Post by Deleted on Dec 11, 2017 1:08:41 GMT -6
1. Same as 18+ Armor mod for RtW I changed SAI's DesignShip2 to allow thicker armor on ship vitals. Max thicknesses after change are:
Belt: 24
Belt Extended: 17
Deck: 8
Deck Extented: 7.5
Conning tower: 24.5
Turrets: 27
Turret Top: 10
Secondaries: 9
Obviously this one is not as critical as in RtW but it does make my life easier in adjusting ship designs.
2. Fixed Improved/Advanced Directors.
Advanced Directors should give: +20 hit mod above 12000 yards; +10 hit mod between 12000 and 8000 yards; 0 hit mod below 8000 yards.
Improved Directors should give: +10 hit mod above 10000 yards; 0 hit mod below.
Also, Improved Director provides less penalty when own ship is turning, and Adv. Directors even less.
- The way there are bugged is that they would give -20 hit mod below 8000/10000 yds respectively. It is now fixed (I think).
3. My personal customizations.
a) About the directors. I noticed that RtW changed their behavior somewhat, where Adv. Director gives +20 above 12000 yds and +10 below 12k all the way to 0, while turning penalty is decided by "Synthetic Fire control computer" research. When it is researched turning penalty on all FC levels seems to remain the same.
So for SAI I made both Improved and Advanced Directors act the same way as RtW's Advanced Director on the hit mod part, i.e. +20 at 12000 yds + and +10 from 12000 down to 0 yds. This way: 1. Improved Directors don't compensate for ship turning as well as Adv. Director so there is still a performance gap; 2. There is no way to define Fire Control positions in SAI like in RtW. The way it is handled in SAI, once a ship's fire control is hit, it would degrade 1 level. So if hit once, Adv. Director would become Improved Director, hit twice, it becomes Director, and such. Therefore this is my way to simulate having 2 FC positions, if one is knocked out (Adv. Director), the next one would be used (Improved. Director), while not suffering too much of a performance drop. I have actually never had a ship's FC hit twice when it is still in fighting condition.
b) Ammunition loadout. Again not possible to individually define like in RtW. SAI's default load is 90 RPG for guns 7" and up, 150 RPG for guns 6" and below, irregardless of position. I changed it to 125 RPG and 200 RPG respectively.
c) and d) below are my continued "All-Weather Navy" initiative against the notorious North Sea weather!...
c) Sight Range. Like in the 18+ armor mod for RtW, sight ranges are increased. It is not as drastic as RTW for a variety of reasons. But I've figured out better which is which in the exe hex and made the changes more consistent. Day sight ranges receive a 5000 yards bump. So on a clear day it is 30000 yards on average and could fluctuate to 32000 and such. Meanwhile sight ranges in fog, mist, rain, night, severe sea states (storm, hurricane) etc all remain a constant 15000 yards and will not fluctuate.
d) Ship speed limit in bad sea states. By default speed limits are: Strong Breeze 23kts; High Wind 22kts; Gale 20kts; Strong gale 18kts; Storm 15kts. I've given them all a 10kt bump. <- Not claiming realism one bit there... just personal gameplay preference.
Included are adjusted Designship2_18+, which is described in 1; SAI_Fix and SAICampaign_Fix, which is described in 2, just with the fixed directors and nothing else; SAI_Mod and SAICampaign_Mod, which uses my personal edits, described in 3.
Also in the off chance that someone wants to play with these values, included "hex addies.txt" that lists my findings.
18+ Armor Mod SAI
May or may not make furthur edits! One thing I'd like to fix is the AI emergency activation bug. But it is extremely hard to impossible.
Belt: 24
Belt Extended: 17
Deck: 8
Deck Extented: 7.5
Conning tower: 24.5
Turrets: 27
Turret Top: 10
Secondaries: 9
Obviously this one is not as critical as in RtW but it does make my life easier in adjusting ship designs.
2. Fixed Improved/Advanced Directors.
Advanced Directors should give: +20 hit mod above 12000 yards; +10 hit mod between 12000 and 8000 yards; 0 hit mod below 8000 yards.
Improved Directors should give: +10 hit mod above 10000 yards; 0 hit mod below.
Also, Improved Director provides less penalty when own ship is turning, and Adv. Directors even less.
- The way there are bugged is that they would give -20 hit mod below 8000/10000 yds respectively. It is now fixed (I think).
3. My personal customizations.
a) About the directors. I noticed that RtW changed their behavior somewhat, where Adv. Director gives +20 above 12000 yds and +10 below 12k all the way to 0, while turning penalty is decided by "Synthetic Fire control computer" research. When it is researched turning penalty on all FC levels seems to remain the same.
So for SAI I made both Improved and Advanced Directors act the same way as RtW's Advanced Director on the hit mod part, i.e. +20 at 12000 yds + and +10 from 12000 down to 0 yds. This way: 1. Improved Directors don't compensate for ship turning as well as Adv. Director so there is still a performance gap; 2. There is no way to define Fire Control positions in SAI like in RtW. The way it is handled in SAI, once a ship's fire control is hit, it would degrade 1 level. So if hit once, Adv. Director would become Improved Director, hit twice, it becomes Director, and such. Therefore this is my way to simulate having 2 FC positions, if one is knocked out (Adv. Director), the next one would be used (Improved. Director), while not suffering too much of a performance drop. I have actually never had a ship's FC hit twice when it is still in fighting condition.
b) Ammunition loadout. Again not possible to individually define like in RtW. SAI's default load is 90 RPG for guns 7" and up, 150 RPG for guns 6" and below, irregardless of position. I changed it to 125 RPG and 200 RPG respectively.
c) and d) below are my continued "All-Weather Navy" initiative against the notorious North Sea weather!...
c) Sight Range. Like in the 18+ armor mod for RtW, sight ranges are increased. It is not as drastic as RTW for a variety of reasons. But I've figured out better which is which in the exe hex and made the changes more consistent. Day sight ranges receive a 5000 yards bump. So on a clear day it is 30000 yards on average and could fluctuate to 32000 and such. Meanwhile sight ranges in fog, mist, rain, night, severe sea states (storm, hurricane) etc all remain a constant 15000 yards and will not fluctuate.
d) Ship speed limit in bad sea states. By default speed limits are: Strong Breeze 23kts; High Wind 22kts; Gale 20kts; Strong gale 18kts; Storm 15kts. I've given them all a 10kt bump. <- Not claiming realism one bit there... just personal gameplay preference.
Included are adjusted Designship2_18+, which is described in 1; SAI_Fix and SAICampaign_Fix, which is described in 2, just with the fixed directors and nothing else; SAI_Mod and SAICampaign_Mod, which uses my personal edits, described in 3.
Also in the off chance that someone wants to play with these values, included "hex addies.txt" that lists my findings.
18+ Armor Mod SAI
May or may not make furthur edits! One thing I'd like to fix is the AI emergency activation bug. But it is extremely hard to impossible.