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Rule the Waves 3 News

Rule the Waves 3 - Update v01.00.52

Hello Admirals, today we have a Rule the Waves 3 update for you. Version 1.00.52 brings tweaks and fixes to the game, including changes to A.I. fleet generation for the 1935 start date. The full changelog can be viewed below.

Happy hunting everyone.

1.00.52 - July 15th, 2024

Campaign Generation
  • France might now have one or two CV in their legacy fleet in a 1935 start.
  • Japan, USA and Britain might now have CVL in their legacy fleet in a 1935 start.
  • Fixed a data error that could cause a communist China to have the wrong flag in a 1920 start.
  • Fixed a bug with legacy ships occasionally having a missile maintenance cost even though missiles were not invented.
Strategic Layer
  • Made unrest more likely to come down when naval budget is low.
  • Fixed a bug where AI nations said they cancelled an alliance but then didn't.
  • Made sure the AI is not building airbases or carriers ahead of their time in games with low research speed.


Battle Resolution
  • Some additional adjustments to splinter and HE penetration.
  • Some tweaks to make AI ships less likely to get hung up on land.


Ship Design
  • Fixed a bug with the number of secondary guns determining the ammo loadout for the tertiary guns.
Officers

  • Commanders will no longer risk dying in fleet exercises.
Game Preferences
  • Fixed some tech inconsistencies when playing with low research speed.

Rule the Waves 3 - Dev Diary - Torpedoes

Today we have a dev diary for you all on torpedo mechanics in RTW3.

Torpedo hit chances is a topic that is a frequently discussed topic among players of RTW3. Torpedoes are a serious threat, and in RTW3, as in real naval combat, a single torpedo hit can mean the difference between victory and defeat. A torpedo hit on a heavy warship will lead to serious damage and speed loss, which might expose the ship to further danger. At the very least, you will face a couple of months repair time. As an example, a single torpedo hit on the Scharnhorst after she sank the carrier Glorious was a career ending event for the commander of the German force, Admiral Marschall.

Players are likely to take more risks than real admirals. After all, it is not their lives and careers that are at stake, only some electrons. But it can still be very annoying to have your victory spoiled by unnecessary torpedo hits. Thus, understanding torpedo combat and torpedo hit chances is important. Torpedo firing and hit chances is actually a much more complex subject that one might think, as we explain below.

First, torpedoes are not all that much faster than a warship. Roughly, a torpedo at fast setting will have about 1.5 times the speed of a fast warship (both ship and torpedo speeds improve over time). And torpedoes in the time frame of the game are not homing, they will continue on a straight course after they leave their launch tube. This means that someone firing a torpedo at a moving ship must lead the target by a considerable distance. It also means that torpedoes fired from abeam or on the stern quarters must overtake the target ship, and that means they have considerably shorter range and will hit at a more disadvantageous angle.

To have a maximum chance of hitting, a torpedo should be fired so that it will intercept the target ship at 90 degrees angle. At anything else than 90 degrees, the apparent size of the target will be smaller. Also, any minor course change by the target will have a larger impact on the hit chances.You can see this in the image below. A torpedo fired from a destroyer at about 60 or 300 degrees bearing from the target ship (Torpedo track 1) will have the best chance of hitting, while a torpedo fired from straight abeam, 90 or 270 (Torpedo track 2), will actually have longer to travel and will intercept the ship at an angle that gives lower hit chances.



To further illustrate this you can see the diagram below, which shows a threat circle for torpedo fire against a moving ship. It illustrates the bearings at which a torpedo firing enemy ship within the possible range circle will have the best hit chances, and thus be the largest threat. The sectors marked shows the level of threat from a destroyer on those bearings. The size of the target ship in the illustration is exaggerated compared to the torpedo range.

Note that the circle that illustrates torpedo range will be offset ahead of the ship, as the ship will be moving forward. This also illustrates why simply showing the torpedo range from a ship in the battle plot will not give a correct idea of the true torpedo threat area, and can actually be misleading.



Thus, if you have enemy destroyers in the high threat sectors, you should change course, and the course change should be at least 45 degrees, or more if the enemy destroyers are closer. Torpedo evasion should be done by turning together, so that the trailing ships in the column will not enter the risk area of torpedoes fired at the leading ship.

