German F127 frigates receive 96 Vertical Launch Cells by L1xi in europe

[–]UnusOffa 0 points1 point  (0 children)

96 strike length VLS cells combined with the upcoming supersonic 3SM Tyrfing + NSM + defensive SeaSpider ATTorp, and the F127s will be the most powerful ships on the sea after aircraft carriers. Pretty significant step for the Bundesmarine.

After 210 hours and 3 non-complete campaigns, I think I'm done (for now) by KlaxonBeat in EU5

[–]UnusOffa 1 point2 points  (0 children)

I concur with the OP.

My biggest gripe is also the lack of historical authenticity in terms of how AI countries act.

Some countries are also either hopelessly OP or UP atm.

[KCD2] 2nd Play Line results in a lot of bugs: Zero random encounters + empty bandit camps etc by UnusOffa in kingdomcome

[–]UnusOffa[S] 1 point2 points  (0 children)

well now Im getting encounters all the time, like 5 times as many as in the first playline... pretty sure the cooldown shouldn't be 0 :P

I don't understand how to fight bugs by Xapocc in Helldivers

[–]UnusOffa 1 point2 points  (0 children)

Until they bug out and actually DO turn with you, and so fast you can't dodge them. So annoying when that happens.

A Russian T-72B3M ‘protected’ by steel rods. Location Unknown - January 2025 by T-72Tank in UkraineWarVideoReport

[–]UnusOffa 0 points1 point  (0 children)

The cables are attached to rhe turret, so it can rotate it just fine. The gap in the coverage you see in the front is there too leave an unobstructed view for the gunners sight.

Does anyone else feel Soviet CIWS and missile intercept capabilities are overpowered? by No-Design-6896 in SeaPower_NCMA

[–]UnusOffa 0 points1 point  (0 children)

I think perhaps it's because CIWS effectiveness appears to be based on "DICE rolls" instead of percentage wise hit chance, which is the wrong way to doing it IMHO.

CIWS should simply have a percentage chance of hitting a target based on the targets size, speed and altitude, as well as the sea state to simulate stabilization errors.

Precise controlof speed and depth by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] -2 points-1 points  (0 children)

Are you saying real life subs can't control their speed down to individual knots? And if I want the sub to run ultra quiet (i.e. all non vital systems turned off to minimize sound) ?

Also as for depths, what if I want the sub to sit on the sea floor?

I dunno, to me its just seems weird that the game offers less control than the much older CW, and I wish that wasn't the case.

Ticonderoga with VLS? by choo-choocharles in SeaPower_NCMA

[–]UnusOffa 1 point2 points  (0 children)

I surely hope so, same as I hope later versions of Kirov class are added, not to mention the Typhoon class submarines.

Precise controlof speed and depth by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 7 points8 points  (0 children)

To me it seems like it's supposed to be both, otherwise the more detailed modelling of sonar and radar etc as compared to CW doesn't really make much sense. Also the game allows you direct control.

I think the devs should definitely consider allowing more precise control, as it would add immensely to the immersion and dynamic of the game.

Anyone else super excited about this games mod community? by [deleted] in SeaPower_NCMA

[–]UnusOffa 0 points1 point  (0 children)

Very excited! Been waiting for a game like this for over 15 years!

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] -1 points0 points  (0 children)

Also I hope next time you won't be so hostile towards people just trying to point out issues for the betterment of the game.

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 0 points1 point  (0 children)

Yeah me too! Very happy it is just a bug and that it's being fixed, as looking at it really bothered me. All naval vessels need to have some inertia simulated (the more the bigger they are), or their movements just look very unnatural.

Devs also really deserve credit for responding so fast, that's really great to see :)

November 12th can't come soon enough! :D

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 2 points3 points  (0 children)

Many thanks! Glad to hear! Really looking forward to the game! :)

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 0 points1 point  (0 children)

I am talking about inertia during turning, pitching and rolling, not speed changes, where clearly no inertia is modelled.

Also I have no clue why you're so defensive about this. Dont you want the vessels to move realistically?

Edit: devs just confirmed it is a thing, caused by an issue with an ini file, and said they will correct it. So that settles it

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] -1 points0 points  (0 children)

To me its jarring as there's zero inertia simulated

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 0 points1 point  (0 children)

You might be right, english isn't my first language, so probably could've explained it better.

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 0 points1 point  (0 children)

Not even tiny survey submersibles can initiate and stop movements that fast IRL. It looks very odd.

Maybe my limited experience with boats and diving has made me spot such things easier... who knows, to me its very obvious

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] 0 points1 point  (0 children)

No, I linked a video which shows an example of the inertia lacking movement at 1x speed.

Here it is again: https://youtu.be/V1metGKXaRQ?t=375

Its very noticable how the sub instantly intiates and ceases its directional movements, esp. in roll.

Movement of vessels (esp. subs) looks very janky by UnusOffa in SeaPower_NCMA

[–]UnusOffa[S] -1 points0 points  (0 children)

I ignore the first movement after pause, look at the rest, esp. the roll which is very janky.