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>>>Beta 1.05 Available!<<< (Update: 18, PRE-RELEASE)


Nick Thomadis

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8 hours ago, Nick Thomadis said:

The hovering guns/torpedoes happen when there is a bug/exception of the game, and instead of crashing, it sometimes produces this result. One way to cause this problem (I am not saying it is the only reason) is to manually back up and restore incompatible old saves, or edit saves, and then an updated version of the game tries to read them, but the ship designs have corrupted data for colliders and causes this effect.

Thanks for the response and info, Nick. I haven't reloaded incompatible saves, so I'm not sure why it happened. Sadly I forgot to report the bug in-game, and instead posted it here. I'll keep an eye out if it happens again.

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I am experiencing a lot of lock ups on the campaign I am playing.  It might be because of the sheer amount of Battles and Battleships I am encountering (3 or 4 battles every turn)

For some reason the French got 29BBs this game so there is a lot of stuff to kill (I don't mind it I like the longer campaign it gives me time to build new ships etc)


Usually takes about 5 minutes to load a new campaign (But then continuing is really quick) 

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The lag loading new careers might just be due to the AI having to create new ships for all the factions. For a non-historical start, I can see having to build all the ships every new start; but if it's a historical start, the other factions ships should be some pre-made ships of the era. IMO that would at least reduce loading times for those that want to jump into a new campaign.

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20 hours ago, Candle_86 said:

Startup for me is about 4 minutes

 

Ryzen 5 3600X

32GB DDR4 3600

2TB Western Digital Black NVME SSD

RTX 3060 Ti

Windows 11 Pro

 

it loads the same speed as my work computer

Xeon X5660

24GB DDR3 1066 ECC

512GB Samsung 850 Evo

RX 560

Windows 10 Pro

 

So I'm not sure what the issue is

Problem doesn't seem to be spec related. Is not consistent even within the same computers. I just did a trial, starting several campaings with all countries. all with a startup time of between one and tow minutes, until I got one in which I had to kill the process after like 6 minutes stuck on ......December 1885......

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1 hour ago, The PC Collector said:

Problem doesn't seem to be spec related. Is not consistent even within the same computers. I just did a trial, starting several campaings with all countries. all with a startup time of between one and tow minutes, until I got one in which I had to kill the process after like 6 minutes stuck on ......December 1885......

Do we know what the game is actually doing as it goes through the whole five years pre campaign?

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=============

Update: 11 (30/3/2022) Available

- Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
- Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
- Fixed enemy ship models disappearing  in shipyard mode when re-starting a custom battle.
- Fixed some bugs of the UI in campaign and in Battle Stats.
- Fixed battles not ending after time expiration in campaign.
- Fixed Task Forces splitting ships when fighting against enemy ships coming from ports.
- Fixed Opposite VP bug of the campaign (definite fix).
- Fixed other issues of the campaign.
- Some small fixes in some hulls.
- Further auto-design improvement.
- Further Battle AI/Targeting improvement.
- Further Shell Dispersion improvement.

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1 minute ago, Nick Thomadis said:

=============

Update: 11 (30/3/2022) Available

- Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
- Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
- Fixed enemy ship models disappearing  in shipyard mode when re-starting a custom battle.
- Fixed some bugs of the UI in campaign and in Battle Stats.
- Fixed battles not ending after time expiration in campaign.
- Fixed Task Forces splitting ships when fighting against enemy ships coming from ports.
- Fixed Opposite VP bug of the campaign (definite fix).
- Fixed other issues of the campaign.
- Some small fixes in some hulls.
- Further auto-design improvement.
- Further Battle AI/Targeting improvement.
- Further Shell Dispersion improvement.

I feel like 70% losses is higher then you can ever really expect to encounter, and even then high for morale.   I think it should be more 30-40.  Also, I overlook it alot but I do think the timer falls under the class of "pointless block" for campaign battles.  

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18 minutes ago, Nick Thomadis said:

=============

Update: 11 (30/3/2022) Available

- Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
- Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
- Fixed enemy ship models disappearing  in shipyard mode when re-starting a custom battle.
- Fixed some bugs of the UI in campaign and in Battle Stats.
- Fixed battles not ending after time expiration in campaign.
- Fixed Task Forces splitting ships when fighting against enemy ships coming from ports.
- Fixed Opposite VP bug of the campaign (definite fix).
- Fixed other issues of the campaign.
- Some small fixes in some hulls.
- Further auto-design improvement.
- Further Battle AI/Targeting improvement.
- Further Shell Dispersion improvement.

when the ship surrenders, will the winner capture the ship or will it be scuttled?

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Does anyone else notice that in the campaign that Austria always spams small battleships with the biggest possible guns and torp laden heavy cruisers?

I always wondered how they were able to quickly replace losses, since they get their battleships back in only a year and it takes mine 3 years to build

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24 minutes ago, slightlytreasonous said:

I feel like 70% losses is higher then you can ever really expect to encounter, and even then high for morale.   I think it should be more 30-40.  Also, I overlook it alot but I do think the timer falls under the class of "pointless block" for campaign battles.  

