Post by williammiller on May 31, 2023 13:46:55 GMT -6
With the release of RTW3, we're compiling an FAQ post with some of your most burning questions:
1. Where can I find error logs?
You can find the game's error logs in the root directory of the game for both Steam and Matrix versions.
Sample location for Steam installation: \Steam\steamapps\common\Rule the Waves 3
Sample location for Matrix installation: \Matrix Games\Rule the Waves 3
2. How and where can I best report an issue?
You can report any issue with the game in the Tech Support sub-forums on either Steam or Matrix main forums. In the issue title please indicate the build number of the game and a short description of the issue. Also, please provide relevant screenshots and attach a save. On the Matrix forums, you can attach screenshots and saves directly. On the Steam forums, you can post screenshots directly, and for saves please use a file-sharing service, such as WeTransfer or Google Drive, and post a link in your report. Please zip up your saves before uploading them by going to the Save folder of the game found here: \Rule the Waves 3\Save, selecting the relevant save folder number, and zipping up the folder.
3. The game's UI looks weird on my monitor and it's hard to see what's going on in the game. Is there any way to address these UI oddities?
We know some players are having issues with the game's UI due to scaling issues or particular monitor setups. Here's a range of solutions you can try to resolve these issues:
1) Desktop Scaling: The game UI/font size in the game will scale according to changes made to your Windows Desktop scaling factor. You can adjust this scaling factor by the following steps:
Select Start > Settings > System > Display. Look for the "Scale" or "Scale & layout" section and adjust the scale % to a higher value, and test the game to see if that is a better view.
2) Adjust High DPI Scaling: If you have high-resolution (4K or 1440+) monitor and/or have issues with cut-off controls in the game then this adjustment may help you if you are running Windows 11 or later versions of Windows 10:
a) Open up your RTW3 Steam folder: "C:\Program Files (x86)\Steam\steamapps\common\Rule the Waves 3" is the default install folder.
b) Right-click on the file called "RTW3.exe"
c) Choose "Properties"
d) Click on the "Compatibility" tab
e) Click on "Change high DPI settings"
f) Check the box for "Override high scaling behavior" - For "Scaling performed by" choose "System (Enhanced)"
...Launch the game and see if this helps...if it does not then please turn the setting back 'off' as its not needed and might produce other issues in that case.
3) Windows Magnifier: If the text is too small to comfortably read the following may help you:
Using Magnifier on Windows 11: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc. If you prefer using a mouse, select Start > Settings > Accessibility > Magnifier, and then turn on the Magnifier switch.
Using Magnifier on Windows 10: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc . If you prefer using a mouse, select Start > Settings > Ease of Access > Magnifier > Turn on Magnifier.
4. Does RTW3 have the side-view picture generator feature as in previous titles?
Yes! You can find a description of the ship picture generator in Appendix 3 of the manual and/or follow these steps:
a) Hover cursor over your desred ship and right-click
b) in the drop-down menu hover over "Name and Picture" and in the following drop-down menu click on either "Select Picture" if you have a prepared image in mind, or "Generate picture" to open the in-game ship picture generator.
5. Does this game have a modding scene? Where can I find mods?
You can find mods and other modding topics in the Matrix modding sub-forum for RTW3, on Steam, and on the Naval Warfare Simulations forum.
6. I'm playing as China and I'm getting a message that I don't have a domestic aircraft industry. Is something wrong?
This is intended. China did not produce and field a fully-domestically-designed military combat aircraft until ~ 1979, which is outside the time frame of the game as far as tech goes. They did of course produce copies of foreign designs, often with local modifications.
7. Why does my game keep loading in a windowed version?
RTW3 is a windowed application, it does not have a 'full-screen exclusive' mode; you can of course click on the upper right 'maximize' symbol to have the game fill the screen.
8. What types of guns have dispersion problems and what are the penalties?
Dispersion problems can only affect Q1 guns. They simulate that some gun models with increased performance, like the British 12 in L/50 gun, had higher initial velocity but were discovered to also have an increased dispersion pattern. So if you are unlucky, you get the Q1 range and penetration benefit but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship.
