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GeorgeT1012_gt

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About GeorgeT1012_gt

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  1. GeorgeT1012_gt

    Update 0.7.9 - General Feedback

    After a series of fatal errors (described in my previous post), I reinstalled the game and all I got was this: The battle was not loading, the team lineup and the ships in the 'MISSION' tab minimap desappeared. The only way to close the game was Ctrl-Alt-Del. No mods were installed.
  2. GeorgeT1012_gt

    Update 0.7.9 - General Feedback

    I'm getting the same critical error message every time I log in.
  3. GeorgeT1012_gt

    Bug Reports

    1. Description Mid and long range AA of Worcester are not shown individually. 2. Reproduction steps When pressing H the mid range AA is not shown, but the combined DPS of mid and long is shown as long. Also, there is no mid range AA circle in the minimap. 3. Result Mid and long range AA are shown as only long range with the combined DPS, although the real DPS at each specific range is not easily noticable when playing. 4. Expected result Mid and long range AA of Worcester should be shown individually. 5. Technical details This only occurs during the battle, in port everything is normal.
  4. GeorgeT1012_gt

    Dallas description states Helena class

    The description of Dallas says: A version of a small light cruiser design, the development of which preceded the creation of Helena-class cruisers. She had the features characteristic of most subsequent ships of this U.S. Navy type: moderate speed, the absence of torpedo armament, and the availability of dual-purpose guns complementing the 152 mm main battery mounted in the turrets. USS Helena CL 50 was a St. Louis class light cruiser, there never were any Helena class cruisers because the Helena class never existed.
  5. GeorgeT1012_gt

    Why didn't Japan ever make a quad 25mm?

    The Chicago pianos did not actualy had this problem, and it was not an issue for the triple mount too so I do not think this would have been a problem in the quad too, because there would have been more space behind the guns. In the triple mount they had 6 people in 2 rows, so in the quad it would have been 8 in 2 rows, 2 behind each gun in both cases. Of course a quad mount would require more space on the deck, but not much more than the triple.
  6. GeorgeT1012_gt

    Tighter grouping of shells from same turret?

    I'm just a simple engineer, but I'm preety sure that I was tought the Gauss distribution during my high scholl years. It's not something difficult, if you spend some time on it you will find out that this thing is behind a lot of everyday things not just gunnery. It all has to do with the standard dispersion (where ~68% of the shots fall). In case of the Gremans, the value is sky-high and as a result the shells are far from each other. The real dispersion is in fact ruled be RNGesus himself but it has to be within the Gauss distribution limits (0-standard ~68%, 0-2*standard ~95%, 0-3*standard ~99,7%).
  7. GeorgeT1012_gt

    Why didn't Japan ever make a quad 25mm?

    The triple mount had enough problems, mostly with ammo loading and accuracy because of oscilations caused by the recoil of the other guns of the mount that were unsufficiently dampened. A quad mount would only make matters worse. As for the increase of the number of crew members, it would have been a couple of loaders more in worst case, so having like 100 people more in a crew of 2800 (for Yamato) wouldn't have been such an issue. The added weight wouldn't have been an issue too because a quad mount wouldn't have had a weight much greater than that of a triple. Also, you can always make things easier by changing the gear ratio when talking about manual traverse, or even easier by choosing powered traverse, electrical or hydraulic. A quad mount, even with most assets reworked, wouldn't have been much better than the infamous American 1.1''/75 quad, know as the Chicago piano, that had a larger caliber and was clip fed. ~1'' caliber AA guns were unsufficient even at the begining of the war, so there was no need to even try to make a quad 25mm when even the triple was way behind the double boffors, that had a similar weight. The Japanese simply had to make a new gun, not a quad mount of an existing bad-performing gun.
  8. GeorgeT1012_gt

    Tighter grouping of shells from same turret?

