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Found 19 results

  1. Darkwhite_Belfast

    Wie wäre es mit einer 2 Modul Reihe

    Spiele schon etwas länger wows für manche Schiffe will ich gerne ein Alternativen kapitän machen aber was mich dabei stört ist das ich dann alle Module tauschen muss. Ein Beispiel meine Gk Full sec sogar mit den 3mio modull .wenn ich mir nun ein tank kap mache muss ich dan 1 alle Module eintauschen was wieder stark in credit Tasche geht. Warum baut wg nich ne 2 modull Reihe die man mit duplonen freischalten kann.
  2. Hi there! I am one of the Developer behind Aurora an open source RGB peripheral lighting software. I and multiple people would love to see support for WoWs. That is the reason why I decided to try writing a Mod for it. This mod should send informations like health to Aurora and display them for example on you keyboard. We are normaly doing it with an json http post request. I tried to do that with the library "requests" but sadly I got the error: "ImportError: Module 'requests' was not found in standard library. Allowed modules: xml, Keys, datetime, xml.dom, time". Now to my main question: Is it possible to send a "json http post request" or does someone know an alternative way I could use to send data to Aurora? Thank you for your time and thanks beforehand. macer.
  3. Hallo Leute, ich wollte einfach mal einen Thread starten, wo man über verschieden builds und so ein Kram reden kann. Ich glaube sowas gibt es sonst nirgendswo mal abgesehen von den Feedback-Threads etc. Da ich auch nur japanischer Träger spiele, habe ich den Thread mal hier angesiedelt. Natürlich habe ich auch direkt schon ein Thema: Adrenalin Rausch (AR) Diesen Captain-Skill hatte ich eigentlich immer als sehr schlecht empfunden, da man den Effekt einfach nicht brauch. Denn die kont. dps der Schiffe war schwach und ansonsten konnte man sich auch einfach mit F zurückziehen. Seit dem Hotfix ist aber die kont. dps sehr stark und F-key funktioniert nicht mehr in dem Sinne. Die kont. dps ist stark am Zeitfaktor gebunden: Umso länger man der Flugabwehr ausgesetzt ist, desto mehr Schaden nimmt man. Sprich man möchte eigentlich möglichst schnell durchfliegen. Die kont. dps hat auch den Effekt, dass es immer ein Flugzeug anschießt, und dann auf ein anderes wechselt, sprich es beschädigt sie erstmal. Daher ist AR in der Theorie ein perfekter Counter-Skill. Denn wenn die Flugzeuge beschädigt sind, fliegen diese schneller, und man kann schneller der Flugabwehr entkommen. Ich weiß es nicht, aber ich denke AR ist jetzt eine sehr gute Fähgikeit geworden, was denkt ihr?
  4. domen3

    Module discrepency

    Hello, I've searched around but didn't find any mention of this happening anywhere else so I hope I'm not making a pointless thread about something that was already explained, but anyway... Me any one of my friends have been doing some ship comparisons and noticed that in the vast majority of cases, modules don't give the same bonuses for me, as they do for my friend. In most cases, the module shows that I'll get something but my friend won't. We haven't really tested this ingame yet, so it's entirely possible that it's just an UI bug, but I can't really be sure. Has anybody else ever encountered this? Here are some examples. Left image is from me, right is from my friend: (all of these were taken on ships that are not owned by either of us, or do not have any skills/upgrades that should affect this). Izumo: From A hull to C hull I get a slightly faster turret traverse / My friend gets nothing I get 0.4s faster secondary battery reload / My friend gets nothing I get 10.2s faster rudder shift / My friend gets 6.3s Iowa: From A hull to B hull I get much better AA even though I don't even own the ship I get 5.1 faster rudder shift / My friend gets nothing I (apparently) get improved concealment Iowa: From A hull to C hull I again get better AA defence I get 10s faster rudder shift / My friend gets 6.1s Concealment stays at +11 for me New mexico: From A hull to B hull (or in the case of my friend from B to A as he didn't have the A hull) I get 2.4km increase in main battery firing range / My friend gets nothing I get 8.9s faster rudder shift / My friend gets 6.2s Admiral hipper: From A hull, to B hull I get a -10m dispersion / My friend gets nothing
  5. Stargatesg68

    Module légendaire

    Bonjour à tous , dernièrement j'ai par erreur vendu au lieu de démonter mon module légendaire ! Après contact avec le service client j'ai pu le ravoir. Mais j'ai penser pour ceux qui sont comme moi tête en l'air (oui cela arrive à tout le monde) ,que si l'on vend le module ,le jeu nous redonne la quête final où l'on doit faire les 40.000 pts d’expérience de base . Q'en pensez vous ? @Tanatoy
  6. _Daemon