9. When does new technology get applied?
Machinery development
Machinery tech is applied when ships are built, BUT you can do an engine rebuild, which will refit the ship with brand new engines of the current technology when the ship is rebuilt. An engine rebuild will also restore any speed loss due to age.
Armour development
Armour technology is applied when ships are built, so old ships will retain the armor quality of the time they were built, even if they are rebuilt.
Hull construction
These are generally applied when a ship is built and stays the same for the lifetime of the ship. Aluminium superstructure can be added in a rebuild.
Fire control
Minor fire control improvements (those labelled Gradual national accuracy improvement) are generally applied to all ships (the tech level modifier in the to hit explanation). Improved directors need to be applied to ships in a rebuild.]
Damage control
Damage control techs that are related to shipbuilding (torpedo protection for example) are applied when ships are built. Those related to procedures or equipment are automatically applied to all existing ships.
Turrets and gun mountings
For turret and gun mountings techs, those related to shipbuilding (e.g. triple turrets) are applied during construction or rebuild. Some rate of fire maluses stay with the ship until rebuilt (the negative modifiers for early turreted guns for example). Minor rate of fire techs, (those labelled Gradual national ROF improvement) are generally automatically applied to all ships when invented.
Ship design
Ship design techs are applied when ships are built or rebuilt, with some limitations for rebuilds.
AP Projectiles, HE Shells, Torpedoes
Improvements in ammunition (AP shells, HE shells, torpedoes, missiles) generally gets applied to all ships from the date they are invented. Some inventions, like SAP shells, require you to select their use in the doctrine screen.
Light forces and torpedo warfare
Most are related to ship building and are applied when ships are built. Some related to procedures and accuracy are applied immediately.
Submarines
Tech is applied to submarines when build, and are expressed in teh submarine reliability rating.
Anti submarine warfare
ASW techs related to shipbuilding (DC throwers for example) are applied during ship construction or rebuild. Those related to procedures or ammunition (Labelled Gradual increase in national ASW capability) are applied immediately.
Fleet tactics
Fleet tactics improvements are generally applied when they are invented.
Anti aircraft artillery
AA techs related to shipbuilding (gun mounts etc) are applied during ship construction or rebuild. Those related to procedures or minor improvements (Labelled Improves *something* effectiveness) are applied to all ships immediately.
Radar and electronics
Radar level improvements requires installation of new radar sets. This is done automatically without a rebuild, but you can manually force a certain ship to get a new radar faster. Note that to install radars above level 2, you need to rebuild the ship to get a higher radar limit (simulating increased bridge structure, power supply and radar operating rooms).
Other techs are applied to all ships as soon as they are invented.
Naval aviation, lighter than air
All are applied to all airships as soon as they are invented.
Naval aviation, heavier than air
Most are applied automatically as soon as invented.
Shipboard aircraft operation
Those related to ship construction are applied when ships are built or rebuilt. The others are applied as soon as invented.
Missile technology
Those related to ship construction (enabling the installation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Amphibious operations
All are applied as soon as they are invented.
Missile countermeasures
Those related to ship construction (enabling the isntallation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Naval guns
Naval guns tech is applied when ships are built or rebuilt. Guns can be changed for newer models in a rebuild unless they are -2 quality or lower. This is because longer guns required substantially different turrets or mountings, and changing short old guns to new models would be difficult or impossible on an existing ship.
10. I seem to be getting certain Naval Guns late in my game. How does researching Naval Guns work exactly?
Gun research is of course dependent on the priority set to naval gun research. Research in RTW3, including gun research, is subject to considerable randomness, to reduce player foreknowledge and increase replayability. However, there are a number of triggers that increase the probability that a certain calibre of guns will be invented by a certain year, to make gun research follow a reasonably historical trajectory.
However, there are a lot of factors that can influence or modify this.
If you play with slower research speed, the triggers above are still active, but they are shifted later in time and more dependent on chance.
Settting tech variation to Considerable can make techs very unpredictable, and also sometimes not in pace with other techs. This is the whole intention of this. So the year at which gun calibres are invented will be more unpredictable in this case.
