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Post by elouda on May 19, 2023 14:07:15 GMT -6
I get a design error about being unable to fit triple turrets on a 30kton BB with TPS 2 and 25 knots in 1916. This seems somewhat unreasonable considering Nevada, etc. historically.
Note that the AI does not seem to have this issue, having built the following, both of which have TPS 2 according to the files.
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Post by tbr on May 19, 2023 14:15:58 GMT -6
I get a design error about being unable to fit triple turrets on a 30kton BB with TPS 2 and 25 knots in 1916. This seems somewhat unreasonable considering Nevada, etc. historically.
Note that the AI does not seem to have this issue, having built the following, both of which have TPS 2 according to the files.
This is a mechanism to reflect the constraints which IRL led to the turret layout of the US Pensacola class cruisers (and others) until you get a certain tech. Your second AI design is too slow (IIRC there is a speed/displacement relationship behind this and anything below 23kn is unaffected anyways). Your first design only has two mid-line turrets which is why (I think) the rule does not apply. IIRC the tooltip does not state this but you are only restricted from tripple turrets in "A" and "Y" positions if there are more than two midline turrets. So this is WAD but the tooltip/design remark should be better worded.
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bd88
New Member
Posts: 17
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Post by bd88 on May 19, 2023 14:36:26 GMT -6
The only guided weapon tech I have researched at this point is guided bombs. Are the ASMs here meant to represent those? I thought guided bombs were usable only by medium bombers. I can configure the strike to "Missile (G)" so I am guessing that the ASM stocks are being used to represent guided bombs until actual ASMs come along, is that right? Are you certain that "Early air to surface missiles" is not invented? D'oh - I do have early ASMs. I don't recall a dialog box popping up, I might have just clicked through though.
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Post by janxol on May 19, 2023 14:39:10 GMT -6
Mission generator is borked. Gave me a coastal shipping raid, but the objective said to destroy bombardment target. Said bombardment target was not locatable (clicking on locate did nothing). After battle, i got failed for failing to destroy bombardment target, but enemy got points for surviving merchants (as if i was supposed to hunt merchants. View AttachmentCould you provide save?
Even after battle if your zip your save directory and provide save, we can still look at it. But without save it very difficult to tell what is happening.
It happened in several saves. Here's one made just after such a battle. Game1.zip (817.49 KB)
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Post by elouda on May 19, 2023 14:39:17 GMT -6
I get a design error about being unable to fit triple turrets on a 30kton BB with TPS 2 and 25 knots in 1916. This seems somewhat unreasonable considering Nevada, etc. historically. Note that the AI does not seem to have this issue, having built the following, both of which have TPS 2 according to the files. This is a mechanism to reflect the constraints which IRL led to the turret layout of the US Pensacola class cruisers (and others) until you get a certain tech. Your second AI design is too slow (IIRC there is a speed/displacement relationship behind this and anything below 23kn is unaffected anyways). Your first design only has two mid-line turrets which is why (I think) the rule does not apply. IIRC the tooltip does not state this but you are only restricted from tripple turrets in "A" and "Y" positions if there are more than two midline turrets. So this is WAD but the tooltip/design remark should be better worded. Except the limit is >23 knots for TPS 1, and >18 knots for TPS 2 (which all of these are). Trying to recreate those AI designs, neither is valid, both throw the error. In fact even a 2 triple config in A/Y throws it, with no additional turrets. It seems while the basic premise is sound, its far too aggressive - it should probably be tied to displacement, and possibly to BB vs BC hullform (BC tended to be finer at the ends to allow for higher speed). Right now, a number of historical designs, including US Standards (including Nevada, which did 3-2-2-3), Italian BB like Giulio Cesare, and the Sevastopol/Ganguts are all killed by this. The Pensacola comparison is somewhat of a red herring considering CA have far more limited beams than capital ships do.
A quick fix might be to make the speed limits >25 knots and >22 knots - this would allow all of the designs mentioned above sensibly.
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Post by dorn on May 19, 2023 14:51:16 GMT -6
Could you provide save?
Even after battle if your zip your save directory and provide save, we can still look at it. But without save it very difficult to tell what is happening.
It happened in several saves. Here's one made just after such a battle. View AttachmentCould you make one save in a battle when it happen again? Unluckily, this save does include no save from battle, not even autosave.
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Post by williammiller on May 19, 2023 14:52:36 GMT -6
Thanks to everyone so far for your reports and feedback! Also thanks to you Beta Team members for helping out as well!
We are compiling all of the current reports and looking at them in detail.
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akd
Full Member
Posts: 126
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Post by akd on May 19, 2023 15:44:00 GMT -6
US protected cruisers for 1890 start (building ships) have main and secondary batteries of same caliber (4-inch).