I feel like this is geared toward making sure torpedo boats and small destroyers do not float on 1% forever. I think we could maybe get different % for different classes of ships with further testing. Like... a BB losing 50% of its crew is very different from a torpedo boat losing like 10 guys out of 20.

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12 minutes ago, Werwaz said:

Does anyone else notice that in the campaign that Austria always spams small battleships with the biggest possible guns and torp laden heavy cruisers?

I always wondered how they were able to quickly replace losses, since they get their battleships back in only a year and it takes mine 3 years to build

Well, if they just put in an order for more every year...

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33 minutes ago, slightlytreasonous said:

Also, I overlook it alot but I do think the timer falls under the class of "pointless block" for campaign battles.  

Just as a counterpoint to your feeling about the timers (noting that I used to feel that they were completely pointless), it's important to note that most naval actions breakoff at nightfall, even with WWII radar (though most are finished with a retreat much quicker than that). I've come around to accepting that it's not just a timer, but rather of how much daylight is still present and when your ships will be forced to disengage due to fading daylight/crew exhaustion.

Admittedly, this is not a perfect reconciliation. It does feel extremely odd when a timer cuts off a point-blank execution of an enemy ship. Also, a more dynamic skybox would be necessary to make this really work. Nonetheless, as a placeholder mechanic, I can kinda accept the timer. 

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12 minutes ago, ColonelHenry said:

I feel like this is geared toward making sure torpedo boats and small destroyers do not float on 1% forever. I think we could maybe get different % for different classes of ships with further testing. Like... a BB losing 50% of its crew is very different from a torpedo boat losing like 10 guys out of 20.

Fair point.

 

4 minutes ago, AurumCorvus said:

Just as a counterpoint to your feeling about the timers (noting that I used to feel that they were completely pointless), it's important to note that most naval actions breakoff at nightfall, even with WWII radar (though most are finished with a retreat much quicker than that). I've come around to accepting that it's not just a timer, but rather of how much daylight is still present and when your ships will be forced to disengage due to fading daylight/crew exhaustion.

Admittedly, this is not a perfect reconciliation. It does feel extremely odd when a timer cuts off a point-blank execution of an enemy ship. Also, a more dynamic skybox would be necessary to make this really work. Nonetheless, as a placeholder mechanic, I can kinda accept the timer. 

I can see it, but feels more like hand waving it away because there's nothing really to suggest that's what's happening.  Maybe infinite days don't make much sense but it's much less of a plain nuisance.

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Okay: bug report time. If the first hit on a ship is BLOCKED, it seems to deal an unusually high number of casualties. Thanks for taking a look!

Also: casualty % death is amazing. Thank you! Perhaps it should be slightly varied by crew size? eg: spacious quarters mean you need to lose more to die, & cramped less?

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6 hours ago, Werwaz said:

Does anyone else notice that in the campaign that Austria always spams small battleships with the biggest possible guns and torp laden heavy cruisers?

I always wondered how they were able to quickly replace losses, since they get their battleships back in only a year and it takes mine 3 years to build

Well, it's not like Austria does that because they want to, but because they can't do anything else. They start out with by far the smallest dockyards. In 1890 they even start out with a dockyard too small to even build any BBs at all, unless you play around with beam and draft to lower the displacement below the regular minimum for Battleship I hulls.

On top of that the AI in general, not just Austria, tend to build more ships than you notice. But they don't activate all their ships, but keep some of them in mothballed status (or a lot of them if the campaign has been going for very long), which means they do not show up on the nation's ship coutner.

Once a ship is sunk and they have a ship of the same type in reserve, they activate that right away. That can make it look like their sunken ships are replaced faster than should be possible. Or sometimes like the sunken ships aren't even deducted from the counter at all.

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7 hours ago, Nick Thomadis said:

- Further Shell Dispersion improvement.

IBLiqcg.jpg

Report about the shell dispersion.

I am still seeing the shells flying to an area far away from the target bearing to the sides.

In this example above, we can see the shells are all going to miss the target by landing somewhere in an area 500m/700m +/- to the left side of the target bearing (right side in the image) , except one. That lonely shell coming in the middle i know is going to hit the ship. This is how the engine works in the recent updates.

I hope is easy to see why this is not a normal behavior which we could expect to see in a naval engagement.

The moment the target is acquired (bearing/speed/distance), we should expect to see a tight "elipse area" where the shells could land. The ship motion in the ocean yes will have an impact to where the shells will land (some closer , some farther away, but not great distances to the sides), or maybe the fire director is using a ladder aiming method to get the distance, but still it should not have an impact to the target bearing.

What is more strange, is that we had a good shell trajectory mechanic a few months ago. I admit, there was a big issue with "magnet ships" being hit by all the shells aiming at other ship but against lonely targets , imo ofc, it worked well.  

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While it is feasible IRL, I just had an enemy Italian ship sink from flooding, having taken only 91 damage, while having anti-flood 1, Reinforced bulkheads 1, and few bulkheads. (It's 1900)
I don't know how common this can happen, but it was a surprise to me.

