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>>> Beta 1.03 version<<< [17/01/2022]


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The flash fires that send guns flying through the air are way overdone.  All gun positions seem to susceptible to towering flash fires that launch the guns / turrets hundreds of meters into the air.  Even open 3-inch guns on merchants will suffer this if a fire reaches them.  This does not really make sense as the turret-destroying, towering jet would be the result of a propellant fire in a confined, armored space seeking the path of least resistance (e.g. a turret above a magazine) but that doesn’t generate sufficient pressure quickly enough to cause an outright explosion (that would tear the ship itself apart).  Open positions like those on merchants and for secondary / tertiary batteries on warships would have a magazine elsewhere in the ship separate from the guns, and smaller amounts of ammunition at the guns but not in a magazine directly under the gun.  These would be susceptible to fires and explosions, but they would be more localized and should not result in a towering jet of flame out of the ship and orbit-seeking pedestal guns.

It’s also arguable that a flash fire alone (without a magazine explosion) would be capable of ejecting a turret from the ship hundreds of meters into the air.  That should be an effect reserved for a magazine detonation where there is direct magazine to turret connection.  And if a magazine detonates, there is no longer a source for a flash fire, as the potential fuel has already been consumed.  Historically flash fires were sometimes seen before magazine detonations, but I don’t really recall instances of huge magazine explosions (and explosion) followed by a flash fire jetting out of the hull from said magazine.

Edited by akd
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AI ships are still turning almost in place while barely moving.  AI CL makes near 180 degree turn in its own length, or maybe less:

777169791_crazyturncircle1.thumb.jpg.26ccb53cc77b3507592e2efd831ce05b.jpg

1739270252_crazyturncircle2.thumb.jpg.da9a209cebf31d26f28679204b30e85f.jpg

1563347802_crazyturncircle3.thumb.jpg.4aaa91b4b206897adb8280d1a802cec9.jpg

Here is another example.  The red X is a fixed point in the sea:

1941519440_bowtosternstationaryturn1.thumb.jpg.40b4468d48f9f2283aab8ea637832a36.jpg

1146039021_bowtosternstationaryturn2.thumb.jpg.1be54b482ae596af13afa4503858d163.jpg

Just in case you were wondering about its condition at the time (not that a ship should be able to do that an any condition, of course):

691306444_bowtosternstationaryturn3.thumb.jpg.76eec9582085dae0cca6852326acf97d.jpg

Also those turrets! 😆 Have to look at these damn CLs in every mission of this campaign. My eyes!

24719322_turretsmyeyes.thumb.jpg.deeb270cfcdf1414c19aad9398561705.jpg

Edited by akd
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Not exactly feedback from this patch, but I feel that the "semi armoured cruiser" hulls should be revised. No matter how much I look at them, their options for weaponry placement are so poor that I fail to see why would anyone use that hull instead of the other ones. One possible solution for that hull could be allowing main caliber guns in the twin casemate mounts (the ones highlighted)20220117044218_1.thumb.jpg.17843edffa9adbf01d519f9306b39c11.jpg

That would not only make that hull competitive, but will also solve a problem I have detected: So far I haven't found any hull that allows casemate main guns, something that was not unheard of in Armoured cruisers, and fairly common in protected cruisers (The USS Charleston, which indeed has a versy similar shape, comes to mind)

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3 hours ago, akd said:

Also those turrets! 😆 Have to look at these damn CLs in every mission of this campaign. My eyes!

24719322_turretsmyeyes.thumb.jpg.deeb270cfcdf1414c19aad9398561705.jpg

 

Developers should definitely apply some rules or ranges outside of which installations would not be happening.  Appears to me that the way AI designs ships is simply dumping whatever fits.

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  • Nick Thomadis changed the title to >>> Beta 1.03 version<<< [17/01/2022]

The Beta has received another set of improvements/fixes.

Mainly on the following:

- Battle AI
- Auto-Design
- Evasion-Formation Mechanics (the most important problems should be addressed)

Please check it out, tomorrow we release the patch.

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Hi All,

I've spotted 3 AI DD endlessly gaining speed, followed by crash to desktop.

Not sure how important, but here are the details (reproduced twice and I sent the bug report):

Mode: Naval academy, "French v Germans"; More funds; Super BB II hull (two different settings); game was always at max speed (then back to normal when I spotted it). Latest beta branch update.

Not a whole lot to go on, but I hoping the bug report may prove more useful for you guys, thks!

picardmaneuveur.gif.6838232307f649562b6b8fbb9e2557da.gif

Ok, I was able to reproduce and stay around long enough to id the DD's, screenshots of one example below (though 4 other DDs had same behaviour):

DD V-7 doing 270 kn, accel. in the negatives, but reaching 1kn/s20220117222310_1.thumb.jpg.a31dfa4990e83439c301d284942ebaef.jpg

20220117222305_1.thumb.jpg.b81a06feb9b6cd9efbf7c32c4d9be264.jpg

Edited by hopps
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2 hours ago, hopps said:

Hi All,

I've spotted 3 AI DD endlessly gaining speed, followed by crash to desktop.

Not sure how important, but here are the details (reproduced twice and I sent the bug report):

Mode: Naval academy, "French v Germans"; More funds; Super BB II hull (two different settings); game was always at max speed (then back to normal when I spotted it). Latest beta branch update.

Not a whole lot to go on, but I hoping the bug report may prove more useful for you guys, thks!

picardmaneuveur.gif.6838232307f649562b6b8fbb9e2557da.gif

Ok, I was able to reproduce and stay around long enough to id the DD's, screenshots of one example below (though 4 other DDs had same behaviour):

DD V-7 doing 270 kn, accel. in the negatives, but reaching 1kn/s20220117222310_1.thumb.jpg.a31dfa4990e83439c301d284942ebaef.jpg

20220117222305_1.thumb.jpg.b81a06feb9b6cd9efbf7c32c4d9be264.jpg

It must be a crash, thanks for the report. We will take a look.
EDIT:
If you have used the internal bug report we would have found probably the cause. We did not see this particular report. It appears you use a combination of AI control, detached lines, and probably this is the reason.

EDIT2:
Did you save/loaded the battle to get this bug?

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