There are built-in variations in the game that will delay or advance some techs by one or two years. This is to increase the uncertainty and minimize player pre-knowledge of when technologies become available. Real ship designers around 1900 could not be certain what technologies were waiting around the corner. This mechanism also increases replayability. If you want a game with a minimum of tech variations, you should check No technology variations (though some randomness will still remain).
Undeveloped shipbuilding industry and Poor education level will make research more variable and slightly slower for those nations that have those traits. This is intentional so that those nations will be more dependent on foreign technology.
11. Japanese Surprise Attack
The surprise attack is not a surefire thing. It needs for the enemy to have a suitable target force in one of the potential surprise attack locations. It normally has 80% chance of succeeding.
If you have performed a surprise attack before against the same nation, the chance will be reduced considerably (they are not so stupid they will fall for the same trick twice).
You need to have suitable ships. Before 1925 it will be a DD surprise attack, between 1925 and 1935 submarines, after that Carrier aircraft.
You do not need to have ships mobilized, or even in the same area, they will be mobilized automatically, but a surprise attack will of course work better with well trained crews.
12. Why do my jet aircraft not dive bomb?
Dive bombing basically went away with the advent of jets + more advanced aiming systems. Also, with the more accurate and dangerous radar-directed AAA, and SAMs, the dive bombing profile (which maintained a steady AOA on the target) exposes the attacker to a higher-PK shot from defending weapons and would result in higher loss rates for no real increase in accuracy.
13. Multi-Monitor Issues:
While many multi-monitor setups may have few, if any, issues with the game, please be aware that some such setups may/will cause issues with your RTW3 gameplay. We are currently looking at potential future changes to the game that would address these sort of issues. In the meantime, if you do experience game issues with multi-monitor setups we recommended that you always keep the game, and all of its child windows, running on your primary monitor only.
14. Saving & Reloading May Help in Some Cases:
If you encounter a rare issue that causes you to not be able to continue your game for some reason, you may wish to try to save the game and then reload that save game; in some cases this may clear the issue and allow you to continue your game while we work to examine the issue and resolve it.
We will periodically update the FAQ in response to additional burning questions.
1. Where can I find error logs?
You can find the game's error logs in the root directory of the game for both Steam and Matrix versions.
Sample location for Steam installation: \Steam\steamapps\common\Rule the Waves 3
Sample location for Matrix installation: \Matrix Games\Rule the Waves 3
2. How and where can I best report an issue?
You can report any issue with the game in the Tech Support sub-forums on either Steam or Matrix main forums. In the issue title please indicate the build number of the game and a short description of the issue. Also, please provide relevant screenshots and attach a save. On the Matrix forums, you can attach screenshots and saves directly. On the Steam forums, you can post screenshots directly, and for saves please use a file-sharing service, such as WeTransfer or Google Drive, and post a link in your report. Please zip up your saves before uploading them by going to the Save folder of the game found here: \Rule the Waves 3\Save, selecting the relevant save folder number, and zipping up the folder.
3. The game's UI looks weird on my monitor and it's hard to see what's going on in the game. Is there any way to address these UI oddities?
We know some players are having issues with the game's UI due to scaling issues or particular monitor setups. Here's a range of solutions you can try to resolve these issues:
1) Desktop Scaling: The game UI/font size in the game will scale according to changes made to your Windows Desktop scaling factor. You can adjust this scaling factor by the following steps:
Select Start > Settings > System > Display. Look for the "Scale" or "Scale & layout" section and adjust the scale % to a higher value, and test the game to see if that is a better view.
2) Adjust High DPI Scaling: If you have high-resolution (4K or 1440+) monitor and/or have issues with cut-off controls in the game then this adjustment may help you if you are running Windows 11 or later versions of Windows 10:
a) Open up your RTW3 Steam folder: "C:\Program Files (x86)\Steam\steamapps\common\Rule the Waves 3" is the default install folder.
b) Right-click on the file called "RTW3.exe"
c) Choose "Properties"
d) Click on the "Compatibility" tab
e) Click on "Change high DPI settings"
f) Check the box for "Override high scaling behavior" - For "Scaling performed by" choose "System (Enhanced)"
...Launch the game and see if this helps...if it does not then please turn the setting back 'off' as its not needed and might produce other issues in that case.