    Einzigartige Verbesserung

    Hallo liebe World of Warships Freunde mich würde interessieren, welche einzigartigen Verbesserungen ihr bereits freigeschaltet habt, welche Erfahrungen ihr damit habt - und nicht zuletzt : welche Module sich wirklich auch einzubauen lohnen - und welche nicht.
  7. Hey there, I'd like to get some answers why the C hull is worth buying on the battleship Fuso. The range upgrade is negligible for my playstyle, and the hull upgrade doesnt give anything but modifies +4 AA guns (how effective are they anyways? i never noticed my AA :| ) On top of that skipping can save a decent amount of credits, unless ofc there are some hidden details like different armor layout, better torpedo bulge, deck armor, etc...which are not listed anywhere in game or on wiki, i only found them on warshipstats site but the site still has some incorrect data so i dont wanna rely on it solely. Btw Fuso is awesome. Real Godzilla
  8. Der_Naschfuchs

    [Vorschlag] Schiff-Konfigurationsmanager

    Hallo, Da ja nun der Clan Battle Modus implementiert ist hätte ich einen Verbesserungsvorschlag. Im Prinzip geht es um die Möglichkeit bei Schiffen zwischen vom Spieler festgelegten Verbesserungssets zu wählen ohne jedesmal Credits oder Dublonen ausgeben zu müssen. Hintergrund: Da bei den Clan Battles zur Zeit zB keine CV zugelassen sind und bei einigen Schiffen AA Spezialisierungen bevorzugt werden, müssen derzeit und in Zukunft (bei jeder neuen Season) umständlich Module und Skills neu angepasst werden. Mit Hilfe des "Konfigurationsmanagers" könnte man sich hier zusätzliche Modulsets hinzukaufen (Credits, Dublonen). Dies würde das Wechseln der Module massiv vereinfachen (Random -> CB -> Random(während der season) usw) und würde die unterschiedlichen Modi vielleicht noch komfortabler gestalten. Beispiel Gearing: Die Gearing kann auf viele unterschiedliche Arten gespielt werden, je nach persönlichen Vorlieben. z.B auf AA, DD-Jäger, Torpedoboot, Support. Mit Hilfe des Managers könnte man sich x(2-4?) vorgefertigte Sets anlegen und vor dem Gefecht entsprechend per Dropdown/Tab usw auswählen. Kein umständlicher Modultausch um das Schiff vom CB auf das Random anzupassen und umgekehrt. Das erste Set ist Standard und im Kauf des Schiffes enthalten. "Set 2" wäre gegen Credits erhältlich, damit auch non premium Spieler von der Mechanik profitieren können. Ab "Set 3" könnte man einen Kauf per Dublonen in Erwägung ziehen. Erhältlich wären die Sets für jedes Schiff. Jedes Set kann vom Spieler individuell benannt werden um schnell die gewünschte Konfiguration zu finden. Was haltet ihr davon? Bzw hättet ihr hierfür noch Verbesserungsvorschläge?
  9. Hi everyone! I have questions about the slot 5+ modifications for ships (higher tier ships get more modification-slots than the low tier ones). I tried to search the forum already but did not find any helpful Information about this topic, so i decided to post a new thread. If there is already something like a list or description, I would be happy to get a link as an answer in this thread, so other captains have a more easy time to find something about this topic. I am absolutely not sure if the slot 5 upgrades are worth it on a battleship, and how they work. Since I have tier 8 as max, I do not have an idea about the higher tier slot possibilities, and would like to learn more about that too (what kind of modifications are available, what do they do, for which kind of ship are they useful). As far as I understand things the consensus is for BB you would use slot 1/ No. 3 , slot 3 / No. 1 and slot 4 / No. 2, and only with slot 2 its a bit unclear wether to buff AA, secondaries, precision or turret rotation (although the last will also make your reload more slow). For the slots 5+ I have no idea and appreciate all input - what do you use, and why, and how do you feel about the improvements for your gameplay? thanks in advance ... sail safe! VaL Trantor
  10. Zenthon02

