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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)


Nick Thomadis

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13 hours ago, Nick Thomadis said:

Repaired 1.1.9 version uploaded 10/2/2023
- Fixed bug which made gun ranges to not cache properly into the targeting logic, causing guns to fire at a lesser range. This bug affected aiming and penetration logic. Therefore now you should see an overall better functionality of the system at all ranges.

This seems to have fixed the 'target lock' bug we were talking about yesterday, I can no longer replicate it - thank you!😄

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On 2/7/2023 at 3:35 PM, Suribachi said:

Now that we are looking at the game being out of early access and into full release, some time needs to be taken to polish up some of the UI.  For this post, I will be focusing specifically on the Research Tab.  


For this list, I am using a 1940 Japan start so I do not know about the "completed" tree, only the items up to this point at the start of the campaign.  This means that any player that starts in any era will eventually find these issues.

Vocabulary:
"Ship Flaws" -- there are bonuses that state that they cut down on ship flaws by X%.  What does that mean?  Are we cutting down on the chance of ship flaws happening or the amount of effect the flaws have on the ship or both?
"Long Range" -- this is mentioned multiple times but gives no indication as to where the transition between short range and long range takes place.  Is it 10 km?  20 km?  50% of your main gun's maximum range?


Items that do not have any information at all (this includes part unlock list, bonuses, or ability unlock like "Minesweeping 1" as an example):

Boilers:
Advanced Small Funnels I
Advanced Small Funnels II
Advanced Medium Funnels I
Advanced Medium Funnels II
Advanced Big Funnels I
Advanced Big Funnels II
Advanced Big Funnels III
Advanced Big Funnels IV
Advanced Big Funnels V
Advanced Destroyer Funnels I
Advanced Destroyer Funnels II
Advanced Destroyer Funnels III
Advanced Destroyer Funnels IV
Advanced Destroyer Funnels V
Advanced Battleship Funnels I
Advanced Battleship Funnels II
Advanced Battleship Funnels III
Advanced Battleship Funnels IV
Advanced Battleship Funnels V
Advanced Battleship Funnels VI

Control Station:
Small Towers I
Small Towers II
Small Towers III
Destroyer Towers I
Destroyer Towers II
Capital Ship Towers I
Capital Ship Towers II
Capital Ship Towers III
Capital Ship Towers IV
Capital Ship Towers V
Capital Ship Towers VI
Advanced Towers I
Advanced Towers II
Advanced Towers III
Advanced Towers IV
Advanced Towers V
Advanced Towers VI

 

The following listed items are a little different.  Instead of no information at all, they have a place holder <?> instead.

Hull Strengthening:
New Structural Steel -- has bonuses listed, but <?> under new hulls available.
Improved Structural Steel -- has bonuses listed, but <?> under new hulls available.
Longitudinal strength of hull girder I -- has bonuses listed, but has two separate new hull available sections, one for Battleship II and one for Semi-Dreadnaught
Longitudinal strength of hull girder I -- has bonuses listed, but has one new hull available section and one obsolete hull section, both have <?> listed only
Dreadnaught Improvements I -- has one new hull available section and one obsolete hull section, both have <?> listed only
Dreadnaught Improvements II -- has <?> under new hulls available.
Lightweight Fittings -- has bonuses and new hulls unlocked listed, but <?> under obsolete hulls
Hull Form Optimization -- has bonuses and new hulls unlocked listed, but <?> under obsolete hulls
Large Battleship Hulls -- has <?> under new hulls available