It might seem tempting to turn towards the torpedo firing ship, and that can work, especially if it is a single ship, but it does carry higher risks. If several destroyers are firing torpedoes, you cannot be certain which angles the torpedoes are coming from.

Speaking about torpedo avoidance, when the AI decides to do an evasive maneuver, it makes its decision on the presence of enemy destroyers in the risk areas in the illustration above. It will evaluate the position of enemy destroyers depending on range and bearing, and then make a likelihood roll. If it makes the roll, the AI will evade. The AI does not ever take torpedoes in the water into account for these decisions.

You can actually use this to your advantage. If you send in a group of destroyers on the port or starboard bow of an enemy battleship division, even destroyers that have spent their torpedoes, the AI is likely to turn away in a few minutes. You can then recall the destroyers before they are chewed up by defensive fire. By making such feint attacks you can disrupt the enemy formation and upset their gunnery solutions. Sending destroyers at the enemy is also an excellent way of facilitating your own retreat, as the enemy will be compelled to turn away and open the range. In that way, destroyers are the cavalry of a naval force.

When the AI fires torpedoes in RTW3, it uses a digital version of a torpedo firing computer fitted to warships in WW2, with the result made more fuzzy depending on year and tech development. The inputs are speed and course of the target ship, and speed of the torpedo. The output is what angle the torpedo should be fired at. Once fired, torpedoes in RTW3 will continue straight ahead, just like real torpedoes of the time. If they intersect a ship, a hit check is made depending on target size and angle, with a chance for the target to do last minute evasion. When a torpedo fails the hit check, you will see a message that one of your ships is evading torpedoes. Very occasionally, your ships might also report imaginary torpedoes, as happened throughout history.

At the end of the game, homing torpedoes do appear. These were initially only deployed in small numbers and in specific circumstances, usually by or against submarines. This is simulated in RTW3 by giving them better hit chances, which is admittedly a simplification.

If you want to read more about torpedo firing solutions, there are several articles on the internet. Here is one about the torpedo computers used in US submarines during WW2.

Rule the Waves 3 History Series Episode 5 - The Jet and Missile Age: 1946-1975

Rule the Waves 4 Episode 5 is out now. The Second World War had seen new technologies implemented on a massive scale. By the end of the war vast fleets of radar equipped Essex class carriers, Iowa Battleships, and Fletcher destroyers were in service. These ships risked becoming obsolete as a new postwar technological boom yet again revolutionized weapon systems.

[previewyoutube][/previewyoutube]

Special thanks to Drachinifel for lending his voice to this project.

Thanks for joining us for this series!

Rule the Waves 3 - Update + Dev Diary

Hello everyone. RTW3 has officially updated to v.1.00.46.

The full changelog is posted below, but before we get to that - we have a dev diary for you. Some players have had issues with how officers and their appointments are currently modeled in game. To help with that we have introduced some new changes to how officers are assigned, and clarified why officers are modeled the way they are.

Dev Diary - Officers and Assignment


As always, we appreciate constructive criticism and suggestions from players. They help us make Rule the Waves III better for you. We have read the feedback on the officer system and have made some adjustments to address these concerns.

First off, the officer system is intended to provide flavor and variation in the game. It is also intended to reflect the uncertainty about peoples’ true administrative and leadership abilities until a crisis arises.

This is intentional – as anyone who has served in a military organization knows, or really in any large organization, both capable and not so capable people can get promoted. The game aims to simulate this.

In RTW3, the player has the role of grand admiral, and as such this position would usually not interfere with individual appointments of ship commanders. The game lets you do so, but at a cost of prestige, which is intended to put a brake on extensive interference in appointments from on high.

When officers are promoted or auto assigned, the system considers time in rank and battle experience as the main factors. Ability is also factored in but to a smaller degree.

There has been some feedback that the officer system is either pointless or encourages micromanagement. We have tried to respond to this, and as a result, there are some changes and adjustments to the officer system in our most recent update.

In this update officer abilities are less likely to be revealed in peacetime than previously, as most officers’ true traits will be unknown in peacetime. We hope that this will reduce the incentive to micromanage.

Having a Naval Academy will increase the quality of officers, and slightly increase the likelihood that officers’ abilities will become known.

