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Post by mycophobia on May 28, 2019 14:34:57 GMT -6
I am not home right now but do note that different ship class actually affect ship weight. A CA and a CL for example can weight differently despite identical specification in the designer. If you are using Battleship as the ship type and moving the displacement low, it is almost certain that something wonky is going to happen.
In any case, the calculation had always been wonky at certain jumps, most often at the 3-4000 range and the 15000-20000 range. Id imagine that an appropriate formula is actually gonna be very difficult to work with, so the dev chose one that best represent the majority of the capital ships we will work with, namely the 20000-40000 range seems to be quite realistically done.
The Yamato armour thread already points out there is problem with the armour weight calculation, and I agree it is clearly too much as is. But how do we determine the “proper” increase. Since rtw does not deal with hull form and length, I don’t think it will be easy to come up a formula that works for different kind of ship through the ages. I’d assume the discrepancy you observe in the 18000 range is possibly due to the game assuming you are going from old, much chubbier pre-dread to dreadnoughts.
In any case, I don’t think the current system is satisfactory but I think it is important to understand that there may not be an easy fix
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Post by christian on May 28, 2019 15:17:55 GMT -6
I am not home right now but do note that different ship class actually affect ship weight. A CA and a CL for example can weight differently despite identical specification in the designer. If you are using Battleship as the ship type and moving the displacement low, it is almost certain that something wonky is going to happen. In any case, the calculation had always been wonky at certain jumps, most often at the 3-4000 range and the 15000-20000 range. Id imagine that an appropriate formula is actually gonna be very difficult to work with, so the dev chose one that best represent the majority of the capital ships we will work with, namely the 20000-40000 range seems to be quite realistically done. The Yamato armour thread already points out there is problem with the armour weight calculation, and I agree it is clearly too much as is. But how do we determine the “proper” increase. Since rtw does not deal with hull form and length, I don’t think it will be easy to come up a formula that works for different kind of ship through the ages. I’d assume the discrepancy you observe in the 18000 range is possibly due to the game assuming you are going from old, much chubbier pre-dread to dreadnoughts. In any case, I don’t think the current system is satisfactory but I think it is important to understand that there may not be an easy fix the only class which has a diffrent available tonnage to use is destroyers which gain what looks to be 10-20% more free tonnage all other classes are identical except for their building time i am almost 100% certain this is a bug i can see this also has been reported by someone else so this one can be safely closed since i believe the other one does a better job
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Post by alexbrunius on May 29, 2019 1:59:24 GMT -6
I’d assume the discrepancy you observe in the 18000 range is possibly due to the game assuming you are going from old, much chubbier pre-dread to dreadnoughts. This does not appear to be correct since if it was the case the armor weight would jump in the other direction. Chubbier designs would be much easier to armor due to being shorter, than longer designs like the Iowa.
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