I suppose, to be fair, the Titanic sunk from maybe 200 damage from ramming while having maximum bulkheads, reinforced bulkheads 2, and anti-flood 2. Maybe it's a training thing.

Also: ships have been gaining flooding without having the flooding condition being applied to them.

Edited by Urst
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Cowardly enemies are back it seems. The problem was gon for a few updates now but i played yesterday and in about half of battles they just ran away despite having tonnage advantage and in convoy battles they abandoned own transports and did not tried to attack mine.

There's also still way too many torps everywhere.

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It looks like if a ship is in port for refit, and it gets drawn into a battle, the refit completes instantly. None of the heavy cruisers i forgot to put torps on should have them for another 6 months, but now almost all of them do (that was the refit), because of the 3 battles i had that just happened to involved most of them last month.

1910 Italian vs A-H., convoy and task force missions.

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10 hours ago, o Barão said:

IBLiqcg.jpg

Report about the shell dispersion.

I am still seeing the shells flying to an area far away from the target bearing to the sides.

In this example above, we can see the shells are all going to miss the target by landing somewhere in an area 500m/700m +/- to the left side of the target bearing (right side in the image) , except one. That lonely shell coming in the middle i know is going to hit the ship. This is how the engine works in the recent updates.

I hope is easy to see why this is not a normal behavior which we could expect to see in a naval engagement.

The moment the target is acquired (bearing/speed/distance), we should expect to see a tight "elipse area" where the shells could land. The ship motion in the ocean yes will have an impact to where the shells will land (some closer , some farther away, but not great distances to the sides), or maybe the fire director is using a ladder aiming method to get the distance, but still it should not have an impact to the target bearing.

What is more strange, is that we had a good shell trajectory mechanic a few months ago. I admit, there was a big issue with "magnet ships" being hit by all the shells aiming at other ship but against lonely targets , imo ofc, it worked well.  

Yeah, been meaning to mention this too for a while. The aiming of guns seems really off, I don't know what's going on. I'll have battleships with WWI-era rangefinders shooting at targets 12km away and the shots are landing on either side, usually by several hundred meters, if not almost a kilometer. 

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Just finished up a 1940 British campaign. There was not a single battle.  Not that I declined any fights.  None came up.  

In an effort to make things more difficult, I started with 24 heavy cruisers.  Half were big guns, half were torpedo spammers. 6 task forces, 3 to the Med and 3 the North Atlantic.  Added destroyers and light cruisers, then started battleships and battle cruisers. Eventually I was able to blockade both simultaneously.  Then the Austrians collapsed.  I still had 4 pairs of heavy ships under construction with support ships.  It was interesting to win a war without actually fighting.  It wasn't much fun.20220330172516_1.thumb.jpg.9df5eb6bb50a6cc589dce90f4ddbef60.jpg

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I just finished up a round of 1910 campaigns with all the powers, trying all the new hulls in practice, and getting between 4 to at least 1 mission a month, total blood bath.

Now I'm  just starting the same with 1920 campaigns, starting with the British, and a year in not a single mission. is it my overwhelming naval superiority? because I am blockading both Germany and A-H simultaneously. fleet consists of 9 super dreadnoughts, 12 more modest dreadnoughts, 18 battle cruisers, and 27 light cruisers.

Quit out of the game and restarted, no missions again for another year, and both somehow threw off the yoke of my blockade seemingly only because so much time had passed.

All my task forces are small too, i've noticed that helps a bit, at least to avoid battles with 30 enemy ships. All these ships travel in only in like groups of 3, with the exception of the super dreads having 3 light cruisers escorting.

 

I dunno, might just return everything to port and see if that generates missions.

*edit

?imw=5000&imh=5000&ima=fit&impolicy=LettWell what do ya know, that did the trick! Next turn after sending everything back to port, about 80% having made it, A-H suddenly causes 5 battles, the most I've seen at once. Germany, still very quite.

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=============

Update: 12 (31/3/2022) Available

- Fixed bugs of AI Task Forces which made them to be inactive vs other AI task forces. Now you will see a general more activity of fleets on the map.
- Auto-Design became even faster and more effective.
- Fixed issues of Targeting and shell dispersion.
- Other minor issues resolved.

Probably tomorrow we will fix the last remaining things and then we will be ready to release the full patch for everyone not playing the beta yet. The Naval Academy new mission has been postponed for a next update.

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FYI it's locking up on my almost every turn (Maybe when it's trying to post a message like a surrender or new technology?)  I can hard quit it and relaunch the game and the turn has ended but I am having to do that every single turn now (Before it was occasionally)

I haven't messed with any files

Campaign is Germany 1940 and it's about a year and a half into it.

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Just now, jtjohn1 said:

FYI it's locking up on my almost every turn (Maybe when it's trying to post a message like a surrender or new technology?)  I can hard quit it and relaunch the game and the turn has ended but I am having to do that every single turn now (Before it was occasionally)

I haven't messed with any files

Campaign is Germany 1940 and it's about a year and a half into it.

It is advised to start a new campaign when a new beta is launched.

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