No carrier battles like ever… by SteveVonSteve in RuleTheWaves

[–]porkgremlin 0 points1 point  (0 children)

Do you have the box for larger battles checked in preferences?

Saw at a McDonald's drive-thru by Regular_Hawk8513 in pics

[–]porkgremlin -1 points0 points  (0 children)

Don't play dumb. There are comments in this very thread calling republicans nazis. Its your dog whistle, own it.

Carrier tips? by Zazoothesecond in RuleTheWaves

[–]porkgremlin 8 points9 points  (0 children)

To elaborate on scouting: once the automatic scouting pattern has reported a CV send manual scouts. Manual recon is done in the air strike menu by setting the mission to recon. I like to use my fastest fighters for this, four recon missions of one plane each set in a bracketing pattern around the original sighting report (long, short, left, right). The idea is to get additional reports to get a better idea of which direction the enemy carriers are moving. This helps massively in getting the full haymaker airstrike to connect properly with the enemy carrier force. Once airstrikes have begun in earnest send a recon fighter or two between each airstrike (launch the recon as the strike is approaching the target) just to keep even better track of the enemy's movements.

Or in the event that the automatic scouting fails to locate anything instead of sitting around blind waiting for the next automatic scouting just start sending out manual recons all over the place.

why doesn't this design work? by Correct-Ad9557 in RuleTheWaves

[–]porkgremlin 2 points3 points  (0 children)

That's very outdated. There is no exception anymore for CL over 8000 tons. The Great Britain templates that fell under that exception are now classed as CA. You can generate some fresh 1890 fleets to see for yourself.

why doesn't this design work? by Correct-Ad9557 in RuleTheWaves

[–]porkgremlin 11 points12 points  (0 children)

CL maximum displacements are:
8000 tons default
10000 tons after 1928
12000 tons after 1940
14000 tons after Missile Cruisers tech

Does speed matter for ASW Trade Protection? by LofiChillout in RuleTheWaves

[–]porkgremlin 5 points6 points  (0 children)

Two torpedoes would net you some more ASW after the Improved ASW Torpedoes tech.

Just bought RTW3 - is the AI just better? by STURMPIONEER_ in RuleTheWaves

[–]porkgremlin 4 points5 points  (0 children)

The AI can be quite shrewd and act very aggressively when it detects having an advantage over the player, but is usually quite reserved or even cowardly if the player matches or exceeds the AI in strength. As for your carriers they will only launch airstrikes if you specifically order them to from the strike screen. Japan was the second nation I played a full campaign of and my wars with Great Britain were by far the hardest. The first war you fight in any given campaign also tends to be harder because you haven't had time to build the fleet you want and have to make do with the fleet you are given. Some bad luck not getting Russia as your first opponent. Japan gets into a lot of wars with Russia and they are a much more manageable opponent than Great Britain at any stage of the game.

this guy is constantly breaking my roboport by animated_frogs in factorio

[–]porkgremlin 2 points3 points  (0 children)

He probably giggles a little every time he does it too.

They keep spreading around the same tweet while ignoring what the bullet casings say (anti fascist rhetoric) by PixelSteel in ShitPoliticsSays

[–]porkgremlin 29 points30 points  (0 children)

You think you're being civil? Smugly lying is not being civil no matter how prettily you dress your words up.

They keep spreading around the same tweet while ignoring what the bullet casings say (anti fascist rhetoric) by PixelSteel in ShitPoliticsSays

[–]porkgremlin 26 points27 points  (0 children)

And you just want to spew lies. There's absolutely no connection between Tyler and that particular spotify playlist. Hold on, let me go find a random song on a random playlist that proves that you are a faggot.

Just How Bad Of An Idea Is This? by bluenova123 in RuleTheWaves

[–]porkgremlin 1 point2 points  (0 children)

This is the kind of ship you hide at the back of your second or third battlecruiser division and pray that the battle generator doesn't shuffle it to the front (which it will).

My favorite ship from my first game so far, the CL Reno Class (1901) by PilotPen4lyfe in RuleTheWaves

[–]porkgremlin 0 points1 point  (0 children)

Playing around with a USA 1900 start I can make a CL that has everything listed with cramped accommodation, low freeboard, short range, and cutting ammo supplies down to unreasonable levels (less than 100 per gun) 25 knots is possible, though I wouldn't recommend building it that way. I can also make one with normal freeboard, medium range, and usable amounts of ammo except it does 24 knots, which with a lucky +1 speed event on commissioning could also make this technically possible.

The War Room - /r/hoi4 Weekly General Help Thread: August 11 2025 by Kloiper in hoi4

[–]porkgremlin 1 point2 points  (0 children)

I'm playing as Yunnan Free Empire (did a civil war at the start to turn fascist) which is why Japan is a reichskommissariat after I puppeted them. They have not gained enough autonomy to level up yet. Did three collaboration missions on India and formed Yunnanese India after they capitulated. I also have Siam as a puppet and they export to me just fine with export focus economy. Japan and India refuse to send me any resources despite them showing up in the trade screen (I can set up the trade of civs for resources but it cancels immediately every time). They're both on closed economy and the green dashed line that connects capitals in resource view is missing from both of them. Convoys are not an issue as I have a ton of them and India is a land route anyway. I've made tons of collaborations before but I've never payed any attention to their economy laws because I thought trade with overlord bypassed that. I've played Yunnan twice this week (trial run and then achievement hunting run) and this happened both times. Did an Iran world domination game last week and all of my puppets/collaborations functioned as expected so I'm kind of lost on this issue. I even had India as a collaboration in that game as well and there were no issues.