    Modulschäden

    Für die Shinonome gibt es ja die Mission, 5 Ruder zu beschädigen. Ich wollte nur mal wissen, wie und mit welchen Klassen/Schiffen das am besten funktioniert. LG Zenthon
  11. Salutations à tous, Joueur depuis moins d"un an et grand fan du jeu (qui ne l'est pas ? ^^), j'ai monté jusqu'au Mahan jusqu’à voir la portée des dd jap 15k/20km. J'ai donc bien monté jusqu’au Fubu que j'ai acquis y'a pas longtemps et je me demandais quelle amélioration choisir entre " l'acquisition de navire sure " ou la " dissimulation améliorée " façon commandant niv 5 ? Il est clair que la dissimulation de 10% de portée détectable est agréable mais est ce que le fait de ne pas voir plus loin les autres serait encore plus avantageuse ? 20 % de portée maximale ne vaudrait il pas le - 10 % de dissimulation par rapport au T8/9/10 ? surtout qu'il y a une belle promo de 50% en ce moment... En vous souhaitant de la torp constantes et du fournies... ^^
  12. As I am sure people have noticed themselves, there are some odd offers in the tech trees. For example, the majority of the Japanese destroyers can savely ignore improving the range of their guns as these usually are secondary weapons. Or a torpedo upgrade for American DDs which actually reduces their range by a kilometer but increases speed and damage. For some cruisers, I've met the odd offer where the speed and damage of the torpedoes could be increased ever so slightly for a comparatively high cost in XP and silver. Take the Japanese Tier 7 Cruiser as an example, here the increase of 3 kts and about 1000 damage cost 11.000 XP and 800.000 silver. Just seems like a total waste of funds to me. Question being, will there be more interesting choices in the future for all ships, including those whe already can play?
  13. I've just unlocked the tier VIII IJN destroyer Fubuki. This ship has a module, the concealment system modification 1 that gives -10% to visability. My captain is 1 skill away from having the level five skill concealment expert that also gives -10%, and with cammo paint, a further -3% would occur. The base detection range is 7km. But if these are cumulative then the detection range would be 5.49Km. That is better than the Minikaze at 5.9. If they are not cumulative then there is no point in having both a captain with the skill and the ship with the module. I'd be better off selecting a different skill or module. Does anyone know if they are cumulative?
  14. unauwen

    Myogi B no aircraft info

    The Kuma a -> b tells you it will give you an aircraft With the Myogi a -> b it does not (in the module section) edit: wrong subforum, can I move this myself?
  15. In the upcoming patch there are going to be some changes to ships such as Fuso losing the first hull (not much of a loss) and the new Trashkent not getting the upgraded guns. WG are planning to compensate people (which is nice) by giving back the credits spent buying the upgrades if you still have them (which is nice) and giving you a corresponding amount of ship XP for the specific ships - which is completely useless for anyone who already ground through the particular ships. I already have the Yammy and the Khebab, ship XP on Fuso or Trashkent is utterly pointless for me. When I played those ships I spent extremely valuable free XP to get the modules (or blood & sweat grinding stock ships, can't remember) so it would be nice and good and fine to get the compensation XP in the form of free XP I could actually use instead of completely pointless ship XP on boats that have been spawning new coral reefs for a while now.
  16. Hey there, i have a curious question: what is the purpose behind the Fuso's C hull upgrade? It gives a barely noticeable change in AA, and i couldnt find anything else. Is this module even worth buying?
  17. Would be great when captain's perks and upgrade modules, which do have a direct effect on a ship, would have that reflected on the datasheet / stats of the ship. Preferably in such a way that you can see base value + modifier = current value. This would be especially interesting since some perks or modules only describe what they do without giving away the actual benefit, ie. increased accuarcy for main battery. Would also be great if the same calculation would be available on the website, so people can check out the effects of all modules / perks on any given ship. Sorry if this has been brought up. I'd expect so but didn't find it in a quick search.
  18. Pikkozoikum

    5% speed module

    Not sure about the english name, but there is a 5% speed module for 3 million credits... is this bugged? I wanted to try that, but my planes have still the same speed. Even if I look at the knots in battle.
  19. Ah_Jae

    Cannot Buy Module Mutsuki

    Yesterday, after earning enough experience I was finally able to purchase the MUTSUKI, but to my surprise, I kept pressing the buy modules icon but kept seeing three letters of the (MON) of the MONARCH instead of the Module. So I could not but the module. I logged out and logged in and could get to buy the module. For the record, I have been playing this game since alpha testing period, and I do have the alpha tester black flag in my original account. So don't tell meI don't know about how the game works! Funny thing is, I do have fast internet and I do play all the servers including the steam, so fix this problem. Please fix this!
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