Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
For the US side, I put the tmaRadarBonus radar modifier to 0.4 or 40% for a buff of their time to come to a faster firing solution if the ship has radar.
For strafing, I keep the ignore strafingdamage modifier at 0.6 or even 0.7. I found that it allows for planes like B-25's and A-20's with a lot of forward firing machine guns to wreck a destroyers topside if they come in about a dozen planes at a time, while still not being able to be used against Cruisers and anything heavier unless they are using bombs. They also tend to damage surfaced submarines, but only knock out periscopes, directors and other delicate topside items, without causing much if any flooding, which seems more accurate.
I use the TTE and OM mods for reference as well.
And since there can be more aircraft allowed in battles, I set the MaxLightAAArange of the AA to 4000 yards, setting is "400" and the Heavy AA to 10,000 yards, setting is "1000". B-25's going against a CA and some DD's can expect losses, and I've been dissuaded from making multiple passes unless I'm willing to lose most of the flight.
Large enemy task forces that have big warships will require multiple coordinated strikes of aircraft and ships as these can decimate small groups of aircraft.
Just some of my settings for reference.
I ran my test of the South Dakota firing on Kirishima at 12,784 yds two times with the shell penetrating parameter set to 3.0, and it corroborates General_Douglas' results. In both runs, it took 25 hits to sink the Kirishima. The solution was always above 80% using spot fire, and the hit rate was approximately 2%. So, more hits were required than in the historical situation that General_Douglas referenced. However, I don't know how this will scale over different ship types, so for the time being I'll leave the shell penetrating parameter at 3.0.
Regarding torpedoes: While the mark 14 performed well at 1.35 damage parameter, the type 95 seems a bit overpowered. I'm going to set the parameter to 1.25, and run some tests on that.
1) Reducing the effective armor of a compartment based on integrity
So 100 integrity = 100% armor
50 integrity = 50% armor (or 75%, or 87%?) depending on the reduction factor
This would emulate the loss of protection over multiple hits as the compartment eventually fails. So a few hits about the place should leave a ship mostly intact, but multiple hits (from large calibre) would much more quickly overcome the armor than the current model does.
It would also allow for a "lucky double" hit to a compartment to mix up the damage model as the current model is very "linear" in damage accumulation. This combined with a more moderate shellpen damage multiplier (say 2.2 - 2.5?) could be a really nice balance.
2) Torpedo striking a destroyed compartment has its damage increased and applied to the keel compartment and neighbours (rather than the impact location).
3) Torpedo striking a small ship has its damage applied to the keel and neighbours.
Right now the reason why ships are so reluctant to sink are:
1. the listing, although originally planned, never actually worked.
2. the wrong idea of "damage saturation". Damage just DON'T saturate. You can't say "oh this block is destroyed so this hit is ineffective. It just doesn't work that way. The thing is, a compartment may be destroyed in the damage model computation, but on the graphic model it's still there. and therefore it could still be hit. (IRL that compartment will be collapsed, detached or allow projectiles to hit something else instead. This is not simulated)
3. lacking of critical damage such as hull break/broken keel, loss of bridge and catastrophic magazine/boiler explosion. Those would have made ships sink a lot easier but are not present in the game. (Or, not present in a way that actually sinks a ship as they should)
Now how do 5x5 spread help?
well it doesn't help with listing, but it definitely helps a lot with the false damage saturation.
with so many compartments required to be destroyed in order to sink a ship, it is not before long that the damage model will be littered with destroyed compartments that no longer have adjacent compartments to spread damage to. That's why with all these updates it's quite easy to "heavy" damage a ship but it just refuses to sink despite spending extended times under "critical" damage. The more destroyed compartments, the easier it is to have a successful hit nullified do to the false damage saturation. If we can make the ship deteriorate as fast from Heavy to sunk as it is from no damage to heavy, this problem would've been solved already.
There's another reason to have 5x5: future-proofness.
Remember WotS plans to have UK vs Germany.
So remember there's 4000lb HC. Remember there's 12000lb tallboy. Remember there's Fritz X (1400 kg).
Right now just a 2000lb bomb easily saturates the 3x3 spread zone(*1), what are we gonna do with the Tallboy if we don't allow it to damage more compartments?