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Post by xteam25boyz on May 19, 2023 16:00:34 GMT -6
Something about missiles:
Before I start talking that, I have to say I unlocked almost all missile and radar (I remember at least lvl5 radar) by modifying the save file in 1890, so I totally understand that might cause unexpected issues. So here is not a "bug" report, I just tell you what I found and you can decide whether it is a bug or not.
1 Cannot mount multiple missile tubes on ship, unless unlock similar torpedo tube techs. For example, you have to unlock 4-tube torpedo to mount 4-tube missile. I understand that should not be a problem for "normal" players, but it might be a problem for people playing random techs.
2 "Fire at will" is not working at 1890. I'm 100% sure I have unlocked the missile and radar techs and the ships are in correct launch angle, but when I click the "fire at will", the target and ship are blank, but the salvo (manual launching) works fine. I can also use diving missile and adjust the stock. I just want to know is there a hard limit for the "fire at will" function (so I cannot make it work before some time) or is this function connected to a tech I didn't unlock (just like the connection between missile and torpedo tubes)?
3 When I manually launch the missiles, for example, I have a ship with 2x4-tubes SSM, so I have 8 in total. Now I select the target and click "fire one". If my ship is in correct angle and distance, 1 missile flys away and it's fine. However, sometimes the ship is not in good position so I have to wait for 1 turn, then they steer and fire 1 tube instead of 1 missile, that's weird.
4 Now I have the same ship (with 8 missiles), I launched 1 out, so now I should have 7 missiles remaining, but when I click "fire all", sometimes I still get all 8 missiles out...... I mean player might benefit from that (steal missiles from void) but it is really weird
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Post by blarglol on May 19, 2023 16:17:41 GMT -6
Ship histories in 1890 say "laid down in 1897" instead of 1887.
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Post by kuriosly on May 19, 2023 16:47:23 GMT -6
Will do next time. Save when loaded 6 months prior and I kept running on it w/o issue. I'll check if I can cause it to happen again on a different save. On next tick in battle: Can you post the related save file?
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Post by blarglol on May 19, 2023 17:47:35 GMT -6
There is a visual bug labeling divisions. It should be 2, not 3. Div Editor says 2, Ships in Service 3. I named one Reserve Battle Div
Also, unrelated, minesweeping KEs are being dragged into formation in battle on the open sea. Is this intended? It would be one thing if random ones were caught in raids, but these are accompanying the fleet in deep water. Are they meant to be the battleships sweepers and included in combat? They're on "support" for the battle line
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Post by demonius on May 19, 2023 18:45:51 GMT -6
The neutral state takeover event for south korea has now twice fired for me as japan, clicking on the take over option both times increased tension but had no other ingame effect - no warlord, no, someone else was faster, but also no successful takeover by me. It just lead to russia and germany now being at war with me. Attachments:Game1.7z (816 KB)
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Post by williammiller on May 19, 2023 20:36:45 GMT -6
Something about missiles: Before I start talking that, I have to say I unlocked almost all missile and radar (I remember at least lvl5 radar) by modifying the save file in 1890, so I totally understand that might cause unexpected issues. So here is not a "bug" report, I just tell you what I found and you can decide whether it is a bug or not. 1 Cannot mount multiple missile tubes on ship, unless unlock similar torpedo tube techs. For example, you have to unlock 4-tube torpedo to mount 4-tube missile. I understand that should not be a problem for "normal" players, but it might be a problem for people playing random techs. 2 "Fire at will" is not working at 1890. I'm 100% sure I have unlocked the missile and radar techs and the ships are in correct launch angle, but when I click the "fire at will", the target and ship are blank, but the salvo (manual launching) works fine. I can also use diving missile and adjust the stock. I just want to know is there a hard limit for the "fire at will" function (so I cannot make it work before some time) or is this function connected to a tech I didn't unlock (just like the connection between missile and torpedo tubes)? 3 When I manually launch the missiles, for example, I have a ship with 2x4-tubes SSM, so I have 8 in total. Now I select the target and click "fire one". If my ship is in correct angle and distance, 1 missile flys away and it's fine. However, sometimes the ship is not in good position so I have to wait for 1 turn, then they steer and fire 1 tube instead of 1 missile, that's weird. 4 Now I have the same ship (with 8 missiles), I launched 1 out, so now I should have 7 missiles remaining, but when I click "fire all", sometimes I still get all 8 missiles out...... I mean player might benefit from that (steal missiles from void) but it is really weird Its really difficult to analyze a modded game because of so many things that can go wrong that otherwise might be perfectly fine in an un-modded dataset. I do not recall seeing reports of any of these issues in the normal game so far at least, so likely it may be the result of changes made to the dataset.
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Post by griffin01 on May 19, 2023 20:41:09 GMT -6
Is the thread for general remarks/complaints, as per the first post, or is it intended primarily as a bug report thread? At any rate, in a game I played I encountered a nation that build virtually nothing but submarines. While this works perfectly fine as a tool to win wars, I figured that it is a little excessive and could possibly be unintended behaviour. Attachments:
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