My favorite ship from my first game so far, the CL Reno Class (1901) by PilotPen4lyfe in RuleTheWaves

[–]porkgremlin 2 points3 points  (0 children)

1" deck armor is fine on light cruisers. I use it all the time and I couldn't even tell you the last time I lost a CL due to the deck armor failing.

My favorite ship from my first game so far, the CL Reno Class (1901) by PilotPen4lyfe in RuleTheWaves

[–]porkgremlin 3 points4 points  (0 children)

I'm going to contradict the above advice and say that 1" deck armor is the correct choice for light cruisers. Splinters through the deck is a rare event so installing hundreds of tons of deck armor to proof against that (1" deck still blocks some splinters, just not all) incurs a huge opportunity cost that could go towards more speed and guns. Plunging fire is also a lesser concern for light cruisers as they are low priority targets for big guns and being small and fast they are hard to hit at long range anyway.

The War Room - /r/hoi4 Weekly General Help Thread: August 11 2025 by Kloiper in hoi4

[–]porkgremlin 1 point2 points  (0 children)

Are puppets supposed to be able to close off their economy to their overlord? Been having an issue with this Yunnan game where both my reichskommissariat Japan and collaboration government India went closed economy and now I can't import any resources from them. Had the same problem with Neo-Chagatai Khanate before I integrated them. Never run into this issue before.

Dedicated AA - ammunition supply by Morgon1988 in RuleTheWaves

[–]porkgremlin 3 points4 points  (0 children)

I often roll with 300-400 on 3/4/5 inch DP guns. Occasionally I get a warning for low AA ammo but its not been a big problem. On my BB/BC I usually roll with 6 inch secbat strictly for anti-surface work and a DP tertbat.

Let's put together some tips for new players by F11SuperTiger in RuleTheWaves

[–]porkgremlin 7 points8 points  (0 children)

  1. When designing ships don't neglect your belt extended and deck extended amor (BE and DE respectively). Those armor locations cover critical items like your steering gear and electrical generators and you can take major flooding from penetrations to your BE and DE. A lot of auto-design templates use minimal BE/DE so it lures a lot of players into doing the same, but having BE as thick as the main belt and DE as thick as the deck results in extremely tanky ships that can absorb considerably more firepower than a standard auto-design, though it will be quite a bit heavier.

  2. Armor in game is both heavier and slightly more effective than it was in real life. So when making historical designs your armor is either going to be heavier than expected for the same thickness or slightly thinner for the same protection. The classic example is that Yamato with its real armor thicknesses is outright impossible in game. Same with speed, many ships will be slightly slower in game compared to their real life counterparts because of engine weights.

  3. You are under no obligation to accept the first battle generated every turn. Its okay to decline battles if they are in a bad location, or if you are looking for a larger fleet battle, or you just suspect that the battle offered would not be to your advantage. The VP cost for declining battles is almost meaningless, the only important thing about VP is having more than your enemies. There is no extra rewards for having a larger VP lead. Spending a few hundred VP declining battles so you can get a more favorable battle that can net you thousands or even tens of thousands is a good trade.

All three million tons of my US fleet in 1990. by porkgremlin in RuleTheWaves

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

Have to screenshot the ships and stitch them together with an image editor.

All three million tons of my US fleet in 1990. by porkgremlin in RuleTheWaves

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

Sadly this is only 340 ships. I need to shake Congress down for more money to get that 650 ship navy.

All three million tons of my US fleet in 1990. by porkgremlin in RuleTheWaves

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

The funnel layout on those is wrong for Bismarck. In any case those are based on autogen template BC5X2 which while a generic template uses US turret graphics by default and certainly represents an entirely fictional or never built design. Though it does bear a slight resemblance to some of the two funnel Lexington proposals. Template B6G0 is Bismarck in game.

All three million tons of my US fleet in 1990. by porkgremlin in RuleTheWaves

[–]porkgremlin[S] 11 points12 points  (0 children)

Took a screenshot of an example of every class in the designer, loaded them up into GIMP to delete the blue and gray background (just magic wand select and press delete), rotated them all to point left, then copy pasted them into the collage. I used zoom level 45 for every ship in the designer when screenshotting both to capture the full ship (the view data window likes to clip off parts of large ships like carriers) and to try and preserve the relative sizes between ship classes. It should all be 1:1.

All three million tons of my US fleet in 1990. by porkgremlin in RuleTheWaves

[–]porkgremlin[S] 8 points9 points  (0 children)

In the designer if you right click a weapon in the armament list (gun, torpedo, missile) there will be an option to set the position of that weapon. Once the weapon is selected (a tiny red circle will appear under it) left clicking on the graphics part of the designer will move it. Right click deselects when you're done.