Cruiser Design:
3500 Tons Light Cruiser -- has <?> under new hulls available
6000 Tons Light Cruiser -- has <?> under new hulls available
8500 Tons Light Cruiser -- has <?> under new hulls available
10000 Tons Light Cruiser -- has obsolete hulls correctly listed, but has <?> under new hulls available
11000 Tons Light Cruiser -- has <?> under new hulls available
12500 Tons Light Cruiser -- has <?> under new hulls available
Modern Cruisers II -- has <?> under obsolete hulls
8000 Tons Heavy Cruiser -- has <?> under obsolete hulls, also description does not match: "CA up to 8500 tons displacement"
10000 Tons Heavy Cruiser -- has <?> under new hulls available, also description does not match: "CA up to 9500 tons displacement"
12000 Tons Heavy Cruiser -- has <?> under new hulls available
12500 Tons Heavy Cruiser -- has one new hull available section and one obsolete hull section, both have <?> listed only
13500 Tons Heavy Cruiser -- has <?> under obsolete hulls
15000 Tons Heavy Cruiser -- has <?> under new hulls available
16000 Tons Heavy Cruiser -- has <?> under new hulls available
17000 Tons Heavy Cruiser -- has <?> under new hulls available
18000 Tons Heavy Cruiser -- has <?> under new hulls available
19000 Tons Heavy Cruiser -- has <?> under new hulls available
Advanced Battle Cruiser III -- has <?> under obsolete hulls
Advanced Battle Cruiser V -- has <?> under obsolete hulls


Destroyer Design:
1600 Tons Destroyer -- has <?> under new hulls available
1900 Tons Destroyer -- has one new hull available section and one obsolete hull section, both have <?> listed only
2800 Tons Destroyer -- has <?> under new hulls available
4500 Tons Destroyer -- has <?> under new hulls available




I will see what I can do about going through the other nations tech trees to see if it is an issue with the research item itself or if each nation has its own issues as time permits.


Also, would like to see the developers thoughts on this kind of feature in the Research Tab:

 

Part One:

Slowly working my way through this so the tech tree can be corrected.  This is from a 1890 start for Japan on the 1.1.9 Live patch.  Currently in 1903 so I have a ways to go yet.


Hull Strengthening:
New Structural Steel -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
Improved Structural Steel -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
Longitudinal Strength of Hull Girder I -- unlocks Battleship II hull and Semi-Dreadnaught hull as described.  NOTE:  the two hulls are listed in separate "New Hulls Available" sections.
Longitudinal Strength of Hull Girder II -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available and a <?> hull becoming obsolete in the description in the tech tree


Cruiser Design:
3500 Tons Light Cruiser -- unlocks Semi-Armored Cruiser I hull even though it is not listed as doing so in it's tech tree description
3750 Tons Light Cruiser -- incorrectly lists unlocking Semi-Armored Cruiser hull which is unlocked earlier by researching 3500 Tons Light Cruiser
6000 Tons Light Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree

8000 Tons Heavy Cruiser -- unlocks Armored Cruiser II hull and Armored Cruiser III hull even though only Armored Cruiser III is listed to be unlocked in the description and no hull is obsoleted as <?> is listed in the description
10000 Tons Heavy Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree ; only allows building up to 9500 tons, which does match description, but not research item name
12000 Tons Heavy Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree


 

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16 hours ago, ijp8834 said:

Cruisers for some reason now have abysmal accuracy. Before it was super high, like 99%, but now at 8KM with a 1930 designed 10" cruiser (Coincidence V, MKV guns) against a 30 knot target, I'm seeing .07% accuracy.

Yep, I'm getting this with my Mk5 152mm gun, Coinc V, Gen 3 radar equipped British cruisers as well. I'm now getting between 0.1% and 1% accuracy at ranges as low as 5km.

Its the same with destroyers too, their accuracy is absolutely pathetic at the moment and their spotting ranges seem much lower too. With gen 3 radar their spotting ability on other destroyers is down to about 6-7km which is insanely unrealistic.

Edited by Warspite96
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3 hours ago, Warspite96 said:

Yep, I'm getting this with my Mk5 152mm gun, Coinc V, Gen 3 radar equipped British cruisers as well. I'm now getting between 0.1% and 1% accuracy at ranges as low as 5km.

Its the same with destroyers too, their accuracy is absolutely pathetic at the moment and their spotting ranges seem much lower too. With gen 3 radar their spotting ability on other destroyers is down to about 6-7km which is insanely unrealistic.

