always use heavy or super heavy shells because they have always better nominal accuracy on these tables, even though the shell descriptions suggest othervise.

    (disclaimer: I have no idea how the chance to hit is eventually calculated in game. I just wanted to note that @o Barãois right in the that the heavier shells are atleast indicated to be more accurate than the lighter shells even though the tooltip advices othervise.)

    The tooltips, arguably, can be misinterpreted because in combat a gun of the same exact characteristics but using a much heavier shell, you will notice it to have a slower fire rate, which affects greatly the accuracy gaining. In practice the slower shell and with slower ROF will need more time to gain the maximum accuracy (not the base accuracy of the data).

    In practice everything works as expected.

    • Like 1
  9. 2 hours ago, o Barão said:

    Just to give a better example how bad it is the muzzle mechanic. Stock game, no mods. Wouldn't make any difference since I have no way to fix this.

    RKn6heK.jpeg

    Stock gun with 0% barrel length.

    fyMEp3l.jpeg

    Gun with 22% barrel length increase.

    What are the changes?

    At low ranges, where we could expect a better hit chance due to these reasons:

    • Trajectory Flattening: Higher shell velocity generally means the projectile reaches the target more quickly, resulting in a flatter trajectory.
    • Reduced Wind Drift: Faster-moving projectiles are less affected by crosswinds, as they spend less time in the air and have less exposure to wind.
    • Reduced Time to Target: A faster projectile reaches the target faster, which means there's less time for external factors such as wind or target movement to affect its trajectory. This can result in greater accuracy, particularly for moving targets or in dynamic shooting situations.

    We get in fact the opposite. This makes any sense?

     

    At long range ranges where we could get a worse accuracy due to these reasons:

    • Projectile Design: When fired at excessively high muzzle velocities, these shells may experience increased aerodynamic instability, leading to erratic flight paths and reduced accuracy at long ranges.

    • Barrel Wear: Firing shells at higher velocities can accelerate barrel wear in naval guns. As the barrel wears down, the consistency of muzzle velocities and the quality of the barrel's rifling can deteriorate, negatively impacting the accuracy of shots fired over long distances.

    • Projectile Dispersion: Naval artillery systems often have to contend with factors such as ship motion, sea state, and firing from a moving platform. These factors can introduce additional dispersion or variability in the trajectory of the shell, further exacerbating accuracy issues at long ranges, particularly when combined with excessively high muzzle velocities.

    • Targeting Systems: Naval gunnery relies on advanced targeting systems to accurately engage distant targets. Extremely high muzzle velocities can introduce challenges for these systems, as they may struggle to predict the trajectory of the shell accurately, leading to less precise targeting and reduced accuracy at long ranges.

     

    We have in fact the opposite.

     

    And this mechanic is present everywhere. Shells weight, propellants, barrel length, gun caliber, the different between all HE and AP shells. It is such an important thing to how ballistics works that I can't stress enough how much this needs to be fixed.

     

    ArL5YDS.jpeg

    And this artificial modifier implemented here to fix the issue with the light shells wouldn't have a need to exist if the muzzle mechanic were working properly.

     

    Just my two cents.

    Hello Barao,

    There are many hardcoded factors that cannot be tuned with a config. They simulate real ballistic factors of the shell. One of those is the increase of penetration according to terminal velocity (the velocity expected at the end of the range). 

    Players do not have to always read the words and specific stats but use the penetration table which shows the final calculations. There, everything is included, the maximum horizontal/vertical penetration at range and the accuracies.

    In the battle, these penetrations do not apply deterministically but again take extra factors evaluating the final random shell fire arc, the angle of fall, angle of side hit, and other depended on ship characteristics.

    Like in real life, you cannot predict 100% the outcome but you can expect a certain average result at range given by those penetration tables.

    See how penetration is increased at short/medium ranges with a shell of high velocity etc.

  10. Uploaded optimized version x3 including the following:
    - Fixed critical bug that caused ships to reset their screen/scout/follow status and move forwards. We are sorry for this temporary inconvenience which was brought by last night's update.
    - Fixed rare issue which could cause ships to start a campaign battle with the desire to stop movement (unless the player gave any other command. This bug could be caused in specific map coordinates. 
    - Fixed, hopefully, the last reason related to AI logic that could cause damage calculations to fail and cause ships to freeze and the game to stop functioning. This could happen very rarely, depending on frame rate and fast forward of time.
    You have to restart Steam to get this update properly.

