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"Naval Arms Race" mod overhaul. BETA v11.1 - for UAD v1.5.1.3


o Barão

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DV06772.jpg

*Two 8.8cm/45 FLAK L/45, probably on light cruiser Königsberg during the 1920s.

 

N.A.R. alpha 0.80 part I

Changelog:

  • Added Semi Dreadnought hull to USA.
  • Gearing 5inch gun model applied to american BB; BC and CA ship classes.
  • "Maine" gun model applied for America mk2 2inch; 3inch; 4inch and 5inch (all ship classes)
  • "Maine" gun model applied for Germany 2inch & 3inch mk1;mk2 and mk3 (all ship classes)
  • "Spee" gun model applied for Germany 4inch mk1;mk2 and mk3 (all ship classes)
  • Added more resistance values modifiers to armor variants to better represent historical properties.
  • Improved overall ship stability values.
  • Torpedo detection base lowered to 900m.
  • Lowered the dud torpedo chance in 20%.
  • Added tall angled and thin funnels to japanese modern destroyers (it was missing from the last NAR update)
  • Targeting control tower size reduced (british; usa; french)
  • Fixed comical "Advanced escort cruiser" french and british hull (size reduced and added more sections)
  • Removed secondary tower "advanced main tower variants" from american CA and CL hulls. Fantasy component design for a secondary tower and not needed when we have better options available.
  • Added "Advanced targeting tower" and "Range finder tower" to the american super cruisers
  • Added more barbettes options to american super cruisers
  • Advanced funnel complex variants added to american super cruisers. Stats rebalanced
  • Advanced tall funnel stats rebalanced. Size tweaked.
  • Advanced gun funnel stats rebalanced. Size tweaked
  • Added more funnels options to british "advanced escort cruiser"
  • Added "rear tower" to british and french "advanced escort cruiser"
  • "Rangefinder tower variants" and "Advanced targeting tower" long range accuracy buffed
  • New american main tower (Atlanta variants) OP stats rebalanced: Heavy Modern Tower; Targeting control variants (french; usa; britain)
  • All "Crane tower" variants  tower spotting and torpedo spotting buffed.
  • "Light Modern Sec Tower" removed from all ships
  • "Light Sec Tower" and "Compact Sec Tower" variants added to  chinese super battleship hull
  • "Triangular Sec Tower" removed from the chinese super battleship hull.
  • "Angled Funnel Complex" variants added to french BC IV
  • Created and added "Compact Angled Funnel Complex" variants for french "Advanced escort cruiser"
  • "Standard Superimposed Barbette","Tall Superimposed Barbette"and "Medium Superimposed Barbette" variants added to french "Experimental Dreadnought" hull.
  • Russia "Dreadnought I and II", hull size reduced and added more sections.
  • "Enhanced Dual Funnel" stats rebalanced
  • Limited AI range behavior for independent divisions to improve fleet cohesion. *being tested*
  • Fixed bug with 12inch guns.

 

*NOTE: If you are playing a campaign atm and want to finish first, do not update the mod. It needs to delete the campaign and custom save files to work properly.

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The new American main gun models introduced in the beta actually include a quad turret model, though you only really see it on like mk1 17-20in guns, with kgv quads used on any mid to high mk. That American quad model, if it were me I'd have it set to represent every American quad at every mk.

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7 hours ago, Fangoriously said:

The new American main gun models introduced in the beta actually include a quad turret model, though you only really see it on like mk1 17-20in guns, with kgv quads used on any mid to high mk. That American quad model, if it were me I'd have it set to represent every American quad at every mk.

Good suggestion. Done! ✌️

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18 hours ago, Dirtnap said:

1922 USA (1920 start) 17000t CA is supposed to unlock modern CA II but it doesn't show up in the ship designer

There are no changes to the files related to modern CA II USA hull. So I suspect to be a stock game bug. The hull is available in "custom battles" and "shared designs" This being said, I will ask to not report to the devs since you are using mods.

