@37:57 I think the cruiser's named after Davout, Napoleon's Iron Marshal, who came from a line of crusaders. He's also known for beating an army twice his size while Napoleon engaged what he thought was the main force.
I like the design of French hotels. It is the way of using the weapon that defines its usefulness or uselessness on the battlefield, almost every one can be reasonably used :)
1900’s French Battleship two can fit side main 12 inch guns, not sure if they’ve changed that, But it’s well worth 9-12 inch side guns, mini Nassau on Pre-Dreadnought hull
I know the hull you’re talking about, Old Pre-Dreadnought, I’ve seen the AI have two side 10 inch guns in the center Explosions I also would like some variation on hull shape (maximum draft, minimum/maximum beam) But well, that’s my tastes for tumblehome
I see a problem with your torpedo launching. You launch it at a place where the ship is turning away from you. To use torps more effectively, launch it when the target is turning towards you.
The issue is the AI is abusive of the reverse thrust trick. Which means the only effective torpedo is fired at extreme short range. It isn't even their detection radius, that works fine. It's that reverse thrust allows a battleship to stop within it's length due to a bug.
@@glenmcgillivray4707 i believe that it was fixed. Like some beta updates ago. But then again, launching torps beyond mid-range is not as effective. Movements from the AI are not predictable since they are a different entity in the game. So thinking they have some form of response when you launch torps is something overstated.
@@derrickubay-ubay9503 I noticed the AI doesn't maneuver as soon as you launch anymore but I still keep seeing ships pull turns that should tear their rudders off. I am unconvinced the AI maneuvers are fair and balanced at present. The only way to hit them is to flood them first. And torpedoes are supposed to be flooding them and taking their engines out. Something of an order of operations issue. Maybe If we went back to fast torpedoes or electric... Might get closer.
You ought to have just sent your entire navy to go annoy Wales when you started the campaign to see if you could reignite the traditional rivalry of the French and those pesky Brits. THEY MADE FUN OF FRENCH BREAD!
36:45 Rangefinder? A thing that tells you how far the enemy is? Where's the sport in that? Shooting in the general direction of the enemy continuously until you hit them was good enough for my father, and his father, and *his* father....so it's good enough for me.
Does the French torpedo boat have an option for a bow torpedo launcher? I keep seeing what appears to be just that on the hulls, but I can't say that I've come across any mention of such a thing (so far) by you, @BrotherMunro
You've gained a subscriber in me, good sir! I was watching Stealths campaign but I like your style a bit better ;) you seem to know a bit more about the intricacies of the game, and I'm super into that :D
i think the 1890s torpedo boats are better off serve as a gun boats. those 4.9 +20% guns can do nasty things to cruisers and potentially battle ships early on
@@BrotherMunro Charles Martel class still holds the record for looking the ugliest, and holding 7 different calibers... None of the ships in said class were similar
@@GhostEye31 At random times, a ship's gunnery accuracy will be corrupted and result in 0.0% chance to hit. When this happens, the only way to stop the bug and have the actual gunnery accuracy reinstated is for player to cancel the target order and re-issue it. If player doesn't do this, the ship will continue to fire their guns with no hope of hitting their target.
I’ve never had issues like that! The devs are usually pretty good at helping people fix technical issues if you contact them through the game labs forum :)
and i've found it really weird that ships are able to turn that well at almost 0 speed. ships turns via rudders. if there's no water flow, how the fuck does it supposed to work? i know ships later on have turning props, but this is 1890s, turning props were not a thing back then
I think they just modeled turning radius as inverse to speed which is true between differences in higher speeds, and it produces some strange behavior at low speeds because they're not actually using even a simple model of the forces acting on the ship. That's just an educated guess as to the coding though.
@@dynamicworlds1 and there's a even easier way of doing this make the "turning speed", aka degree per second, proportional to the ship speed, make a soft cap to have marginal effect after that. this way, your turning circle is shit at low speed due to low degree per second, and is also shit because you're moving faster forward but the degree per second doesn't grow with your speed after a certain point.
@@林家崴 yeah, there are multiple ways to code it. At this stage of development, it's not unusual to have the absolute simplest possible model (even if it produces some odd behavior) and to plan to come back and refine it later. Personally, getting even a temporary patch on the target lock glitch would be WAY higher on my priority list than the turning circles getting a little silly at slow speeds. But yeah, we've still got a ways to go in development, so some stuff being a little rough around the edges isn't something that's got me too worried at this stage of things.
Deployment of Le Viseur de Globe Oculaire Mle 1890 mandates an extra ration of carrots for all hands.
The French aboard the Jean D'Arc
"Now go away, or we will have to taunt you a second time!"
@37:57 I think the cruiser's named after Davout, Napoleon's Iron Marshal, who came from a line of crusaders. He's also known for beating an army twice his size while Napoleon engaged what he thought was the main force.
pronounced "Dah-voo" (not "duh-Vout")
“Nothing compared to our glorious frenchness”-BrotherMunro 2022
I like the design of French hotels. It is the way of using the weapon that defines its usefulness or uselessness on the battlefield, almost every one can be reasonably used :)
1900’s French Battleship two can fit side main 12 inch guns, not sure if they’ve changed that,
But it’s well worth 9-12 inch side guns, mini Nassau on Pre-Dreadnought hull
On the first engagement how can the whole ship be on fire yet non of the magazines detonate?
steampunk galore...how i love pre-dreadnoughts
I know the hull you’re talking about,
Old Pre-Dreadnought, I’ve seen the AI have two side 10 inch guns in the center
Explosions
I also would like some variation on hull shape (maximum draft, minimum/maximum beam)
But well, that’s my tastes for tumblehome
Notches surely are in the armour belt?
