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[Mod] The Dreadnought Improvement Project v1.13.0 for UAD 1.5.1.1 Opt x1


brothermunro

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.7.3 for UAD 1.5.0.2 Opt x1
3 hours ago, Tibs said:

A quick query regarding as to why hydro/sonar was removed from BB/BC/CA's when all these classes did field at the very least hydrophones.

From the mod description

"""
Heavy cruisers, battlecruisers, and battleships can no longer equip hydrophones/sonar. You will need light cruisers and/or destroyers to escort your big ships.
"""

Basically encourages more rounded fleets.  All BB line up is no longer viable in the mod against torpedo onslaught.

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Posted (edited)

Exactly what @Suribachi said, purely a gameplay reason I know a hydrophone was standard equipment on battleships historically, DIP diverges from history when it’s a gameplay balance issue basically. Also lowers AI BB’s prescient abilities!

Edited by brothermunro
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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.7.4 for UAD 1.5.0.3

Is it possible to modify the sinking profile of this ships? Generally when a warship sinks, it usually atomizes in a flash of light, or rolls over and sinks pretty quickly. They tend to linger on the surface in UAD.

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@brothermunro  Is there a way to curb the game's tendency to try and get ships in a division in formation by speeding them up?  I am asking here as, over multiple tests, the following behavior seems to only happen with the mod on and not in vanilla.

I currently have 10 CA's in a battle line, starting from 2 Battle Lines and 1 Screen, or some combo thereof, and try to group them into a single battle line at the immediate start of battle as I normally do.   All ships involved are supposedly capable of 30 knots and are currently setting speed records of up to 107 knots and weaving that would put a drunk driver to shame as they overshoot all turns and go deep into enemy formations getting creamed just trying to form up.

From observation, it seems to be an issue with the ships not knowing where to stop accelerating to catch up and to start slowing down to match the rest of the division.

I am also able to replicate this in Custom Battles with auto-builds and with forced veteran crews as my campaign only has trained to test with

For quick replication of what I am seeing:  Start with 10 CA's in a custom battle and grouping them into a single Battle Line at the start, with the flagship making no changes in speed or course, it takes all 10 CA's 1 hour and 47 minutes in game to completely form up.  As soon as a single 90 degree turn to right or left is done the behavior is reset and it takes the same amount of time to form up again.

Happy to do more tests and provide feedback as needed.

EDIT:  I was using 1920 tech in the battles as that gives access to at least Experimental Heavy Cruisers.

Edited by Suribachi
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4 hours ago, brothermunro said:

This happens in vanilla too it just isn’t quite as visible because ships in DIP don’t have formula 1 levels of grip 😅

Makes sense, especially from a torpedo evasion standpoint.  Just bothers me that the game does not try and slow those ships down as they get closer to the formation.  +1 knot per km out of position of speed to catch up would have sufficed I think.  :)

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I've been noticing something odd in my ship designs. When I finished designing them their are as close to 100% of their weight as possible, yet when I go back and look later most of my ships are hundreds if not over a thousand tons overweight. Going back to "fix" the design is virtually impossible as I can no longer get the ship even close to what I originally had.

I don't think I've saw this in vanilla as its been several weeks since I played it so I'm not positive if this happens in the mod only.

 

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14 hours ago, brothermunro said:

That sounds like the mod got uninstalled after an update and you’re looking at a DIP design without the mod loaded. (Every time the game updates you have to manually reinstall the mod)

With each update I have just copied the new resource file over the old one.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.7.5 for UAD 1.5.0.4

Updated for UAD 1.5.0.4. Also I increased province loss threshold to 0.8 which should make nations dissolve less often (or more often if it works the opposite way to the way I think it does). Please let me know if you see countries collapse more or less compared to DIP 1.7.4 :)

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Ah cannot find reference of where to install the ship pack? 

Straight into the Ultimate Admiral Dreadnoughts_Data folder?

I ask because when I checked shared designs in the main menu I couldn't see any?

Edited by Ronny 1001
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Brothermunro,

I've had a similiar problem as to McGib. Latest version 1.5.0.4 and DIP 1.7.5. Shows DIP 175 in the news with the version and such, i've triple checked the install.

I think it has something to do with specific hulls. Basically the ship designer is throwing a displacement limit on these hulls without giving you the "Cannot Build: Above Displacement Limit for xxxx"

for example, USA 1920 Experimental Dreadnought III. Anything above the minimum displacement will not work. It will let you design, and save it, but if you change countries or years and come back it will have reset the hull size.

I started to check the hulls but quickly found out it seems like there's a bunch that will do this. USA and German specifically. Can anyone else verify/replicate this issue? I can throw screenshots in later if you'd like

 

EDIT: This is in the shared designs designer

Edited by Efferat
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Not sure what happened but every ship design ended up drastically overweight and since I am now unable to build any ship I scrapped my campaign in 1920 and started a new one. Very frustrating but I'm going to keep a sharp eye out for this.

 

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4 hours ago, MDHansen said:

if you installed "midgame" after designing ships, this will  can happen @McGib, depending on the changes Munro does

I didn't install midgame. I started the campaign with the mod. All I've done is copied and pasted in the new file with each patch.

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4 hours ago, McGib said:

Not sure what happened but every ship design ended up drastically overweight and since I am now unable to build any ship I scrapped my campaign in 1920 and started a new one. Very frustrating but I'm going to keep a sharp eye out for this.

 

A year into my new campaign with 5 ships designed and all of them now have weights that are all over the place. 3 are hundreds of tons underweight and 2 are over. And yes DIP shows on the news tab. All designs were as completed as close to 100% as possible.

20240320232956_1.jpg

20240320233012_1.jpg

Edited by McGib
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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.7.5 for UAD 1.5.0.4(R)
Posted (edited)

Mod seems to be working fine on 1.5.0.4R just redownload and reinstall :) @McGib I'm looking into the issue you described at the moment! Edit: I'm not seeing this behaviour in my own French campaign which has been going since the beta. I'm going to put it up on my discord and the nexus page and see if I can get some others with this problem to help me narrow down what is causing it.

Edited by brothermunro
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Is there any intent to revise the accuracy achievable via design and tech selection?  My understanding of this mod is that engagement ranges are farther than vanilla, however since the latest UAD patch accuracy is extremely low, with 10% hit rates really only achievable at less than 30k-20k yards which is about the same as vanilla despite veteran crews, gen 3 radar, Stereo 5 range finders and the powder that gives base accuracy buffs (tube powder 2 iirc).  Specifically, endgame tech rangefinders and radar seem to have very little effect on overall accuracy across the board which is bizarre.  Is this the mod working as intended or a consequence of the latest patch changes?

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1 hour ago, Halsey said:

Is there any intent to revise the accuracy achievable via design and tech selection?  My understanding of this mod is that engagement ranges are farther than vanilla, however since the latest UAD patch accuracy is extremely low, with 10% hit rates really only achievable at less than 30k-20k yards which is about the same as vanilla despite veteran crews, gen 3 radar, Stereo 5 range finders and the powder that gives base accuracy buffs (tube powder 2 iirc).  Specifically, endgame tech rangefinders and radar seem to have very little effect on overall accuracy across the board which is bizarre.  Is this the mod working as intended or a consequence of the latest patch changes?

Typically, you will have better luck with Gun Range when it comes to powder and shells not base accuracy.  The reason for this is the gun's accuracy is tied to it's range.

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