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i had my 1890 campaing being corrupted randomly and irreparably in some way ( stuck into loading "....battles.....") in 1912. Don't know if it is a problem on your end or with the base game, but with the vanilla game it never happened. But this is a moot point cause now i have restarded everything with this new patch ( the zig-zag problem was too much to bear).

 

One question, where ( and when) is on the tech tree the spotting plane?

 

loving ther mod so far, the only thing that i would change is that under 2kms range the bbs guns should become more accurate, it mighe be unrealistic, but is not fun having dds bomb-rush you and your guns that are on terghet ahave still 10% accuracy

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35 minutes ago, flaviohc16 said:

i had my 1890 campaing being corrupted randomly and irreparably in some way ( stuck into loading "....battles.....") in 1912. Don't know if it is a problem on your end or with the base game, but with the vanilla game it never happened. But this is a moot point cause now i have restarded everything with this new patch ( the zig-zag problem was too much to bear).

I mentioned in the mod description and in the last update that the player would need to delete the campaign and custom save files to avoid any issues. Also, shared designs for the moment will also cause issues.

 

37 minutes ago, flaviohc16 said:

One question, where ( and when) is on the tech tree the spotting plane?

"Naval communications" tech tree. Gen I in 1924 and Gen II in 1936.

42 minutes ago, flaviohc16 said:

loving ther mod so far, the only thing that i would change is that under 2kms range the bbs guns should become more accurate, it mighe be unrealistic, but is not fun having dds bomb-rush you and your guns that are on terghet ahave still 10% accuracy

When the mod development ends, I will release another version with a more arcade accuracy values. So maybe in 4-5 months if we take into consideration that we should get only one more major update from the devs? Maybe less or maybe more.

 

40 minutes ago, JaM said:

were download links removed?

 

edit nwm, im blind, but wouldnt hurt to make it a bit more clear where they are :)

Font increased and now in bold letters (mod description) ✌️

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About to test your latest mod, and while I do love the changes so far, to me it just makes the already iffy vanilla filler/propellant/shell stuff stand out a lot more.

I'd merge the Rohr-Pulver and Cordite modules into one general Double-Base line starting with the initial hot cordite and moving down the less sensitive developments that were mirrored by both the UK and Germany as NavWeaps mentions in its naval propellants article.  If you look at composition of the two until the Germans start using a nitroglycerin-free formula the only true difference is the shape (hollow tubes versus solid cords), which isn't enough to matter IMO.  I would replace the unused slots with the enhanced single-base powders that both France and the USA worked on.  The double-base propellants would focus on range and penetration, with reduced ammo weight from the more powerful powders involved, but at a cost to safety, in terms of fire/flash fire/ammo detonation, and also accuracy from the hotter burn temperatures.  The single-base propellants would be the inverse, heavy emphasis on base accuracy, maybe long-range accuracy as well, but heavier, cheaper ammo with greatly reduced risks to the ship.  Naturally the two lines would merge at the modern flashless triple-base that offers both of their bonuses with none of the downsides.

 

As to fillers, there's this document that mentions sensitivity under impact as well as relative power if you scroll down, and there is the NavWeaps chart on relative power as well.  Much like how you standardized armor around iron plate, you should IMO standardize damage and other values around TNT as well, since by the 1930's it was considered the standard of comparison.

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21 hours ago, o Barão said:
22 hours ago, flaviohc16 said:

loving ther mod so far, the only thing that i would change is that under 2kms range the bbs guns should become more accurate, it mighe be unrealistic, but is not fun having dds bomb-rush you and your guns that are on terghet ahave still 10% accuracy

When the mod development ends, I will release another version with a more arcade accuracy values. So maybe in 4-5 months if we take into consideration that we should get only one more major update from the devs? Maybe less or maybe more.

Is it really arcadey? Or is it simply a transition from central fire control & fire computers to "use the periscopes, fire control from the turret, and press the button when that damn destroyer's squarely in the sights"?

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1 hour ago, neph said:

Is it really arcadey? Or is it simply a transition from central fire control & fire computers to "use the periscopes, fire control from the turret, and press the button when that damn destroyer's squarely in the sights"?