Also, if the player chooses the option to have officers assigned automatically to empty slots, this will be done immediately when a slot becomes vacant, instead of after the player has pressed next turn. Thus, if you choose this setting, there will usually only be a few occasional free slots that the player will have the opportunity to fill without prestige penalty after every turn, which should further reduce the incentive to micromanage.

Of course, player’s still have the option to let the game auto assign officers for a turn at a time, or, if you’d like, you can opt for full manual control and try to handle officer appointments yourself.

And now for the changelog...

v.1.00.46 Changelog


Strategic Layer
  • Fixed a bug that made surprise attacks very unlikely.
  • Fixed a bug which could in unusual circumstances make nation base resources go negative.
  • Removed Hereditary enemy from Spain vs USA. They have plenty of conflicting interests as it is, and the additional enemy status led to too high likelihood of early wars.
Battle Generation
  • Fixed a bug where clicking on a division in the pre battle screen could show an error message.
  • Fixed a missing objective in an Italy vs France mission.
  • Fixed a data error in a mission for the Ceylon possession.


Battle Resolution
  • HE penetration had been inadvertently lowered in a previous update. That has now been readjusted.
Officers
  • A Fleet exercise will now have a chance to reveal the ability of ship and division commanders.
  • Dissolving a division with a commander will no longer cost prestige. (Reshuffling ships and creating new divisions will impact crew and division efficiency, so should be a sufficient downside to cheesy ways of getting rid of bad commanders).
  • Officer ability will now be more likely to be revealed in wartime and less likely to be revealed in peacetime.
  • There is now a chance that poor ship and division commanders will reveal their deficiencies in battle, giving a chance to dismiss them for free after a lost battle.
  • Fixed a rare error in officer events that could pop up if there were too few officers.


UI Improvements
  • Added years in rank and battles fought to the select officer dialog.
  • If Auto assign officers is selected in User preferences, then all vacant positions will be automatically filled as soon as they become vacant, thus leaving no incentive to micromanage.
  • Rebuilt ships will now only have the last rebuild year after the class name.
  • Made sure the flotilla attack flag is not behind the missile control panel, even on a small screen.
  • Added a button to set preferences from the load/create game screen.
  • Special characters in officer ranks and place names are now converted when that option is selected.
  • Added notifications when largest ship of type in the world is built.


UI Fixes
  • Fixed a UI glitch with maintenance cost when a game is loaded. The number shown could be slightly wrong as it omitted effects of officer attributes. This was a UI thing only and did not affect the actual calculations.
  • Fixed a bug with torpedo range data not showing in the ship status screen.
  • Fixed some minor UI issues.


Fleet Management
  • Fixed a bug that generated error messages when the last ship was removed from a division in the division editor.
  • Fixed a bug with clearing all ships from a division in the division editor.


Ship Design
  • Speed limit for triple turrets in A & Y and TPS > 1 changed to 21 knots. This is to fix an issue where some legacy ships could not be refitted.


Aircraft
  • Later Jet Attack and Heavy Jet Fighters can now carry 2 ASM.
  • Slightly raised the production rate for jet aircraft.
Bug Fixes
  • Fixed a bug that could generate errors when checking if shipnames are used.
  • Fixed a bug that capped AP penetration on higher AP tech levels.
  • Fixed a bug with coastal artillery occasionally being placed at sea when loading a saved game.
  • Fixed a bug with the space bar restarts game setting not being remembered when the game is restarted.
  • Fixed a bug with bombardment ammo loadouts.
  • Fixed an unusual case where the auto run battle could get hung up on a message box.


And that is everything we have for now. Enjoy the Update and Dev Diary, and happy hunting everyone!

Rule the Waves 3 History Series Episode 4 - The Second World War: 1939-1945

Rule the Waves 3 Episode 4 is out now. The Second World War saw the carrier usurp the battleship as the king of battle, radar allowed ships to detect targets beyond visual range, and the first use of remotely guided weapons. It began with biplanes and ended with jet aircraft. Find out some of the key naval warfare innovations of 1939-1945

[previewyoutube][/previewyoutube]
Special thanks to Drachinifel for lending his voice to this project.

This series will wrap up with Episode 5 later in May, next month.