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[Mod] The Dreadnought Improvement Project v1.13.10 for UAD 1.5.1.6


brothermunro

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.4 for UAD 1.5.1.2

Hey Brother, do you know what value in which file controls what muzzle velocity does?  I've noticed making barrels larger ruins accuracy which is very counter intuitive as it generally works out to be the opposite in real life.  I'd like to change this myself.

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Yes but also no 😅 After 1.5.1.1 caused… issues I had to redo all the guns because of the problem. Unfortunately the issue of longer barrels making guns near useless is a hard coded system to do with the guns muzzle velocities. To fix it I went into the guns file and lowered all of the velocities (thanks to @o Barão for the historical data) and I also went into params and turned down the various modifiers to do with the gun length system (I also made them symmetrical), which are all near the end of the file.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.5 for UAD 1.5.1.3

Yes, you can change their weights in components. Doubling each time makes the four highest components available so if you adjust the weights to be more linear they should all be available (the increased weight makes the ai more likely to pick a component)

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4 hours ago, brothermunro said:

Yes, you can change their weights in components. Doubling each time makes the four highest components available so if you adjust the weights to be more linear they should all be available (the increased weight makes the ai more likely to pick a component)

Whoa, so the weight is not just for AI, it affects player too?

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The more I think about it, the more I understand why this game is a buggy mess. Developers cannot separate code for AI and players. They pride themselves for making AI "play by the same rules". This is why we constantly get broken formation systems. Every time they improve the AI, something breaks in human ends.

I made a mod that make AI pick meta components, but I found it made some of my ship designs invalid. Now I know why.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.6 for UAD 1.5.1.4
Posted (edited)

After the latest update, on a pre-existing save I am getting very high recoil % (-78-110%) after the first salvo. Gun recoil doesn't recover fast enough after each shot and stays negative, destroying accuracy. I've tested this on custom battles and it's occurring on every ship type. I believe recoil needs a complete rework.

EDIT- I believe the submod for the techtree is causing the recoil issue.

Edited by Empire of Pain
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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.7 for UAD 1.5.1.4 Opt x1
On 5/31/2024 at 5:05 AM, Empire of Pain said:

After the latest update, on a pre-existing save I am getting very high recoil % (-78-110%) after the first salvo. Gun recoil doesn't recover fast enough after each shot and stays negative, destroying accuracy. I've tested this on custom battles and it's occurring on every ship type. I believe recoil needs a complete rework.

EDIT- I believe the submod for the techtree is causing the recoil issue.

Ah ok, it is possible the submod is still using the old recoil numbers which will absolutely cause problems!

In other news the mod has been updated for the latest 1.5.1.4 Opt patch, still with the vanilla recoil parameters. I think I probably will tone them down slightly but I need to do more testing.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.8 for UAD 1.5.1.4 Opt x2

I haven't played the game since Oct, I know there have been some changes and this mod allows some funky designs but what am I supposed to do against this ship? I've noticed a lot of ships with armor schemes just like this one and it makes no sense. I'm going to try to rebuild it in the custom battles but how is this thing not over weight or how does it not cost a fortune to make? I've been struggling to build good ships because I've been struggling for money as Japan even though I own half of all Asia, but even the worse economies are building better ships than me by doing this garbage that makes them impossible to kill. I've been losing money near constantly now, I never have a surplus and sending my fleets out drains my money. 

Germany is invading my Chinese provinces through that small port they have with 2 million troops vs 200k on my side (which makes no sense since the port is blockaded and my Chinese provinces have more people than that small port). I can't stop them from taking the province even though I'm invading that port, striking it constantly. France and Germany parked their fleets in the invasion bubble so now it has no chance of success, I couldn't engage their fleets with my largest fleet because this game's stupid mechanic allowing the AI to choose when to fight. So I split off two battleships to head to another port to defend it and magically, now the AI wants to fight that force (even though my larger fleet is in between their task force and the one they want to engage). Now I have this non sense to deal with. Oh and would you look at that, range found bonus giving them god tier aim. They deleted a cruiser in one salvo because nearly every shell hit the target, and that's with mark 4 guns and a regular crew. Meanwhile my ships with the same crew, better optics and same guns can't hit anything, and if they do the round gets blocked.

This has been my most frustrating campaign so far and I'm on the verge of quitting. Shells aren't penning low tier armor at range or up close, only at medium ranges. Early on I met a ship with no armor (literally 0 armor thickness ) and it blocked a 16in round.

I'm gonna uninstall this mod after this playthrough to see if it fixes some of the issues I have because I have a feeling the easier offset balancing when making ships is giving the AI too much power to do what it likes, which is painful when paired with all the other stuff the AI gets away with due to mechanics from the base game.

German BB 4.png

German BB 5.png

German BB 6.png

German BB.png

German BB 2.png

German BB 3.png

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I was able to build it within weight limits but the cost is off for sure. I still have issue with this being a stable design. I have the vanilla game in a separate folder so, I'll give the design a try in the base game.

German BB 7.png

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There’s a fair bit in there! I will say that a lot of work has been going into the next version of the mod and I haven’t seen that version be able to produce a fast brick like that. Indeed that design seems absolutely bonkers and is probably an issue with that German hull. I’ll have a look into it.

With only being able to pen things at medium range I think you are running into deck skipping. This has been a problem on and off in UAD since always thanks to the way the pen system works but it’s been more prevalent since the 1.5.1.1 rework of guns. Best advice I can give you with that is you can try to lower the muzzle velocity of your guns (make them shorter or use slower propellants).

Sorry to say I can’t fix wonkiness with land combat, or how the mission generator system basically allows the AI to decide what battles get fought (something I was complaining about at length in a video I recorded today) as all that stuff is hard coded and there’s no text parameters for me to adjust.

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Thanks man, I love this game. And your videos got me into the game, so I was very excited to use your mod when I got back into the game. I really feel the deck thing is breaking the game, its very prevalent early on with the cruisers. 

Update, and good news. I sunk her with 18in guns at range, very happy but I still feel like uninstalling the mod after this campaign because I can't stand the sight of these bricks, this is the heaviest ship I could build and it took a lot of pain working through the lack of funds. 

image.thumb.png.d5baefe37c3c2ee9783845f6b8a170b1.png

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.9 for UAD 1.5.1.5

Might be a misunderstanding on my part, but I do not understand how an enemy's guns are penetrating me and my guns cannot pen them.

My ship:  BB with 12" guns with 17.7" pen against enemy's 3.6-6.4" of +53% quality belt armor and 6.4" superstructure.

Enemy ship: CA with 6.5" guns with 2.5" pen against my ship's 15" of +73% quality belt and superstructure armor.

Both ships decks are too armored for either to pen fully at any range from 1km to 17.5 km according to the in game infographic.

Knowing what I think I know about armor, even given the magic 2.5x boost for partial pen, my armor should be shrugging off all horizontal shots from the enemies guns but they are not.  Am I missing something?

And yes, I am reading the log to see where the hits are coming into.

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