    At this point, we think that v1.5+ is stable and enjoyable for all players. We will provide more minor updates only if it is needed.

    • Like 5
    • Thanks 2
  11. Uploaded optimized version including the following:
    - More improvements on game's stability and fps performance, increasing also the speed and efficiency of almost all game's processes.
    - Fixed a potential error related to the AI logic which could cause ships to freeze prior to combat.
    - Increased the initial distance in mission "Sink the Raiders" (Due to the latest AI improvements it was almost impossible to defend the transports quickly enough).
    You have to restart Steam to get this update properly

    • Like 4
    • Thanks 1
  12. Uploaded optimized version x2 including the following:
    - Fixed possible formation issues, ships not being able to turn and move in straight line for too long or failing to switch to new leader.
    - Minor optimizations related with the division UI logic, which could possible cause a freeze bug depending on random player actions.
    - Improved AI speed management when travelling in a division (previously it could slow down too much and become an easy target).
    - Fixed minor ship part issues reported kindly by Dante S. Lancaster (forum name).
    Please restart Steam to receive the update. If Steam updates during gameplay, you will get random freezes in the game.

    • Like 4
  13. 1 hour ago, Dante S. Lancaster said:

    No, I don't modify. 100% original. Try USA 1950, BC, unlock on, try the third hull "fast battleship", light sec tower v, use 406mm quad, pls check again,  many thx. @Nick Thomadis

    You probably have "unlocked all hulls" in custom battle? Because this hull does not originally belong to the USA. We will double check.\

     

    EDIT: 
    We reproduced and we will fix. Thank you very much for insisting.

  14. Uploaded optimized version including the following:
    - Fixed minor UI issue: It was not updating fast enough when switching  to another division.
    - Further fix for a possible ship freezing prior to starting a battle. Please advise if you still get such a problem, only in unmodified versions of the game.
    - Further auto-design optimization to be faster and even more effective.
    Please restart Steam to receive the update. If Steam updates during gameplay, you will get random freezes in the game.

    • Like 2
  15. 14 hours ago, Dante S. Lancaster said:

    image.thumb.jpeg.af1dcb160e1ed472d5d6c852b8808dcb.jpegHi, @Nick Thomadis, please consider to fix this. Many thx.

    This does not look like a ship of the game. You play a modified version probably? In any case, we checked and this secondary tower, that is used in another ship, does not have this problem. As said many times, please, do not report bugs here, especially such kind of model issues, when you use a modified version of the game.

    Nevertheless, thank you for the report. We will check if the turret model may have a collider issue.

    EDIT:

    The turrets work fine too. This issue may happen when something in the game does not work as intended during gameplay or when there is a code exception. Freezing of ships will most iikely happen in the next seconds. But again, we cannot reproduce ourselves in order to fix this particular issue.

  16. Uploaded  optimized version including the following:
    - Further optimizations in targeting/division/AI logic. The battle fps performance should be the fastest ever for the game.
    - Fixed issue that could cause ships to make zig-zag movement trying to follow the formation. This issue could happen sometimes depending on size and inertia of ships and their distance between them.
    - Reduced mothball cost. "Low Crew state" should be not more proftiable now.
    Please restart Steam to receive the update properly

    • Like 5
    • Thanks 1
  17. Uploaded optimized build x4 including the following:
    - AI, Targeting, Division logic refactoring offering more fps. These improvements should also permanently fix a potential freezing of ships error that is reported to us. Please tell us if you anticipate this error again, but only if you play an unmodified version of the game, since a lot of reports come from modified versions.
    - Sound optimizations.
    -  Fixed old bug causing false warning in custom battles "Select a ship of the required type...".
    You have to restart Steam to receive the update promptly

    • Like 3
    • Thanks 2
  18. Uploaded optimized build x3 including the following:
    - Further potential fix for fps desync issue that could be caused when running the application on background and player uses the alt+tab often.
    - Further optimization on division logic, gaining more fps and improving battle AI.
    - Shell dispersion minor optimizations.
    You have to restart Steam to receive the update promptly

    • Like 3
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