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"Naval Arms Race" mod overhaul. BETA v5.0.3 - for UAD v1.4.1.1 Optx2


o Barão

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Did you change the date at which gun marks become available? The Mk3 guns unlock far later than they used to for custom battle. The Mk3 12" which used to unlock in 1905 now only becomes available in 1912. This is a problem as frankly half a shot per minute makes not much sense for dreadnoughts and if i recall correctly recent improvements in reload speed were what made the all big gun armed ship viable to begin with.

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9 hours ago, Fangoriously said:

Oh! Can you make possible 'main gun' sized casemates on protected and armored cruisers?

I still didn't find a solution for that. I know it must be inside the "randparts" (plus the "tech") files, But I still don't understand exactly how that file works.

 

7 hours ago, Finwenolofinwe said:

Did you change the date at which gun marks become available? The Mk3 guns unlock far later than they used to for custom battle. The Mk3 12" which used to unlock in 1905 now only becomes available in 1912. This is a problem as frankly half a shot per minute makes not much sense for dreadnoughts and if i recall correctly recent improvements in reload speed were what made the all big gun armed ship viable to begin with.

I checked in game and you are right. I need to check the files to see what happened. The issue is not when Mk3 becomes available, but is instead the reload from the mk2.

nKvtkdq.png

Edited by o Barão
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  • o Barão changed the title to "Naval Arms Race" mod overhaul. Alpha build 0.75.2 for UAD v1.3.1
11 hours ago, Finwenolofinwe said:

Did you change the date at which gun marks become available? The Mk3 guns unlock far later than they used to for custom battle. The Mk3 12" which used to unlock in 1905 now only becomes available in 1912. This is a problem as frankly half a shot per minute makes not much sense for dreadnoughts and if i recall correctly recent improvements in reload speed were what made the all big gun armed ship viable to begin with.

JT3s29W.jpg

Issue fixed. I checked all the gun's reload times, and the 12" mk1;mk2;mk3;mk4 and mk5 were using the stock game reload speeds for some strange reason. Thank you.

Mod already updated.

Edited by o Barão
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Been messing with your mod with 1.3.1 noticed a lot of ships have very bad pitch and roll stats...

Is this intentional?

image.thumb.jpeg.dc8b902ab3fca185c0f575e2a614c3f2.jpeg

Here is a just basic DD hull, nothing changed or added and its pitch and roll is horrible. I get its early era (1910) I am playing, but this seems off?

 

Also is it possible to make a version of this mod without subs?

Edited by mrfox1918
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3 hours ago, mrfox1918 said:

Been messing with your mod with 1.3.1 noticed a lot of ships have very bad pitch and roll stats...

Is this intentional?

image.thumb.jpeg.dc8b902ab3fca185c0f575e2a614c3f2.jpeg

Here is a just basic DD hull, nothing changed or added and its pitch and roll is horrible. I get its early era (1910) I am playing, but this seems off?

I didn't touch in anything related to hull stability values. What you see there, is the same from stock game.

 

3 hours ago, mrfox1918 said:

Also is it possible to make a version of this mod without subs?

tWvfLWo.jpg

The first thing you will see when you start the game.

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. Alpha build 0.75.3 for UAD v1.3.1R

Speaking of stability, is it possible for the torpedo protection equipment to add to a ship's stability stat?  The way they're coded they reduce overall stability as a result of how the game calculates the added weight, when in reality they were heavily used as ballasting systems and to counteract roll.

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On 5/14/2023 at 8:25 PM, SpardaSon21 said:

Speaking of stability, is it possible for the torpedo protection equipment to add to a ship's stability stat?  The way they're coded they reduce overall stability as a result of how the game calculates the added weight, when in reality they were heavily used as ballasting systems and to counteract roll.

I suspected there are two stability values in game, so I run a test to see if it is true or not and yes I was right. In conclusion, the way the game works is there are two stability values. One is a set of global stability modifiers in the "params" file. Those are what will influence the pitch and roll values and how the weight, flooding and ship damage will affect.

*these are stock values. I never edited this values and I always applied the changes by the devs to them.

#,,Constructor Stability,,,,,,,
citadel_offset_modifier,41500,modifier of the weight offset produced by Citadel center,,,,,,,
engine_weight_coef_mod,0.000004,modifier for engine weight which affects weight offset of ship according to the position of engine rooms,,,,,,,
stability_z_threshold,0.000012,"threshold of instability start (forward), New: Changed to work as weight tolerance delta",150,0.001,0.01,0.5,,,
stability_x_threshold,0.000012,"threshold of instability start (side), New: Changed to work as weight tolerance delta",100,0.0025,0.25,0.2,,,
stability_z_convert,2700000,convertion of value above threshold to instability (forward),150,65,410,50,,,
stability_x_convert,790000,convertion of value above threshold to instability (side),100,65,200,80,,,
stability_range_power,2,range exponent for stability,1,3.55,1.32,3.3,,,
stability_zz_threshold,-1137.5,threshold of momentum instability start (forward),-9100,-1137.5,,,,,
stability_xx_threshold,-853.125,threshold of momentum instability start (side),-6825,-853.125,,,,,
stability_zz_convert,28,divisor of momentum instability (forward),240,43.2,,,,,
stability_xx_convert,28,divisor of momentum instability (side),325,58.5,,,,,
instability_damage_ratio,0.065,multiplier from damage-received value to instability-due-to-damage stat,1,0.065,,,,,
instability_damage_decrease,0.045,"decrease of battle instability due to damage received (percent, per second)",1,0.045,,,,,
acc_instab_flooding,-50,convertion of instability due to flooding to own inaccuracy,-30 (-10~-80),-50,,,,,
acc_instab_damage,-50,convertion of instability due to damage-received to own inaccuracy,-30 (-10~-80),-50,,,,,

 

The other stability value is exclusive to each hull and will only affect how stable is the gun platform.

sCBo5aa.jpg

87.5 stability look at the pitch and roll values.

vweV8gM.jpg

187.5 stability and the pitch and roll values are the same.

