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Nick Thomadis

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Everything posted by Nick Thomadis

  1. I assume that the bug was experienced prior to Alpha-11 v83? Probably you just need to login again with your username (which should be the email you used for purchasing the game). If you don't remember your password, click the "Forgot your password?" on the launcher window and follow the steps to recover it.
  2. New update has just become available. Restart your launchers to receive it. It includes the following: *HotFix v83* (15/3/2021) Fixed issue that could cause the bug warning "Too many barrels". Fixed issues that could make auto-design to fail at some cases, after many tries. Improved boats and other ship decor so that they are appearing on ships as they should, without disappearing due to interference with other objects. British Super Battlecruiser can now mount up to 20-inch guns (from previously 18-inch guns). A few minor fixes to hull parts. *Bonus Feature:* Unused casemate gun doors will now be auto-sealed with steel plates. With hotfix v83 the following errors might not appear again: - Sometimes the auto-design of a fleet in a custom battle or Naval Academy battle may delay too long and hang the game. - The "Too many threads" crash error.
  3. It is part of the technology research limitations of the campaign which works with hard limits in custom battle. It is expected to not support higher displacement of this ship type at this year, simply.
  4. Yes, this is exactly how it should work. We will do as soon as we finish with the most important.
  5. The idea of having a reload module on ship is very good, and we can do a bit later. Until then, we can balance out the present system to be more realistic.
  6. My apologies if I was not clear. Means 2x to 4x loads. So each tube can carry 2 to 4 rounds of torpedoes.
  7. Maximum reloads for torpedoes is 4x and minimum is 2x. So in your case, 15 tubes would carry maximum 60 torpedoes. Probably an exaggeration, more torpedo tubes or a bug? Anyhow, not a big deal to reduce further the max. reloads to span between 1-3 if that would make things better.
  8. Sorry but what is the problem with torpedo reloads? The new update offered so many things and we discuss here about something that has been addressed. Already, torpedoes are not unlimited, such as in other games. Torpedo reloads already cost significant weight and money. In campaign torpedo and ammo rounds will have more impact as there are going to be realistic shortages. So now, exactly, what is the problem? Do we need torpedo rounds to be even more expensive and heavy so that they are even more limited? Usually torpedo rounds are up to 2 on average. You can increase but the weight cost will limit the Destroyer in protection and speed significantly. In the end, torpedoes from distance are not so lethal, since they seldom find a target. PS. Ships in formations already auto-evade torpedoes except the division leaders. Divisions leaders which are under player control, if they are commanded badly, they will be hit by torpedoes, of course. Ships in their formation will do their best to evade but they also try to keep a formation which is an extra effort that might make their evasion less effective. Later we can give more automation options, but it is not a priority.
  9. Do you remember with which nations you played? Yamato was for Japan I assume. What was the nation for the AI?
  10. If you have anticipated this rare bug which causes a warning "Too many threads" and crashes the game, please inform us what were the circumstances at that time. - Did it happen during battle or during fleet loading phase? - How many ships were involved in the battle e.g. (You 1xBB vs AI 1xBB, 1xBC, 2xCA etc.) - Which nations were the opponents? - Did you notice something else more helpful? (e.g. crash happened when certain ships fired their guns, or made a hard turn etc.) Thank you in advance for any help. Any kind of information can aid us to trace the exact cause of this issue and fix it.
  11. The new hotfix update has just become available. Restart your launcher to get it. *HotFix v82* (10/3/2021) Japanese late tech 4/5-inch guns of large capital ships got their proper model (for making Yamato looking secondaries). Various repairs in Auto-Design. (Addressing some potential overlapping issues between guns and superstructure). Fixed bug that could cause AI to build ships with underwater guns or player to create floating guns. Please report if you anticipate this bug again. Fixed "empty barbette" warning on new British towers, caused by unoccupied side gun placements. Fixed "Mount 2" error that could make parts to not mount as they should. Fixed bug that caused turret barrels to overlap with superstructure when rotating during battle. Fixed a rare bug that caused the critical exception "Too many threads". Various tower and ship part fixes/improvements as reported. Reduced further the distance in which AI scout and independent ships operate away from the main fleet. AI should save ammo with more efficiency, it should fire at medium ranges with low ammo.- Penetration improvements as per players' suggestions. Deck penetration power is not so much pronounced compared to side hit penetration. Please note two issues that are known and we are working to fix them: - Sometimes the auto-design of a fleet in a custom battle or Naval Academy battle may delay too long and hang the game. - The "Too many threads" error can still happen. We will investigate the cause and fix ASAP.