3) Windows Magnifier: If the text is too small to comfortably read the following may help you:
Using Magnifier on Windows 11: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc. If you prefer using a mouse, select Start > Settings > Accessibility > Magnifier, and then turn on the Magnifier switch.
Using Magnifier on Windows 10: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc . If you prefer using a mouse, select Start > Settings > Ease of Access > Magnifier > Turn on Magnifier.
4. Does RTW3 have the side-view picture generator feature as in previous titles?
Yes! You can find a description of the ship picture generator in Appendix 3 of the manual and/or follow these steps:
a) Hover cursor over your desred ship and right-click
b) in the drop-down menu hover over "Name and Picture" and in the following drop-down menu click on either "Select Picture" if you have a prepared image in mind, or "Generate picture" to open the in-game ship picture generator.
5. Does this game have a modding scene? Where can I find mods?
You can find mods and other modding topics in the Matrix modding sub-forum for RTW3, on Steam, and on the Naval Warfare Simulations forum.
6. I'm playing as China and I'm getting a message that I don't have a domestic aircraft industry. Is something wrong?
This is intended. China did not produce and field a fully-domestically-designed military combat aircraft until ~ 1979, which is outside the time frame of the game as far as tech goes. They did of course produce copies of foreign designs, often with local modifications.
7. Why does my game keep loading in a windowed version?
RTW3 is a windowed application, it does not have a 'full-screen exclusive' mode; you can of course click on the upper right 'maximize' symbol to have the game fill the screen.
8. What types of guns have dispersion problems and what are the penalties?
Dispersion problems can only affect Q1 guns. They simulate that some gun models with increased performance, like the British 12 in L/50 gun, had higher initial velocity but were discovered to also have an increased dispersion pattern. So if you are unlucky, you get the Q1 range and penetration benefit but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship.
9. When does new technology get applied?
Machinery development
Machinery tech is applied when ships are built, BUT you can do an engine rebuild, which will refit the ship with brand new engines of the current technology when the ship is rebuilt. An engine rebuild will also restore any speed loss due to age.
Armour development
Armour technology is applied when ships are built, so old ships will retain the armor quality of the time they were built, even if they are rebuilt.
Hull construction
These are generally applied when a ship is built and stays the same for the lifetime of the ship. Aluminium superstructure can be added in a rebuild.
Fire control
Minor fire control improvements (those labelled Gradual national accuracy improvement) are generally applied to all ships (the tech level modifier in the to hit explanation). Improved directors need to be applied to ships in a rebuild.]
Damage control
Damage control techs that are related to shipbuilding (torpedo protection for example) are applied when ships are built. Those related to procedures or equipment are automatically applied to all existing ships.
Turrets and gun mountings
For turret and gun mountings techs, those related to shipbuilding (e.g. triple turrets) are applied during construction or rebuild. Some rate of fire maluses stay with the ship until rebuilt (the negative modifiers for early turreted guns for example). Minor rate of fire techs, (those labelled Gradual national ROF improvement) are generally automatically applied to all ships when invented.
Ship design
Ship design techs are applied when ships are built or rebuilt, with some limitations for rebuilds.
AP Projectiles, HE Shells, Torpedoes
Improvements in ammunition (AP shells, HE shells, torpedoes, missiles) generally gets applied to all ships from the date they are invented. Some inventions, like SAP shells, require you to select their use in the doctrine screen.
Light forces and torpedo warfare
Most are related to ship building and are applied when ships are built. Some related to procedures and accuracy are applied immediately.
Submarines
Tech is applied to submarines when build, and are expressed in teh submarine reliability rating.
Anti submarine warfare
ASW techs related to shipbuilding (DC throwers for example) are applied during ship construction or rebuild. Those related to procedures or ammunition (Labelled Gradual increase in national ASW capability) are applied immediately.
Fleet tactics
Fleet tactics improvements are generally applied when they are invented.