 

So, in conclusion, is not possible to improve pitch and roll values with the torpedo component or any other component.

Edited by o Barão
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11 hours ago, o Barão said:

So, in conclusion, is not possible to improve pitch and roll values with the torpedo component or any other component.

I'm well aware that unless you change the weight calculations the pitch and roll can't be altered, however, the ship's overall stability stat counteracts the accuracy penalties you suffer from increased pitch and roll values.  I don't know if its possible to alter that stat to have it affect the other penalties pitch and roll cause, but the floatability and resistance buffs from the bulges already offset those to an extent.

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2 hours ago, SpardaSon21 said:

...however, the ship's overall stability stat counteracts the accuracy penalties you suffer from increased pitch and roll values.  I don't know if its possible to alter that stat to have it affect the other penalties pitch and roll cause, but the floatability and resistance buffs from the bulges already offset those to an extent.

LfEVmSM.jpg

Is this what you are interested to see?

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13 minutes ago, SpardaSon21 said:

You know, for someone who said they'd be taking a break from modding to actually play, you're doing a lot of modding...

16/05/81
stability_zz_convert,50,divisor of momentum instability (forward),240,43.2,,,,,
stability_xx_convert,50,divisor of momentum instability (side),325,58.5,,,,, (previous 28 on both)
17/05/81
Added more resistance values modifiers to armor variants to better represent historical properties.
torpedo_detection_base,900
torpedo_premature_explosion_chance_mod,0.08,modifier to dud torpedo chance that can trigger premature explosion of the torpedo,,,,,,, (previous 0.1)
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.
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 "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.

 

This is from yesterday and today. I need to finish what I wanted to do from the last update before I go to the next part. Consider this as a preview for the next update.

LtFDgLG.jpg

uq48IKi.jpg

Qqr1vSC.jpg

46GU1Bl.jpg

oxGuTCR.jpg

l4qyJ2Q.jpg

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God damn is that a lot of brilliant, excellent work.  One thing that's been nagging me and a lot of other people is the French quad mount designs for secondary guns being exclusive to them despite those clearly being based on the Anglo-American Bofors mounts.  Any chance you can add those to the US/UK?

Edited by SpardaSon21
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11 minutes ago, SpardaSon21 said:

God damn is that a lot of brilliant, excellent work.  One thing that's been nagging me and a lot of other people is the French quad mount designs for secondary guns being exclusive to them despite those clearly being based on the Anglo-American Bofors mounts.  Any chance you can add those to the US/UK?

I already tried and failed. Maybe I will have more luck next time.

pWDZn1U.jpg

jBg5ioY.jpg

"Advanced escort cruiser." for France.

Edited by o Barão
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4 minutes ago, Astor said:

You could add the TR hull as an Auxilary Cruiser. Might be a nice support ship.

Don't give me ideas :D

 

We would need to create a new ship class and teach the AI personalities to limit their numbers. Too much work for something that I have serious doubt it could work. Maybe later.

Also, in battle we always know who is the enemy, so auxiliary cruisers would be useless in the current game mechanics.

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On 5/12/2023 at 4:59 AM, Finwenolofinwe said:

Could you consider adding main gun barbettes to the French Experimental Dreadnought hull? The Dreadnought 1 is pretty restrictive and with barbette choices the experimental one would come pretty close to the Courbet and Bretagne classes.

2005Aj8.jpg

preview

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1 hour ago, o Barão said:

Don't give me ideas :D

 

We would need to create a new ship class and teach the AI personalities to limit their numbers. Too much work for something that I have serious doubt it could work. Maybe later.

Also, in battle we always know who is the enemy, so auxiliary cruisers would be useless in the current game mechanics.

Well I made it quite simple personally. Just copied the AMC hull and changed it to a CL or CA. Its quite a nice hull to mess around (you might want to check its towers/funnels for other hulls maybe too).

 

As for AI if you want to make them a bit more pro aggressive, but still not overboard. I would set ai distance to 1.0 (default 1.2) and battle distance to 0.5 (default 0,65).

Another good line is the independent division distance (default is 29000). You can set it to something between 10000-20000 to keep fleets closer together.

 

Loving those previews so far!

(personally havent messed with barbettes yet)

Edited by Astor
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1 hour ago, o Barão said:

I already tried and failed. Maybe I will have more luck next time.

 

Ah, drat.  I have no idea what the US Supercruisers are though.  New thing you added/are adding?  That's a nice French hull in your next post, though.  If you shrank it down lengthwise a bit it would make a great US semi-dread akin to the Connecticut-class, especially if there's room on the deck for 8" guns.

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2 hours ago, Astor said:

Just copied the AMC hull and changed it to a CL or CA.

That would not work for me. Since the AI would build them like regular warships. And there are other considerations like adding CL class to them which would allow them to have access to unrealistic features. So no good for me.

 

2 hours ago, SpardaSon21 said:

I have no idea what the US Supercruisers are though.  New thing you added/are adding?

It was added by the devs in the recent update.

 

2 hours ago, SpardaSon21 said:

If you shrank it down lengthwise a bit it would make a great US semi-dread akin to the Connecticut-class, especially if there's room on the deck for 8" guns.

The stern design is different. But is an interesting suggestion.

cN4X0e8.jpg

This seems to be the best option atm, but no casemates guns.

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v5.0.3 - for UAD v1.4.1.1 Optx2
  • Nick Thomadis locked, pinned and unlocked this topic

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