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Question on Fleet control, ship often moving circle in detache


draconins

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Hi all, my first post here, wondering anyone experiencing issues when controlling many ships, where some ship continuously turning circle, even in detached mode and there is no damage to the rudder. It is usually most obvious in destroyer and torpedo boat and the only thing kind of "fix" turning circle is controlling rudder slider, however that is temporary only, once you use right click over sea or alt right click, the ship would be back to turning circle around. This has been happening several times already and while is not always happening, when happening, it is usually at the critical action, making controlling fleet very frustrating, to the point I would try to create only single ship most of the time. The UI itself actually show "planned" path, but ship is not responding at all.

In non destroyer it is usually less obvious but the symptom would be it would not be responding to command unless using rudder slider.

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On 6/28/2020 at 4:10 PM, draconins said:

Hi all, my first post here, wondering anyone experiencing issues when controlling many ships, where some ship continuously turning circle, even in detached mode and there is no damage to the rudder. It is usually most obvious in destroyer and torpedo boat and the only thing kind of "fix" turning circle is controlling rudder slider, however that is temporary only, once you use right click over sea or alt right click, the ship would be back to turning circle around. This has been happening several times already and while is not always happening, when happening, it is usually at the critical action, making controlling fleet very frustrating, to the point I would try to create only single ship most of the time. The UI itself actually show "planned" path, but ship is not responding at all.

In non destroyer it is usually less obvious but the symptom would be it would not be responding to command unless using rudder slider.

There are two types of automatic controls, default one, should be based on general direction/course other one is „go to point” If your ship can’t turn hard enough, it may not be able to reach the point and just  circle around it. I think toggle for that was somewhere in top right corner.

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On 6/29/2020 at 1:10 AM, draconins said:

Hi all, my first post here, wondering anyone experiencing issues when controlling many ships, where some ship continuously turning circle, even in detached mode and there is no damage to the rudder. It is usually most obvious in destroyer and torpedo boat and the only thing kind of "fix" turning circle is controlling rudder slider, however that is temporary only, once you use right click over sea or alt right click, the ship would be back to turning circle around. This has been happening several times already and while is not always happening, when happening, it is usually at the critical action, making controlling fleet very frustrating, to the point I would try to create only single ship most of the time. The UI itself actually show "planned" path, but ship is not responding at all.

In non destroyer it is usually less obvious but the symptom would be it would not be responding to command unless using rudder slider.

I discovered whenever I split a division it was necessary to select the newly separated ship then click on the "formation orders" (might be a flag? can't remember which it is, but it includes things such as follow etc) and click on what I think is called "forwards/straight". This appeared to cancel anything else and immediately put the ship on a rudder amidships steady course. Once I'd done that, things were fine. Otherwise? Yes, the ship could do some weird stuff.

Bear in mind, too, that there appears to be an inherent "anti-collision" mechanic that can override your orders.

The entire issue of formations and general station keeping is a terrible charlie fox and has been for as long as I've played. I DO NOT use formations AT ALL because they're simply not fit for purpose. It's one of the many reasons why I don't use time compression at all when in combat; I might use it if I'm trying to find something that's run off, but NEVER while there is an enemy in sight.

I should really use past tense given I've not bothered to run the game for some time and likely won't until I see some evidence of the devs getting serious about addressing the gaping holes in core mechanics.

Hope the suggestion works for you. You may already have tried it, but if not then give it a go.

Cheers

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Happened to me doing one of the destroyers missions, divided my fleet of 13 destroyers (my design gave me 5) into 2 fives and a three. I put the fives on AI which were doing a good job of keeping distance and splitting the enemy fleet. My 3 were doing great, sinking 5 enemy even after losing one to ammo dem. The problem became apparent when one of my remaining 2 got damaged and I split him off with RTB orders. I tried attaching 2 of my original design of 5 to my remaining destroyer when no matter what I did They just wanted to make pretty wake designs in the sea. There was no torps about and the closest enemy was 12k away. A shame really as I was 2 hours of my life invested in it just to end up quitting :(

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  • 2 weeks later...

Sorry for late response, as I basically busy. So far unable to find consistent way, however most of happening to me is mostly for very long game, very rare of my quick games so far  have this problem. Based my own experience as developer , I am assuming it is some floating point which can accumulate/overflow without being noticeable and cause terrible things, my assumption this will accumulate for each command being issued. However that is my 2 cents only.

On 7/1/2020 at 8:28 PM, Latur Husky said:

There are two types of automatic controls, default one, should be based on general direction/course other one is „go to point” If your ship can’t turn hard enough, it may not be able to reach the point and just  circle around it. I think toggle for that was somewhere in top right corner.

I have tried that one and using hotkey (the alt rightclick) without success.

On 7/5/2020 at 11:42 PM, Steeltrap said:

I discovered whenever I split a division it was necessary to select the newly separated ship then click on the "formation orders" (might be a flag? can't remember which it is, but it includes things such as follow etc) and click on what I think is called "forwards/straight". This appeared to cancel anything else and immediately put the ship on a rudder amidships steady course. Once I'd done that, things were fine. Otherwise? Yes, the ship could do some weird stuff.

Bear in mind, too, that there appears to be an inherent "anti-collision" mechanic that can override your orders.

The entire issue of formations and general station keeping is a terrible charlie fox and has been for as long as I've played. I DO NOT use formations AT ALL because they're simply not fit for purpose. It's one of the many reasons why I don't use time compression at all when in combat; I might use it if I'm trying to find something that's run off, but NEVER while there is an enemy in sight.

I should really use past tense given I've not bothered to run the game for some time and likely won't until I see some evidence of the devs getting serious about addressing the gaping holes in core mechanics.

Hope the suggestion works for you. You may already have tried it, but if not then give it a go.

Cheers

I already noticed this, basically after attach/detach I often need to reissue "new" command to that fleet, but this is separate to those. I agree, formation is terrible here, the thing is  you can't just separate all ships individually. But yes my workaround so far simply build less ships as possible, as other than this bug, there are tons of fleet command issue related, such as but not limited to: the leader change mechanic, anti collision mechanic, fleet arrangement, torpedo not launching even when there is no allies on track, in range, aggressive and basically straight cruise.

One  of my memorable one, I think in "Cruiser needed" in the successful try I do with sinking battleship, I basically loses 12 light cruisers before I finally win with 2% structure on my battleship due to terrible handling of formation and luckily this bug does not appear. And that is after frustration of so many losses.

In this game so far what I enjoyed is actually using a super battleship and just set any escort to follow,  and in the end basically that was I did in the aforementioned  mission, because controlling a formation is often futile exercise, and the longer the game, the tendency for this bug to appear is very high. My problem though, in naval academy the time is often very short for a single ship to handle everything.

 

On 7/6/2020 at 8:55 PM, Proteus said:

Happened to me doing one of the destroyers missions, divided my fleet of 13 destroyers (my design gave me 5) into 2 fives and a three. I put the fives on AI which were doing a good job of keeping distance and splitting the enemy fleet. My 3 were doing great, sinking 5 enemy even after losing one to ammo dem. The problem became apparent when one of my remaining 2 got damaged and I split him off with RTB orders. I tried attaching 2 of my original design of 5 to my remaining destroyer when no matter what I did They just wanted to make pretty wake designs in the sea. There was no torps about and the closest enemy was 12k away. A shame really as I was 2 hours of my life invested in it just to end up quitting :(

By this time already happen to me multiple times and yes this is very annoying. I found AI on and RTB order are basically useless. And as above most often this is for long game.

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