This, I had one case today were the enemy ship was 300m from me, I had no radar but  coincidence V rangefinders, still 25% accuracy, with a BB with 10" gun.

Edited by flaviohc16
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7 hours ago, SpardaSon21 said:

Man, how the heck do you stay sane keeping up with all these updates?

If are small updates, and using the right tools, the update is usually quick. The nightmare was to adapt the mod to work with the UAD 1.3 changes. It took me days.

2 hours ago, neph said:

Is it really arcadey? Or is it simply a transition from central fire control & fire computers to "use the periscopes, fire control from the turret, and press the button when that damn destroyer's squarely in the sights"?

100% arcade without any doubt. The accuracy values in N.A.R. are already above what was possible IRL.

 

2 hours ago, flaviohc16 said:

This, I had one case today were the enemy ship was 300m from me, I had no radar but  coincidence V rangefinders, still 25% accuracy, with a BB with 10" gun.

This does not tell me anything.

  • What are your ship pitch and roll values?
  • What is your crew quality?
  • What was the weather condition?
  • What was the sea state?
  • What was the enemy size?
  • Were you sailing in a straight line all the time?
  • Did you give time for the FC team to gather all the data from previous salvos to build a good target solution?

So many variables to take into consideration. But as I mention above, the accuracy values in N.A.R. are already above the historical values.  If interested in reporting to me any issue about accuracy, give me two screenshots. 1) from the battle with your ship selected and the mouse above the enemy target, so I can see all the modifiers in action and what is the target. 2) from the dockyard to see your ship pitch and roll values and tower components.

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1 hour ago, o Barão said:

b6aiAtA.jpg

I checked all DD III hulls, and all of them have funnels.

I checked again on clean install. In campaign i have no funnels for the DD III but all other ships do. I tried in shared designs and sure enough the funnels are there as normal.

 

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33 minutes ago, reef75 said:

I checked again on clean install. In campaign i have no funnels for the DD III but all other ships do. I tried in shared designs and sure enough the funnels are there as normal.

 

Thanks! I just checked the Germany 1920 campaign and you are right. Now, the strange part is I didn't edit the early and the interwar DDs hulls packages, and I also didn't edit when the funnels become available in the tech tree. So it can be a stock game bug or something I did by mistake. Going to investigate.

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Is there any intention to rework damage? I feel partial penetrations should be far more damaging, especially on turrets. Seydlitz for example (probably the most heavily damaged capital ship to have detailed data on the damage available) had all her guns disabled and was almost sunk by 21 heavy caliber hits and one torpedo. None of the hits were proper penetrations of turret or main belt. Similarly Derfflinger and Von der Tann were reduced to one operational turret each, at least from my recollection also without full penetrations. Even Seydlitz's turret fire at Dogger bank was caused by only blast entering the barbette with the shell stuck in the armour.

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52 minutes ago, spinaker said:

In the Russian campaign of 1920, the same thing happened. I had to use TB from the beginning of the campaign, then with the development of technology, pipes appeared.

Just check in stock game and is working fine there with a different funnel type variants. So yes, it is a mistake made by me. Going to fix.

 

56 minutes ago, Finwenolofinwe said:

Is there any intention to rework damage? I feel partial penetrations should be far more damaging, especially on turrets. Seydlitz for example (probably the most heavily damaged capital ship to have detailed data on the damage available) had all her guns disabled and was almost sunk by 21 heavy caliber hits and one torpedo. None of the hits were proper penetrations of turret or main belt. Similarly Derfflinger and Von der Tann were reduced to one operational turret each, at least from my recollection also without full penetrations. Even Seydlitz's turret fire at Dogger bank was caused by only blast entering the barbette with the shell stuck in the armour.

I already did some things that you can read in the mod description. I didn't touch the partial pen damage and would need to run some tests when I have the time, but is an overall setting. Will be applied to everything.

 

In game is "armor_damage,0.16,damage multiplier due to partial penetration,0.33,,,,,," which I think is already too much but in battle I can have a different experience.

Edited by o Barão
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