    The landing spots of the shells follow what is called a Gauss distribution. They land within an area defined by their initial position (the muzzle of the gun they came from), the spot you are aiming at, the maximum dispersion value at the distance you are shooting at and by the variation of the muzzle velocity. The standard dispersion distance from the target spot is defined by the σ value and the maximum dispersion. While the real dispersion can be anywhere between 0-max, about 68% of the shells have a dispersion value between 0-standard. When you are aiming at a distance that is much greater than the distance between the guns where dispersion values are relatively large (ex 15 km while the maximum distance between the guns is 100m and the standard dispersion is 150m), you can safely say that all the shells came from the same place with a very small deviation from reality, so you get what you discribed in the first image (green). When you are shooting at a close range (ex 2km while the maximum distance between the guns is 100m and the standard dispersion is 20m), you can't say that all the shells came from the same spot and you have to take into account the distance between the guns too, so you get what you discribed in the second image (red). Combining the above with gameplay now, if you ever happen to have an enemy at a very close distance (when brawling), you can notice that shells fired from the same turret follow more or less the same trajectory and this is because the distance between your guns is comparable to the firing range and the maximum dispersion value at close range is smaller that the distance between your guns (what you discribed in the second image). When shooting at long ranges you can notice that the distance between the guns doesn't even matter because the distance between you and the target is much greater and the dispersion value is larger the the distance between the guns. Keep in mind that dispersion depends on the distance that the shell travelled (the greater the distance, the greater the dispersion value). So what you are saying here is in fact already in the game, although it is noticable only at close ranges, where the distance between the guns is comparable to the firing range and greater than the dispersion value at the given firing range.
  9. GeorgeT1012_gt

    Premium shells in WOWS

    Thinking of premium ammo in WOWS? Here is my opinion:
  10. GeorgeT1012_gt

    Suggestions thread

    A nice Tier 9 free xp premium cruiser would be an Alaska-class large cruiser. The characteristics of the Alaska class are very close to Kronshtadt, having about the same speed and armor, as well as having the same number of main guns of an equal caliber. The Alaska class cruisers had a slightly weaker secondary battery than Kronshtadt ( A:6x2 5'' K:4x2 6'' + 4x2 3.9'') but a more powerful AA armament. Consumables should be the standard U.S. heavy cruiser consumables and main battery guns should have a rate of fire of about 2.5 to 3 rpm. The permanent camo should be the historical camo of either USS Alaska or USS Guam, depending on which of the two is selected to be in game (although my favorite is Guam, they both looked fantastic). Price should be the standard for the tier 750000 free xp. Alaska Guam
  11. GeorgeT1012_gt

    where do i dl the smoke hack from please

    www.rngesus.com/hacks/smoke/420_noscope/everyday/download
  12. GeorgeT1012_gt

    Richelieu, your opinon on guns dispersion?

    Accuracy is fair enough, better than the Bismarck while not as good as the NC. Plus you can bow-tank and still have all guns on target. But since this is World of Warships, RNG has the final decision.
  13. GeorgeT1012_gt

    Game Faults Survey

    Although there is a bug report thread, this is a good way of finding out what porblems are usually encountered, if everyone here is honest of course. Though some of the the problems listed don't have to do with the game client itself in some cases. Some have to do with the internet connection of the players.For example I experience long battle loading times in afternoon (mainly during weekends and hollydays) because the internet lines in my region get overloaded, something that does not happen in morning. Others have to do with the graphics settings or with the computer of the player. Also after a number of game updates some players may start to feel that the game gets slower. A good way to fix this is to defrag the disk. Mods also affect the performance on some computers.
  14. GeorgeT1012_gt

    Pre-Dreadnoughts at Tier 2?

    From the pre-dreadnought era we have many cruisers and destroyers, but we only have one battleship. I think this era needs more attention as this will make the game more diverse.
  15. GeorgeT1012_gt

    Best IJN premium commander trainer?

    The higher the tier, the more xp you get. But for this to work it has to be a ship that suits your playstyle.
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