Anti aircraft artillery
AA techs related to shipbuilding (gun mounts etc) are applied during ship construction or rebuild. Those related to procedures or minor improvements (Labelled Improves *something* effectiveness) are applied to all ships immediately.
Radar and electronics
Radar level improvements requires installation of new radar sets. This is done automatically without a rebuild, but you can manually force a certain ship to get a new radar faster. Note that to install radars above level 2, you need to rebuild the ship to get a higher radar limit (simulating increased bridge structure, power supply and radar operating rooms).
Other techs are applied to all ships as soon as they are invented.
Naval aviation, lighter than air
All are applied to all airships as soon as they are invented.
Naval aviation, heavier than air
Most are applied automatically as soon as invented.
Shipboard aircraft operation
Those related to ship construction are applied when ships are built or rebuilt. The others are applied as soon as invented.
Missile technology
Those related to ship construction (enabling the installation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Amphibious operations
All are applied as soon as they are invented.
Missile countermeasures
Those related to ship construction (enabling the isntallation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Naval guns
Naval guns tech is applied when ships are built or rebuilt. Guns can be changed for newer models in a rebuild unless they are -2 quality or lower. This is because longer guns required substantially different turrets or mountings, and changing short old guns to new models would be difficult or impossible on an existing ship.
10. I seem to be getting certain Naval Guns late in my game. How does researching Naval Guns work exactly?
Gun research is of course dependent on the priority set to naval gun research. Research in RTW3, including gun research, is subject to considerable randomness, to reduce player foreknowledge and increase replayability. However, there are a number of triggers that increase the probability that a certain calibre of guns will be invented by a certain year, to make gun research follow a reasonably historical trajectory.
However, there are a lot of factors that can influence or modify this.
If you play with slower research speed, the triggers above are still active, but they are shifted later in time and more dependent on chance.
Settting tech variation to Considerable can make techs very unpredictable, and also sometimes not in pace with other techs. This is the whole intention of this. So the year at which gun calibres are invented will be more unpredictable in this case.
There are built-in variations in the game that will delay or advance some techs by one or two years. This is to increase the uncertainty and minimize player pre-knowledge of when technologies become available. Real ship designers around 1900 could not be certain what technologies were waiting around the corner. This mechanism also increases replayability. If you want a game with a minimum of tech variations, you should check No technology variations (though some randomness will still remain).
Undeveloped shipbuilding industry and Poor education level will make research more variable and slightly slower for those nations that have those traits. This is intentional so that those nations will be more dependent on foreign technology.
11. Japanese Surprise Attack
The surprise attack is not a surefire thing. It needs for the enemy to have a suitable target force in one of the potential surprise attack locations. It normally has 80% chance of succeeding.
If you have performed a surprise attack before against the same nation, the chance will be reduced considerably (they are not so stupid they will fall for the same trick twice).
You need to have suitable ships. Before 1925 it will be a DD surprise attack, between 1925 and 1935 submarines, after that Carrier aircraft.
You do not need to have ships mobilized, or even in the same area, they will be mobilized automatically, but a surprise attack will of course work better with well trained crews.
12. Why do my jet aircraft not dive bomb?
Dive bombing basically went away with the advent of jets + more advanced aiming systems. Also, with the more accurate and dangerous radar-directed AAA, and SAMs, the dive bombing profile (which maintained a steady AOA on the target) exposes the attacker to a higher-PK shot from defending weapons and would result in higher loss rates for no real increase in accuracy.
13. Multi-Monitor Issues:
While many multi-monitor setups may have few, if any, issues with the game, please be aware that some such setups may/will cause issues with your RTW3 gameplay. We are currently looking at potential future changes to the game that would address these sort of issues. In the meantime, if you do experience game issues with multi-monitor setups we recommended that you always keep the game, and all of its child windows, running on your primary monitor only.
14. Saving & Reloading May Help in Some Cases:
If you encounter a rare issue that causes you to not be able to continue your game for some reason, you may wish to try to save the game and then reload that save game; in some cases this may clear the issue and allow you to continue your game while we work to examine the issue and resolve it.
We will periodically update the FAQ in response to additional burning questions.