Only use 10 Torpedo Boats have is their cost being used for 1 or 2 CLs.
I see a problem with your torpedo launching. You launch it at a place where the ship is turning away from you. To use torps more effectively, launch it when the target is turning towards you.
The issue is the AI is abusive of the reverse thrust trick. Which means the only effective torpedo is fired at extreme short range.
It isn't even their detection radius, that works fine. It's that reverse thrust allows a battleship to stop within it's length due to a bug.
@@glenmcgillivray4707 i believe that it was fixed. Like some beta updates ago. But then again, launching torps beyond mid-range is not as effective. Movements from the AI are not predictable since they are a different entity in the game. So thinking they have some form of response when you launch torps is something overstated.
@@derrickubay-ubay9503 I noticed the AI doesn't maneuver as soon as you launch anymore but I still keep seeing ships pull turns that should tear their rudders off. I am unconvinced the AI maneuvers are fair and balanced at present.
The only way to hit them is to flood them first. And torpedoes are supposed to be flooding them and taking their engines out. Something of an order of operations issue.
Maybe If we went back to fast torpedoes or electric... Might get closer.
You ought to have just sent your entire navy to go annoy Wales when you started the campaign to see if you could reignite the traditional rivalry of the French and those pesky Brits. THEY MADE FUN OF FRENCH BREAD!
36:45 Rangefinder?
A thing that tells you how far the enemy is?
Where's the sport in that?
Shooting in the general direction of the enemy continuously until you hit them was good enough for my father, and his father, and *his* father....so it's good enough for me.
Having to do *maths* just to shoot someone? Ugh no thanks
Does the French torpedo boat have an option for a bow torpedo launcher? I keep seeing what appears to be just that on the hulls, but I can't say that I've come across any mention of such a thing (so far) by you, @BrotherMunro
theres not a spot for them to be mounted in game but they are modeled on the bow of the hull... its odd
You've gained a subscriber in me, good sir! I was watching Stealths campaign but I like your style a bit better ;) you seem to know a bit more about the intricacies of the game, and I'm super into that :D
Welcome aboard! 😄
i think the 1890s torpedo boats are better off serve as a gun boats. those 4.9 +20% guns can do nasty things to cruisers and potentially battle ships early on
and the torpedo that period is god awful so why bother use them
Why are all the side guns the same size?
You can fit a bigger gun on the bigger slots, though my guess for your reason is a uniform battery.
Indeed! I prefer only having 2/3 calibres of gun on a ship
@@BrotherMunro Charles Martel class still holds the record for looking the ugliest, and holding 7 different calibers...
None of the ships in said class were similar
These ships are wonderful abominations 🤣🥖🇫🇷🇫🇷🇫🇷
What is the "target lock" that keeps being referred to?
It is when, for no real reason, the aiming progress decides to set itself to -100%
Torpedo boats are excellent. If you know how to use them.
Nice video good battles
so why is target lock bad?
Well it's either the bug that occasionally crops up, or it's just that in very early tech the gunnery just...takes awhile
@@GhostEye31
At random times, a ship's gunnery accuracy will be corrupted and result in 0.0% chance to hit. When this happens, the only way to stop the bug and have the actual gunnery accuracy reinstated is for player to cancel the target order and re-issue it. If player doesn't do this, the ship will continue to fire their guns with no hope of hitting their target.
How do you manage to get this game working? For me it crashes in the ship designer constantly. It thus makes it rather unplayable.
I’ve never had issues like that! The devs are usually pretty good at helping people fix technical issues if you contact them through the game labs forum :)
and i've found it really weird that ships are able to turn that well at almost 0 speed. ships turns via rudders. if there's no water flow, how the fuck does it supposed to work? i know ships later on have turning props, but this is 1890s, turning props were not a thing back then
I think they just modeled turning radius as inverse to speed which is true between differences in higher speeds, and it produces some strange behavior at low speeds because they're not actually using even a simple model of the forces acting on the ship.
That's just an educated guess as to the coding though.
@@dynamicworlds1 I hope that dev could fix this... they do it pretty well in age of sail after all
@@dynamicworlds1 and there's a even easier way of doing this
make the "turning speed", aka degree per second, proportional to the ship speed, make a soft cap to have marginal effect after that. this way, your turning circle is shit at low speed due to low degree per second, and is also shit because you're moving faster forward but the degree per second doesn't grow with your speed after a certain point.
@@林家崴 yeah, there are multiple ways to code it. At this stage of development, it's not unusual to have the absolute simplest possible model (even if it produces some odd behavior) and to plan to come back and refine it later.
Personally, getting even a temporary patch on the target lock glitch would be WAY higher on my priority list than the turning circles getting a little silly at slow speeds.
But yeah, we've still got a ways to go in development, so some stuff being a little rough around the edges isn't something that's got me too worried at this stage of things.
@@dynamicworlds1 i supposed you're right. and the target lock bug do definitely need a higher priority to fix.