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>>>v1.5 Feedback<<<(Latest version: v1.5.1.1 Opt)


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On 3/18/2024 at 5:51 PM, Schmitty21 said:

As it is most hits that do damage to a torpedo complement only effect one torpedo at a time with a rare chance to get an ammo detonation. The chance of ammo detonation from torpedo complement should go up significantly as the number of torps on board increases. Then it's up to the player or AI to try to armor against it.

I would support this. Never made too much sense to me that only one torpedo becomes unusable. I switch to O2 torps pretty much as soon as they become available, I don't really feel the downsides.

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.5 Opt)

Uploaded optimized version
- Fixed memory issues that could cause ships to freeze in combat for players that had very long gameplay sessions.
- Some optimizations in aiming which should resolve turret rotation lagging when ships turn too sharply.
You have to restart Steam to get this update fast

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QoL Request: Please rework the research view by listing the CURRENT research at the top and listing the previous in descending order. The oldest technology is quite irrelevant and should be at the bottom. I, and I'm sure many others, check research status quite frequently in order to time new builds and refits with certain technology as it becomes available. So, having to scroll ALL THE WAY down to the bottom of EACH research category is really a pain. Looking forward to seeing this soon!

Respectfully,

Arkk

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.5 Optx2)

Also another QOL/realism issue: I have seen that in the parameters for the ships, you have the min and max caliber for all the class, 

 

but then, for the single hull, you have only the max caliber, can we add also the minimum caliber?

 

So that we don't have modern heavy cruisers with 6' guns or modern BBs with 9-10' guns.

This will improve also modding

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.5 Optx3)

Uploaded optimized version x3
- Memory optimizations. Battle FPS increase.
You have to restart Steam to get this update fast

Note: It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon  as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships. 

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I'll take a moment to simp for the Alaska, and Lexington class. Does the US have enough hulls? yes. But there are so many large cruiser hulls in game, but the only large cruiser ever constructed, and put to service isnt one of them? You've got a line about the ship in the loading screens, but no way to make her in game. 

An early CC hull would be somewhat appropriate, and given that its really the only planned cc, the Lexington class could have a place.

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@Nick Thomadis if you have the time, set the AI to auto design this hull:

 

cl_4_omaha,,hull,Scout Cruiser I,,-1,-1,1.1,390,warrior_hull_narrow_long_mod,1.025,,,usa,"type(cl), Omaha, cl, g1, barbette_need, Coastal_Ship, Essential_Central_Funnels, var(nose_line)","hsize(1750), hull_form(77), stability(60), floatability(60), endurance(50), spot(0), turn(68), vis(4450), beam(0), draught(0)",,,,0.14,2,3,8500,10500,7,,,,,,,31.5,3,6,,31,-1,

 

It seems the AI is struggling to understand that needs to place the main tower first, and continues to fail to get a result.

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On 3/21/2024 at 7:48 PM, Lamb Chop said:

Hi,

I am sure this may be moved to tech support, but...

I have 742 Hours in game. it has always been rock solid and stable, until v.1.5 that is...

Random crashes, in ship designer, usually when placing a gun etc.

Random hangs on ship design screen (Where you order how many of each etc...
Saving a refit design and clicking on exit to go back to ship design also takes ages... and it is also where it crashes, sometimes...

I have always ran the game with my personal mod, it is limited to granting range finder to torpedo boats, Changing range finder weight values and ship pitch / roll stability values in perms.

Every new patch I run a compare on 3 files i have edited and put my values back into the original file.

I have tried verifying game files, reinstalling the game. and running without my mod. Result is the same... Random crashes on ship designer or ship design screen, never anywhere else.

I am running on a i714700 and 64GB of memory on windows 11 (fully patched, drivers are up-to-date)

I would offer to submit the saves but the i don't see how that would help since loading is never an issue, saves are never corrupt.

It has reached a point where the game is unplayable, for me...

Thank you stability has returned as of 1.5.0.5 Opt x2

I just had a 6-7 hours session

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On 3/24/2024 at 4:25 AM, Nick Thomadis said:

Uploaded optimized version x3
- Memory optimizations. Battle FPS increase.
You have to restart Steam to get this update fast

Note: It is found an UI issue when you press the "Leave Battle" button not during battle but when a battle ends in the after battle interface. It causes a fatal code exception which eventually will make the game to stall after some time and if you play a battle the ships will freeze (It may be caused by other actions as well). This problem should be happening not so often. We will address it as soon  as possible. You will help us in your reports if you mention what were your prior actions before starting a battle where you anticipate frozen ships. 

I got this when loading the battle. I can see the outline of my BBs (like the compartment view that shows the damage section), and I can see the BBs only before the screen, where they show the number of ships engaged. After that I can't move any of my BBs

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@Nick Thomadis I am studying the AI autodesign feature. It is possible to answer a few questions? It would help me a lot.

 

The AI have a tendency to use huge guns in the super BB hulls. There is some modifier responsible for this?

 

From "shiptypes" file.

  • Can you explain with more details what armor_min_hint does?

 

From "parts" file.

Typical_Modern_BB is to not let the AI place main guns between the two towers?

Late_Cross_Deck_plus or Cross_Deck_Guns what is the difference?

battlecruiser_forward and Small_Foredeck is to tell the AI to place the main tower closer to the bow?

RussianCenterline why russians?

german_sides  Guns in the sides, but why germans?

Warspite_Var  this seems to be similar to the Typical_Modern_BB, maybe is to focus in getting a A-B-X-Y turret layout?

typical_modern2 what is the difference?

