-
Content Сount
9 -
Joined
-
Last visited
-
Battles
293
Content Type
Profiles
Forums
Calendar
Everything posted by Zettomatic
-
-Ships props run all the time, even when engine is stopped. Since there is no propeller wash visible, it looks like all engines still turn forward, making no sense at all. -> add propeller wash, make half engines go astern, other 50% go ahead. Boilers can run at 100%, ship still not moving -Ship doesnt turn when its stationary. Yeah makes sense, but you should be able to make her turn by using the engines. -> Ship speed less than 4kn? Ordered a turn to port? Starboardengines half ahead, portside engines full astern -> ship turns to port and vice versa for a starboard turn (i guess this is basically what the motion model is doing while going astern[since a rudder has only very little effect when going astern], just leave the astern speed away) (if you put rudder to one side to enter a turn, the ships lists to THAT side first! its only for a short moment, but the increased resistance of the rudder on the side, makes the ship do a little "nod" to the side on which the rudder is at first, then it enters the turn and the inertia makes it tilt to outwards. havent noticed that movement yet: i gotta double check that ingame though) -you cannot increase your rate of turn by giving "engine kicks" when going on lower speed than full ahead, you can increase the waterflow on your rudder by giving more power to the engines. The propellers will wash way more water onto the rudder, thus pushing your stern around. This gives you more ways to manoeuvre when not going full ahead. -> loss of control when reducing engine order is not existant. If you are sailing at full ahead and order rudder hard to one side, then order engine stop, your propellers dont wash against the rudder anymore and only cause disturbances in the water, thus reducing the effectiveness of the rudder. Giving engine order astern makes this reduction of rudder effectiveness even worse. I've saved my vessel so many times from pounding against an island due to this "bug", that i guess it should stay
-
uneven odds on carrier battles ( balance complain )
Zettomatic replied to Rytlock_Brimstone's topic in Archive
You can really think about several scenarios possible to unfold when in a 2vs1 Carrier battle (tier <6!) lets check them out: 1. -Especially at lower tiers, the players just dont know what happens in a 2vs1 carrier battle, nobody realizes and nobody tries to protect the carrier, so everyone goes their normal way and then the team with the just drowned carrier realizes, holy crap, we've lost a carrier, they have planes, we dont... gotta play defensive (while already beeing outnumbered by 1). This wont end well 2. -Everyone on the team realizes whats going on and all go to protect the carrier (with the crappy low lvl AA), which results in the 1carrier team to be defensive and restricted to the area around the carrier. (please do circle us!) It would delay the attack by several minutes in which the enemy could deploy into nice positions and encircle our teams fleet (god, i would love to send some long lances into that bulk of floating metal ) This wont end well 3. 1 or 2 cruiser drivers realize what is going on and stay a little behind at the carrier, frontline doesnt realize they are outnumbered at first, but then realize it pretty quickly. After the first shootout of course, when they only archieve a really bad trade of HP. This wont end well 2vs1 Carrier battles are the worst! should not be allowed by MM at low tier battles. its just unfair for the carrier player (no xp, no credits, just back to port after 3mins) and for the rest of the team! now you pro players can tell all you want, yeah its possible to win those games, sure it is. but it is very unlikely. The fact is, that you are driven into a defensive position right from the start of the battle. which makes you to have to react to the enemy actions. The team with only one carrier is NOT able to dictate the flow of the match. which makes your position worse than the enemies. Unfair. -
i think when the ship is stationary propellers must stop
Zettomatic replied to billym1's topic in Archive
In fact not necesseraly, but as is, it looks like crap in the game. Ship is stopped, proppelers turn but do not move a single inch of water. Im not really sure about controllable pitch propellers available at that time but i think the maintenance/damage probability on those would be too high(if those early models would have been able to handle the torque of the engines,, another story...) My guess is they used fix pitch propellers. In that case, the props should either STOP or They should at least run the engines 2 forward, 2 astern and make that visually noticeable. (outer props and inner props respectively, otherwise it would turn) Why did they do this? This was used because most engines of that era were steam turbines. If you stop the engines from running, you have to shut down the steam boilers as well, otherwise they gonna go "boom". If you put half your engines in reverse at full throttle and the other half at nearly full ahead, , you can keep your boiler pressure high and you dont loose time powering up the boilers again when you actually wanna move. But up to now, they look like turning like mad without any resulting water movement. Well, your keel water looks like crap too when you sail. 37knots... no disturbance in the water. check out what happens when you put the "hebel on the table" (order full ahead): So when ship is stopped they keep running, when going full ahead they dont produce this result Some work needed here^^- 1 reply
-
- 2
-
-
- propellers
- stop
-
(and 1 more)
Tagged with:
-
Im sorry but rudder hard, kick ahead is not only small boat manoeuvre. I've done this on ships varying from a 24m Yacht up to a 360m 18.000 TEU Container Vessel. Slow engine response just needs to make you "kick" a little longer (say 20 seconds on the big one) Inertia scales quite well with available engine power, so this is irrelevant. Same goes with Engines "against each other", it just needs a bit of practice, but combined with a bowthruster you can even make your ship go sideways through the water if you want to, The size doesnt matter. It's really a normal manoeuvre on all kind of cargo ships across the seven seas. Nothing fancy about it. check this out http://www.shipinspection.eu/index.php/the-mariner-s-handbook/a-master-s-guide-to-berthing/item/456-ship-factors-that-affect-manoeuvring pretty much at the bottom of the page, but explains it well.
- 2 replies
-
- Manoeuvring
- Speed
-
(and 1 more)
Tagged with:
-
I have encountered two things in particular, which annoy me. Its not possible to turn the vessel while stationary. neither with twin screw ships via engine manoeuvring (one engine full astern, other one runs half ahead -> vessel turns), nor with the conventional: "hard rudder,engine kick ahead" manoeuvre. i have tested on several ships from tier 1 to 3 and couldnt kick my vessel into a turn. really hard to lay a good ambush if you cant "turn on the spot" i dont know if its hard or impossible to implement kicking manoeuvres but with twin screw ships at least the engine manoeuvres should be possible to implement. speed through water less than 2kn? player orders hard starboard? set port engine half ahead, starboardengine full astern. and vice versa... may be possible that its not in WG interest to allow this kind of manoeuvring (kinda improves camping capabilites) so... well thats my feedback so far
- 2 replies
-
- Manoeuvring
- Speed
-
(and 1 more)
Tagged with:
-
writing in bold and capital letters does make your post seem very unfriendly. why dont you grab a tea? i myself consider the DD vs BB stuff also very unfortunate. the DD can and will sink a BB with a salvo of torpedos, whereas the BB will NOT sink the DD with a salvo of this turrets. and that sucks, you can shout "balance" all you want. you are supposed to carry around the heaviest weaponry of that time and you cant sink a paper boat? Just feels bad.
-
Yeah you might be right, i mean it would be awesome as a feature, but a BB loaded with 50/50 HE and AP would we too much of a jack of all trades. would
-
since your main gun has already loaded 15seconds, you are wasting this time by double tapping. if it would be possible to say : "load AP next" and the guns load each on his own, after firing. you would have your AP round in the bow gun 15seconds earlier. this is annoying me too. i have the feeling as if im not getting the maximum possible out of my vessel whenever this happens, -> bad feels And since its quite important for a game designer to make their players feel good while playing, they should change the loading system. if it "works just fine" for some people, that's ok. I guess it would work just fine for them when the guns get loaded individually? If the answer is yes: why not change it, so everybody likes it