Have literally been saying this for months. Doesn't matter how far away you are or what year of the tech. I can never get higher than 3-5% accuracy with cruisers.

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55 minutes ago, Gsam said:

Have literally been saying this for months. Doesn't matter how far away you are or what year of the tech. I can never get higher than 3-5% accuracy with cruisers.

The past few hotfixes within this patch have had pretty good accuracy tbh, but whatever has happened in the last hotfix seems to have really messed with accuracy stats. I've tried a bunch of different ships and all of them have very poor accuracy even with the best tech in the game, so I might just stop playing for now until its sorted.

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1 hour ago, Zuikaku said:

What woul'd be good accuracy for you and under what conditions? At somethish 1900 accuraccy was under 1% in good weather conditions at 1km range. Yes, I know, it doesn't fit well when you are used at WoWS laser aided gunnery. 

There needs to be a balance between realism and gameplay though. Watching ships miss each other for 45 minutes at 3x speed isn't fun.

A few things that I think would help:

1) Tell us the weather conditions and how they affect accuracy on the screen that gives us the choice to fight or withdraw. I'd rather withdraw than watch two torpedo boats miss each other for 90 minutes in gale force winds!

2) Allow all the time modification settings at any distance. 1% accuracy doesn't hurt as much if I can fast forward through all the missing.

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1 hour ago, Zuikaku said:

What woul'd be good accuracy for you and under what conditions? At somethish 1900 accuraccy was under 1% in good weather conditions at 1km range. Yes, I know, it doesn't fit well when you are used at WoWS laser aided gunnery. 

Well, the thing that makes 1890 play tedious is that you have horrible accuracy, low reload speed, and have to fight at ranges where you can't use the higher levels of time compression.

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1 hour ago, Zuikaku said:

What woul'd be good accuracy for you and under what conditions? At somethish 1900 accuraccy was under 1% in good weather conditions at 1km range. Yes, I know, it doesn't fit well when you are used at WoWS laser aided gunnery. 

I'm playing a 1930s campaign with Mk5 guns, Coinc V rangefinder and Gen 3 radar on all my ships and still getting terrible accuracy numbers at short ranges, like 1-2% at 5km. I can't give precise percentages but I imagine the accuracy of gunnery was much higher than a 1-2% hit rate using what is essentially late WW2 fire control systems.

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7 minutes ago, StoneofTriumph said:

Well, the thing that makes 1890 play tedious is that you have horrible accuracy, low reload speed, and have to fight at ranges where you can't use the higher levels of time compression.

Why are you so impatient when playing the game?! Sometimes I just fail to understand you. Instead of enjoying the battle, you just seem to want to rnd it quick - why don't using autoresolve in that case?

Early battles and low accuracy gives you some other options you can not use later on like ramming, point blank torpedo attacks or burnimg ships down...

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3 minutes ago, Warspite96 said:

I'm playing a 1930s campaign with Mk5 guns, Coinc V rangefinder and Gen 3 radar on all my ships and still getting terrible accuracy numbers at short ranges, like 1-2% at 5km. I can't give precise percentages but I imagine the accuracy of gunnery was much higher than a 1-2% hit rate using what is essentially late WW2 fire control systems.

Yes it was, it was something like less than 10% depending on weather conditions and other factors. What can trick you in most cases is volume of fire these WW2 ships coul'd pump out so it seems they were much more accurate than they really were. But if you look at something that can pump out 150 shells in a minute with 5% accuracy it will produce many hits quite fast.

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I'm still having frequent crashes in ship editor. Even when i have saved a design in the ship editor, if the game crashes before i have exited the editor those saved ships are gone. this means I lose designs and have to redo them, or i have to exit the editor after each2 saved design top ensure they are actually saved.

 

Also, task force still teleports to home port after battle even when there was 0 damage. (did not spot enemy). Strangest thing of all, the taskforce that was teleported home got in a 'straggle' encounter the very next turn...

