|
Post by brucesim2003 on Jul 29, 2015 15:20:38 GMT -6
How did you get the speed on the Inflexible without getting the engine cost error?
|
|
|
Post by grouchy on Jul 29, 2015 15:22:49 GMT -6
You click through and ignore the errors. Despite the errors it will take you to the build screen.
|
|
|
Post by elouda on Jul 29, 2015 22:59:34 GMT -6
In my experience at 51,000t you're still ok - moving to 51,100t will start causing the strange horsepower numbers, and drop the requirement for 32 knots by 23,000hp.
|
|
|
Post by TheD3rp on Jul 29, 2015 23:12:19 GMT -6
My ship designers were so preoccupied with whether or not they could that they didn't stop to think if they should: Only short range, unfortunately.
|
|
|
Post by jztemple on Jul 30, 2015 1:09:39 GMT -6
My ship designers were so preoccupied with whether or not they could that they didn't stop to think if they should: Only short range, unfortunately. Probably had to sell Wales to pay for it too
|
|
|
Post by brucesim2003 on Jul 30, 2015 1:15:35 GMT -6
I don't care what universe you come from, that's gotta hurt!
How much does it cost?
|
|
|
Post by TheD3rp on Jul 30, 2015 1:38:01 GMT -6
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 30, 2015 3:54:03 GMT -6
My ship designers were so preoccupied with whether or not they could that they didn't stop to think if they should: Only short range, unfortunately. mwahahahahahahaha! <--still lurking and waiting, before the patch...
|
|
|
Post by fogofwar on Jul 30, 2015 14:01:33 GMT -6
My favorite late game ship. CL Reno, reasonably fast with 10 6" and 10 5" and 12 Torps in swivel mounts. Unfortunately, in a war with Germany in 1921 they get wrecked by those fast German BC`s before they get into range.
|
|
|
Post by elouda on Jul 30, 2015 14:05:16 GMT -6
My favorite late game ship. CL Reno, reasonably fast with 10 6" and 10 5" and 12 Torps in swivel mounts. Unfortunately, in a war with Germany in 1921 they get wrecked by those fast German BC`s before they get into range. I notice you're still using the 'protected cruiser' armour layout - did you never get the tech to move away from that?
|
|
|
Post by fogofwar on Jul 30, 2015 14:15:10 GMT -6
eemmmm, may have missed that upgrade or forgot to use it.
|
|
|
Post by TheD3rp on Jul 30, 2015 16:39:55 GMT -6
Next up: attempting to remove the hard cap of 70,000 tons on ships.
|
|
|
Post by elouda on Jul 30, 2015 17:13:15 GMT -6
Next up: attempting to remove the hard cap of 70,000 tons on ships. Already done - look at Baloogan's patcher. Some of the values have changed it will probably be updated once 1.1 is released. The bigger problem remains that the power curves, and hence the horsepower required, and hence machinery weight, seem to not work properly past a certain point. This happens even inside the 'regular' 52,000ton limit, between 51-52,000tons.
|
|
sage2
Junior Member
Posts: 56
|
Post by sage2 on Jul 30, 2015 18:29:14 GMT -6
Next up: attempting to remove the hard cap of 70,000 tons on ships. Already done - look at Baloogan's patcher. Some of the values have changed it will probably be updated once 1.1 is released. The bigger problem remains that the power curves, and hence the horsepower required, and hence machinery weight, seem to not work properly past a certain point. This happens even inside the 'regular' 52,000ton limit, between 51-52,000tons. that might be fixable in the .dat files?
|
|
|
Post by elouda on Jul 30, 2015 19:24:42 GMT -6
Already done - look at Baloogan's patcher. Some of the values have changed it will probably be updated once 1.1 is released. The bigger problem remains that the power curves, and hence the horsepower required, and hence machinery weight, seem to not work properly past a certain point. This happens even inside the 'regular' 52,000ton limit, between 51-52,000tons. that might be fixable in the .dat files? Not as far as I've found. If you do find something, let us know.
|
|