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DeRuyter

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Everything posted by DeRuyter

  1. I could tell you how they work in Naval Action. 🙂 Double Charge give you greater penetration. Double shot gives you 50% greater damage but is inaccurate at anything but short range and loses penetration. The range should be reflected on the map in UAAOS. Historically double ball (or Triple shot as loaded on the Victory at Trafalgar) was loaded as an initial broadside if a ship was closing to pistol range, 50m or less. It was highly inaccurate. Often a ship would load ball + grape on the Quarter deck guns as an antipersonnel load. Double shot is trickier because it risked blowing up your own gun!
  2. Makes sense because they could use the land combat part of UA for faster development of a larger scale AWI campaign game. Frankly UA was a development of UG essentially using the same basic game engine. I am still holding out hope for a UG Napoleonic Wars though!
  3. The type of wood didn't effect speed nearly as much as it does in game. Also keep in mind that Endymion was armed with an 18 lb main battery when she logged this speed.
  4. Answer is in the title: UA: Dreadnoughts. Can't really have a game about the development and superiority of the battleship after its' demise as a weapon system.
  5. @van Veen Admin beat me to the issue with the jibs. You simply release the jib sheet. The command might be something like "ease the sheet or let fly jib sheets" Stays'l a bit harder but the same thing basically. It is an animation issue. Close hauled speeds are not necessarily off, some frigates could make 10 knts close hauled (13 knts sailing large or off the wind). The biggest issue related to that is the angle to the wind, meaning that no square rigged ship could sail closer than 65-70 degrees to the wind while a fore and aft ship can sail about 45 degrees. In game we have ships making headway at 20 degrees and keeping good speed at 35 degrees. One reason that ships seem too maneuverable and makes it easy to stern camp is this point. But the angles are relaxed for game play so other factors need to be adjusted to compensate. I can hear the cursing if players ships slowed to a stop and started drifting backwards at 40-50 degrees off the wind.
  6. I agree. Looks like draft may be added in the Sea Legends game though.
  7. May not be unrealistic if your ship is pounding upwind through a gale!
  8. I was never really an RPG player until KCD. A historical RPG based on realism where you start unskilled, ok I will try it. Now it is taking most of my playing time! So a single player RPG like experience set in the age of sail and bringing in realism elements left out of NA because of MMO element, count me in!
  9. Actually they are starting with single player so maybe NA PVE 2 The game will start with the single player experience built around low risk smuggling, hauling and privateering in the North Sea and Mediterranean. Then we will add social common areas like taverns with historical games, drinking, singing and chatting with other Captains. After this is done Naval careers and Pirate life will be implemented. These careers will have integrated multiplayer components. Lots of features I have been asking for in NA for 5 years lol. I am signed up... 👍 Seamanship Realistic 18th Century Sailing (even eddy making) Individual sail control Ballast and cargo placement Closing gunports in rough weather Proper roll, pitch and yaw Wind shadows and leeway Anchors Water and Wind Variable wind Variable wave length Wind gusts and gales Realistic variable weather Currents and tides Trade winds Proper storms
  10. Aggressive AI was in the game at one point and is again to a limited extent on the War server. Previously the aggressive AI would interfere with pvp port battles on the War server and it was removed. Lots of people on the PVE (Peace server) have voiced concerns about aggressive AI because they would rather only engage when they want to and other reasons. Lots of stuff on the NA forum about aggressive AI.
  11. Cutting out expeditions using small boats to capture anchored ships would be great as well. Very prevalent along the US coast when a smaller ships hid up a river where larger ships of the line or even frigates could not go.
  12. This ^^. Here are your answers. Not sure if the OP was aware that the Connie was originally in game as a 4th rate. Technically IRL a heavy frigate or 5th rate as built. Lots of unintended consequences by the changing to 3rd rate in game.
  13. One of the last remaining survivors of the USS Arizona sinking passed away earlier this year. A diver will take his remains down to the ship to be with his crewmates in a ceremony tomorrow, December 7th at sunset. https://www.msn.com/en-us/news/us/navy-vets-ashes-destined-for-sunken-pearl-harbor-battleship/ar-BBXPQKJ?ocid=spartandhp RIP o7
  14. Link to an article with some photos of the SMS Scharnhorst wreck. https://www.bbc.com/news/world-latin-america-50670743
  15. Man you must be a "Red Leg". I am not necessarily disagreeing with you, but I'll just leave my earlier quote for context. Maybe instead of just repeating the same line over and over you can show me some reference from the AWI supporting your point for the game's time period. I am well aware that a unit of guns was often referred to as a battery in particular in a fortification or field works. So the question is in the 18th century was the term battery used colloquially when referring to an artillery company in the field. One could also include horse artillery which I have seen in numerous sources referred to as a troop.
  16. Exactly. In the English release it was titled: "Admiral". Great movie BTW!
  17. Maybe I am missing something because this thread is about stopping and reversing engines. Kedging is using your anchors and windlass to move the ship generally forward. Was it done if you still had engine power? In the age of sail it was used to maneuver in a tight space like a harbor or river, or as in the case of the Constitution move forward while there was no wind. Keeping in mind this was done whilst attempting to escape and not in the middle of battle.
  18. Sorry about that. I play War Thunder - so my first thought was to non-historical BR matching. As you have said the solution for the early frigates vs. the later more heavily armed ships is not easy. Nor should it be about artificially balancing so every 5th rate has a chance against another 5th rate. Allowing carronades to the earliest ships even if they did not carry them - the 9 pdr frigates is plausible. Had they been active later they would have been upgunned etc. This did happen with 6th rates. Taken together with removal of main deck carronades on the 18/24 lb frigates this would certainly help diversify the fleet. As to different zones I agree it may work to an extent, but it puts the sandbox element at risk. Maybe just increasing the areas of shallows allowing more area for the 9/12 lb frigates to fight each other. Proper ship drafts and bathymetry would be great, but alas we don't have that.
  19. No - wow nice find! 👍
  20. That looks suspiciously like some kind of arena game with matches determined by BR 😉 Actually I like your earlier thought that giving main deck carronades to smaller ships helps. I would go a step further: Remove main deck carronades from the larger ships like Trinc/Endy and Indy. Realism bonus none of them carried main deck carronades IRL! Trinc - 18lb battery on main deck.
  21. Your statement above was that artillery "was never called company". My references clearly showed that this was not correct at least during the AWI and Napoleonic wars and this game is set during that period. Sure a unit of guns can be and is generally referred to as a "battery" but in some cases was called an artillery company. Breaking it down further you see references to a "section" of guns or in the case of cavalry a "troop".
  22. Agreed - It is all about how you state your criticism. Too many ppl start with "Oh the game will now die because of x or Y new feature and then inset some sarcastic comment". Disagreement stated with reasons and suggested solutions seems to be appreciated.
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