*1 481*0.5+907*0.2+40 is 461.9. If you hit a non-center block you will only have 6 compartments (600 hit points in total) to spread, and if they are already damaged before the hit, you can easily saturate.
These are pretty good ideas, I am strongly for de-linearization of the damage model, and improvements to torpedo damage modeling (especially in small ships) is something I've wanted since I first got the game. I know the 3.0-3.5 shellpen damage modifier seems like a lot, but again I don't have the tools that you guys have at your disposal (e.g. making new variables or parameters), so it's essentially our crude method of generating realistic results.
My biggest question is with #1. From what I've seen and read, armor destruction itself does not factor much into naval engagements outside of the context of penetrative effectiveness, as the damage sustained is much more severe after a ship's armor belt has been penetrated. A shell striking an armor belt for instance would not degrade the ability of the armor to resist shells unless hit in almost the exact same spot, we already know that high explosive shells with dozens of kg of explosive impacting the surface of armor does extremely little damage. This is because homogeneous metal armor is extremely effective at resisting multiple impacts, though that means nothing if the compartment being protected is destroyed.
Now the compartment itself would be much more severely damaged by following shells, e.g. if a hit takes a given compartment down to 73 integrity, the second one might reduce it to 15-20, or even destroy it outright. The compartment's integrity "resistance" would certainly go down, but the armor's abilities would stay the same. I would even go so far as to say that a shell or bomb impacting a destroyed compartment would have to defeat its armor before being able to do penetrative damage to the rest of the ship.
Ideally, a "loss of protection" variable applies to a compartment's ability to resist damage, as opposed to the armor's ability to defeat projectiles, though this could be what you have been saying all along. Even a big 16" shell only makes an entry "wound" slightly larger than its own width, the armor would stand up all the same to a hit 10 feet to the left (likely being in the same compartment).
The SoDak damage analysis ( https://imgur.com/a/ecLeth4 ) proves this in showing that that the lone 14" hit is a pinprick compared to the rest of the ship. Yes, there were hits spreading damage over wider areas, but these hits were not nearly as "deep" as the 14" or other shells which penetrated cleanly but were defeated by the armor.
That is a good balancing factor, multiple approaches will show us what works and what doesn't in terms of solutions!
On a side note, I feel like there is a lot of potential in having a dynamic tactical retreat parameter to represent the aggressiveness or hesitancy of a given mission. A radical example being; if operation Ten-Go was implemented ingame, the tactical retreat value would likely be 1.0 as Yamato was on a literal suicide mission (though its surviving escorts turned back to Japan once Yamato was sunk). Another instance could be carrier task forces lacking heavy escort having a tactical retreat value of 0.0 if under direct attack by capital ships (though Taffy 3 might have something to say about this).
In addition to your findings about the damage models, I've found that another issue is what I would call the "incapacitation potential". This is reflected in Atlantic Fleet, which did not really have this issue, where after a target's fire control systems and/or turrets were damaged, it quickly became a one-sided engagement for the ship with these systems intact. Saving being able to withdraw or receive support from friendly ships, these vessels would only be able to provide token resistance. This is the expected and realistic outcome of such engagements.
However, in WotS, this doesn't seem to be the case. In most tests I've run, even if a ship scores many effective hits, even destroying the fire-control systems and causing massive internal damage, it is still very much in danger of receiving hits itself at medium ranges. It seems to be the result of the discrepancy between the ships' hit probabilities not being high enough: either the probability for the winning ship to hit is too low, or the probability for the heavily damaged ship is too high. I think, in general, the maximum (realistically) possible hit probability at medium to long range is too low in WotS.
This is only exacerbated by the quick repairs while under fire that are possible, making it even less likely to disable an enemy ship long enough to have some sort of clear and effective advantage. Obviously there should be some engagements where both ships will close range and end up slugging it out until both are nearly sunk. But in reality, most mismatched BB or CA engagements should end up with the more capable ship kiting for range until a significant amount of damage is scored, before closing in for the kill. This is simply not possible in the current game model, as the likelyhood of scoring such hits without similar return damage is slim to none.