  12. Ok deck armor is going to be adjusted as per suggestions, in the upcoming hotfix.
  13. Did you have enough protection for your turrets (Side and Top armor). Turret top is very important for keeping your guns protected at long range).
  14. As I already said, the applied values are different from the estimations, because they do not include the actual angle of hit, which significantly reduces the penetration of the shell. There are also some hard coded angled armor values according to hull, which are also not included. We could improve later all this, but it is not a priority. Our priority is to provide the next hotfix update which will fix/improve all the significant and critical problems that the community has found. If you made a statistical evaluation of how many ship hits are transformed into actual full penetration deck hits, you would get values close to reality. The so called "Immunity zones" do not work as "deflector shields" making ships impervious to any shell attack, but make less probable to inflict critical hits to a ship that is well protected on this zone. And this is how the game works now at these ranges, making deck armor essential in any case, because without it, any hit would cause ammo detonations, engine damage and explosions that would disintegrate a ship. Would the game be more enjoyable if ships were immune, taking unrealistic zero damage by 16 inch shells? Maybe for you, but not for the majority, and this would not be realistic either. Arguably, we could remove all the statistical estimations of the game, (I do not know many games that offer so much data) to stop this frequent disorientation that they cause.
  15. Yes, it is the theoretical pen of shell at max. effective angle, supposing that it hits the target always at a right angle. In combat, we also use the angle of impact and armor of target to get the actual penetration calculation, which is always smaller than those theoretical values, due to the angle of hit. Statistically, it can be improved later, to give more meaningful data for player, according to gun (knowing an average angle of fall due to the gun ballistics) but currently this is not happening, so some players use this data as full representation of what is occurring in combat, which is wrong.
  16. It is a known old issue of weight instability calcs that is scheduled to be fixed in next updates.
  17. You mean this cruiser? As you see in image, it is going to be improved, as you say, in the upcoming hotfix.
  18. In those calculations is is not included the actual angle of fall for the shells that hit. They are indicative max. penetration values for the given ranges. The penetration applied is always depended on the very special conditions of the ships involved and the ballistics of the shells at the moment of impact. You can see the actual penetration values when you observe the identified target by hovering the cursor on it.
  19. This should be already possible. Can you tell me on which hull exactly you cannot do that?
  20. Hello all, We wanted to inform you that we prepare a hotfix and, so far, the following have been readied: *HotFix v82* Japanese late tech 4/5-inch guns of large capital ships got their proper model (for making Yamato looking secondaries). Various repairs in Auto-Design. (Addressing some potential overlapping issues between guns and superstructure). Fixed bug that could cause AI to build ships with underwater guns or player to create floating guns. Please report if you anticipate this bug again. Fixed "empty barbette" warning on new British towers, caused by unoccupied side gun placements. Various tower and ship part fixes/improvements as reported. Reduced further the distance in which AI scout and independent ships operate away from the main fleet. ---------- Thanks to your continuous reports we are able to trace and fix quickly all important errors. We are still reviewing to include a few more fixes. The hotfix is going to be released as soon as possible.
  21. Maybe try using the Ctrl button while trying to find an optimal position for your side guns? There is no new prohibition as you describe.
  22. Can you elaborate with an image. What is exactly is the problem?
  23. The tower is perfectly placed for the battleship you refer to, in all mounts. Can you please check it again? It is the Russian BB of the 1940s.
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