 

These below I have no idea what they are supposed to do.

Big_SuperStructure

Small_Deck

Narrow_Deck

 

Thanks in advance, if possible to have some of your time to explain to me what these variables do.

 

Edited by o Barão
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This is the current state of my transport growth, still shrinking in potential despite not growing. There are about 4 ingame years between these screenshots and the last one was taking during a war, but is this really intentional game design? I would have to spent over 450B to grow my transports 0.05% per turn. Basically useless.image.thumb.jpeg.a69c4f330bfb6559d37d766b162b0c3f.jpeg

20240325155734_1.jpg

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.5 Optx4)

Uploaded optimized version x4
- Fixed a UI bug which could make ships in campaign to freeze after some time of gameplay. Please advise if you are still getting this bug, although it should be rare.
- Other generic optimizations.
You have to restart Steam to get this update fast

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Hi All and the Dev's,

Firstly may I begin in making a big thankyou to the Dev's for their tireless improvements to the game. Many of the recent improvements have been great, especially the in-set map to enhance jumping directly to the desired location, rather than have to scroll around and often pressing to go east, only to bump into the barrier that exists in the central pacific.

However, I have noticed something that has existed for a while, but is particularly happening to me in my current campaign.

My Campaign

I'm playing as Germany and at war with France. My aim is focused upon grabbing the French Indo-Chinese colonies from them, whilst keeping them at bay in Europe.

My strategy

I have arranged my navy into 5 fleets (2 in North Sea, 1 in Mediteranean, and 2 in Far East/Indo-Pacific region).

Each fleet consists of circa 5 BB's, 1 fast-BC, 5 CA's, 5 CL's and 10 DD's, together with circa 150 Ocean Going 3 Submartines located at various 'on-route' chocke points like the red sea, around the Cape or Indonesia/Java Sea to catch French ships on-route to the far East waters.

The far east Fleets are carrying out invasions of the various French colonies in Indo-China region.

My two issues:

1) I have noticed that the AI rather than gather their ships into major fleets, and then send them to the far east and thus engage my fleets in substantive naval battles, tends to send small task forces of 1-3 ships at a time.

2) The upshot of this, is I never get major naval battle occuring. All I get is what I call as "chasing engagements". This is  where I have to chase down one or two ships which appear and then run away from my 26+ strong fleets instantly.

3) At which case I have to send in my fast destroyers and the fast BC (40 knots plus) to chase them down and destroy them. This has now occured in now in my past 15 engagements!

4) Would it not be more logical, and more fun, for the AI to assemble a substanticve fleet in home waters and then send it to the far-east, rather than 'drip-feed' these few ships each time?

5) In addition, I have made sure that I have the best fleet money can buy, especially in my destroyers, which are 5,800+ tons.

6) However, when I lose these DDs in engagements after they have chased down a single BB, CA or CL with perhaps 2-3 DD's, because my DD's are of a high tonnage, they count substantially in the Victory points score. So if I lose 5 DD's out of 10, destroying a BB and 2 CA's for example, which in the real world, is still a resounding victory, my Victory Points score is multpiple times worse than my opponent.

7) Consequently, so far my VP score is 77,263 vs French at 118,317. Most of which is as a result of losing a number of expensive DD's, but despite me having sunk countless BB's, CA's etc.

😎 Thus if only I could face the French in substantive force, so that they would fight in a major engagement and not automatically run away, would I begin to see my superior fleet get the upper hand. 

9) As it stands, I have yet to see my BB's fire a shot, as despite them all being 30 knotters, they are not fast enough to catch an enemy who constant runs-away!

Perhaps something to ponder in the AI's 'logic-bank' and I'd appreciate your thoughts.

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Adding to my previous post, after further testing I think accuracy in the 1940s time period is outright bugged at the moment. In older versions of the game accuracy could increase to 20-30% within 20km if you're using a BB with Mark 5 guns, Level 5 Rangefinders of either kind and Gen 3 radar, now my ships are lucky to have even *1%* hit chance within 15km, it's the same for the AI in my current save, enemy BBs have to get within almost knife fighting ranges before they can hit me. I definitely think accuracy needs looking at in this patch, the "ladder aiming" bug might have something to do with it.

Edited by Warspite96
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An interesting bug that I found (reported in-game) is that once a target of a certain ship is sunk, the ship stops moving instantly but still fires its secondary to a new target; it can only be moved and controlled again once I right-click the target, then proceed to move normally again until the said target is sunk, the cycle repeats.

This happened twice in a 4-hour long game I played yesterday. It is immersion-breaking as both my ship and AI ship stop moving instantly while still firing both secondaries. However, AI can't unstuck themselves, so I can fire a torpedo without any worry and sink them all.

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What would be nice to have, is a movement order called "formation escort" (as an example). This would mean ships given this order will not under any circumstance leave their assigned escort ttask. Say a group of DD and/or CL to guard the slow BBs

Edited by MDHansen
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I think I've narrowed down the accuracy bug, I had multiple BBs in a division and the lead ship had hit % as normal but the other ships had 0% hit chance, I ungrouped all the BBs and now they all have hit chance again. Perhaps it's a bug with divisions causing 0% hit chance?

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.6)
  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.6 Opt)

Uploaded optimized build including the following:
- Further battle fps, memory optimizations.
- Refactoring in the new screen/scout division mechanics resulting in less fps cost.
- Improved Campaign AI logic to scrap obsolete ships more efficiently.
You have to restart Steam to receive the update promptly

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