 

In my latest campaign i have not have a single successful naval invasion. must have been like 5 that just all failed even if I kept enough tonnage in the area.

Edited by Knobby
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My capital ships are dealing way to easy with TBs and DDs. Secondaries, especially casemates, are too deadly and accurate. Before, my BB divisions needed support of cruisers and other light units to fend of TBs, now, they can deal with them on their own in a matter of minutes. My division of 4 old BBs sunk 8 of the enemy DDs with secondaries in 5 minutes!

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17 hours ago, Zuikaku said:

Why are you so impatient when playing the game?! Sometimes I just fail to understand you. Instead of enjoying the battle, you just seem to want to end it quick - why don't using autoresolve in that case?

Early battles and low accuracy gives you some other options you can not use later on like ramming, point blank torpedo attacks or burning ships down...

Burning ships down is something you can always do- In fact it only gets easier as tech and accuracy progresses.

And if you want to throw history in my face, torpedo boats had almost no notable successes of any kind against targets capable of maneuvering at sea- The Russo-Japanese war was the first one where torpedo boats claimed any major kills, and the Suvarov had already been crippled by the time it was hit by torpedoes from Japanese destroyers. The only modern major ship that was entirely the victim of a torpedo boat attack was the night attack on the Admiral Nakhamov. And before you bring up the Szent Istvan, its engines had malfunctioned in coastal waters and it was attacked by the MAS boats at three in the morning.

So, if the game wants to be historical, then torpedo boats should be largely ineffective at attacking ships at sea except under highly specialized and specific circumstances.

As for ramming... What is this, the 1870's? All of the major naval actions of the 1890's were decided entirely by gunfire.

 

As for "impatience"? At the end of the day, this is still just a game, and I reserve my right to say if I feel like I don't feel that play in some eras doesn't feel adequately rewarded compared to the time I spend.

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21 hours ago, lrdplatypus said:

1) Tell us the weather conditions and how they affect accuracy on the screen that gives us the choice to fight or withdraw. I'd rather withdraw than watch two torpedo boats miss each other for 90 minutes in gale force winds!

We have this since the beginning.

jtrPbti.jpg

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So...

 

I've been at war with France as Germany, and only France, for a long time, at least 5 years. 

My Army was invading Northern France, and had advanced 93%, I had them blockaded and about 63,000VP to their 600, and had constantly been denying their requests for peace.

 

Suddenly, I'm not at war with them any longer.

 

No reparations, no cash, no new territory.

 

I could understand it if they were simply an ally of my enemy, but this is a little odd.

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Nick, I really want my rudder back. If the AI loses control of the formation, I'd take it. Plus, more people playing with the rudder will surely send more data on the bugs for analysis.

And am I the only one who sometimes has to break up a formation b/c that's the only way to get the ships to speed up to a decent speed?

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15 hours ago, StoneofTriumph said:

Burning ships down is something you can always do- In fact it only gets easier as tech and accuracy progresses.

And if you want to throw history in my face, torpedo boats had almost no notable successes of any kind against targets capable of maneuvering at sea- The Russo-Japanese war was the first one where torpedo boats claimed any major kills, and the Suvarov had already been crippled by the time it was hit by torpedoes from Japanese destroyers. The only modern major ship that was entirely the victim of a torpedo boat attack was the night attack on the Admiral Nakhamov. And before you bring up the Szent Istvan, its engines had malfunctioned in coastal waters and it was attacked by the MAS boats at three in the morning.

So, if the game wants to be historical, then torpedo boats should be largely ineffective at attacking ships at sea except under highly specialized and specific circumstances.

As for ramming... What is this, the 1870's? All of the major naval actions of the 1890's were decided entirely by gunfire.

 

As for "impatience"? At the end of the day, this is still just a game, and I reserve my right to say if I feel like I don't feel that play in some eras doesn't feel adequately rewarded compared to the time I spend.

History... Before ruso-japanese war there was actually no any major fleet engagements that coul'd test torpedo boat doctrine. So next major test was actually WW2 where they were used extensively (and sadly these late models are completely missing from the game). Yes, these never achieved continuing results against capital ships and were used mostly as nuisances when visibility was low.

Szent Istvan wasn't sunk cause of trouble with one of her shafts overheating but cause of the lack of proper and alerted screen so MAS boats easily managed to snuck invformation. 

What is wrong with the ramming if your average hit rate of the era is far lower than 1% at close ranges? Many ships of the era still got rams.

Yes, you are right, at the end if the era this is still s game. You got all the right to play it as you wish. But you know, why are you talking about eras that you don't like playing? I guess you are playing later eras. Why do you want to mess up gunnery of early eras you don't understand and don't want to play? OK, you are playing missions at fast forward with minimum input, enjoying sniper shots all over the place where your team wins all the time as time is money and gameplay like this makes you feel good - but we already got many games like this. Do we need another one?

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On 2/11/2023 at 8:08 AM, Suribachi said:

Part One:

Slowly working my way through this so the tech tree can be corrected.  This is from a 1890 start for Japan on the 1.1.9 Live patch.  Currently in 1903 so I have a ways to go yet.


Hull Strengthening:
New Structural Steel -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
Improved Structural Steel -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
Longitudinal Strength of Hull Girder I -- unlocks Battleship II hull and Semi-Dreadnaught hull as described.  NOTE:  the two hulls are listed in separate "New Hulls Available" sections.
Longitudinal Strength of Hull Girder II -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available and a <?> hull becoming obsolete in the description in the tech tree


Cruiser Design:
3500 Tons Light Cruiser -- unlocks Semi-Armored Cruiser I hull even though it is not listed as doing so in it's tech tree description
3750 Tons Light Cruiser -- incorrectly lists unlocking Semi-Armored Cruiser hull which is unlocked earlier by researching 3500 Tons Light Cruiser
6000 Tons Light Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree

8000 Tons Heavy Cruiser -- unlocks Armored Cruiser II hull and Armored Cruiser III hull even though only Armored Cruiser III is listed to be unlocked in the description and no hull is obsoleted as <?> is listed in the description
10000 Tons Heavy Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree ; only allows building up to 9500 tons, which does match description, but not research item name
12000 Tons Heavy Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree


 

Part Two:

Progress has been a bit slow, unfortunately.


Hull Strengthening:
Dreadnaught Improvements I -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available and a <?> hull listed as being obsolete in the description in the tech tree
Dreadnaught Improvements II -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
Advanced Structural Steel -- Dreadnaught III hull listed as unlocked once researched, but the hull is already unlocked with Reinforced Longitundinal Hull which is the technology prior to this one


Cruiser Design:
8500 Tons Light Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available in the description in the tech tree
10000 Tons Light Cruiser -- no new hulls despite <?> listed as available in the description, Light Cruiser I hull and Semi-Armored hull I are obsolete as expected according to description


12500 Tons Heavy Cruiser -- no changes in available hulls observed when unlocked despite listing a new <?> hull being available and a <?> hull listed as being obsolete in the description in the tech tree
13500 Tons Heavy Cruiser -- unlocks Large Cruiser and Large Armored Cruiser as described, no hulls were removed despite <?> being listed as obsolete

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Economy issues - reduce economy growth of certain large nations.. 20% economy growth USA has is very unrealistic. US had some great growth in the past, especially during WW2 and after, but it was never in such scope as in this game.. Implement a ceiling let say 10% max, or make it only possible to exceed 10% for a year or something like that.. Having 5billion income per month, with 300 billion in bank means money have no value whatsoever...

 

At the same time, research speed is too low. As USA, even with full 100% tech spending, i could never catch up to historical designs.. in 1918 i was researching 1913-1914 Cruiser designs even with priority put on cruiser research to speed it up..

Allow overspend on technology same way as its possible to overspend on transport fleet.. it should be costly, but there should be an option to get ahead of research curve if player focuses on it..

 

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