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Post by AdmiralObvious on May 1, 2017 21:16:41 GMT
Improvement to my mainstay 'Orb Gun'. v1.1.0 v 1.1.1 Couldn't you in theory got even more velocity out of that with multiple stages? That assumes the projectile doesn't implode first.
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Post by AdmiralObvious on May 1, 2017 7:03:39 GMT
Boron Carbide is my go-to solution for any type of radiation, short of Lithium-6. Of course Lithium melts incredibly easily.
When in doubt, any type of Boron will fix what ails ya.
I'd also suggest adding a rule for the control rods. Those things can, and often do have barely any margin for error when we min max it hard as we do.
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Post by AdmiralObvious on May 1, 2017 6:54:25 GMT
It looks like to me that you've modded some type of nuclear material into the game without specifying the elements they are made of. So, for example, you have something like a new type of isotope defined, but you don't have the element defined in the elements mod folder.
So, a mod like Technetium needs to have the element of the isotope (Tc-99) defined in the elements folder in order to work, since it's an unstable isotope made from other more stable isotopes.
If you did mod in Ac-227, be doubly sure that you added the elements it needed too, since Ac comes before the stock Am-241 series of isotopes, and as a result is selected first, further as a result crashing the game.
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Post by AdmiralObvious on May 1, 2017 2:58:09 GMT
What did you do that caused this? I want to replicate it.
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Post by AdmiralObvious on May 1, 2017 2:13:48 GMT
The Astronomer It's done. What are you trying to use? 2D and 3D graphene along with the Fusion NSWR mod. Don't put the Chemical Reactions lines into the same file as you do with the Materials used for the Fusion NSWR. The chemical reactions portion needs to go into its own separate file directory above the materials you add, ideally named Chemical Reactions.txt.
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Post by AdmiralObvious on Apr 30, 2017 7:35:35 GMT
Turns out the minimum requirement for magnesium is 2.01mm, which is more expensive than 2.34cm of potassium. Why are you going with those Alkaline/Alkaline Earth metals ._. Pfft. You sound like the workers union.
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Post by AdmiralObvious on Apr 29, 2017 7:48:51 GMT
I'm pretty sure the Brits still spell it Grammer, while most people in the US spell it Grammar. It's never been spelt "grammer": It's never INTENDED to have been spelt Grammer, but the Brits I know (including a few Scottsman), and many Americans still do it anyways, since they hate their own language. Apparently the reason it doesn't come as a flag for spell check is because, apparently Grammer is supposed to be a proper noun for a German family name.
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Post by AdmiralObvious on Apr 28, 2017 21:43:04 GMT
I'm pretty sure the Brits still spell it Grammer, while most people in the US spell it Grammar.
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Post by AdmiralObvious on Apr 28, 2017 17:25:04 GMT
Welcome back, there's been a lot of changes since then. Is there a quick way to sum it up? -.- (please tell me it got more realistic lol) Capacitors for rails and coils. Lasers can now die when hit by other lasers, cuz mirrors. Fixed mount lasers. Recently, internal mount guns, and electric engines for turrets for those stupidly big guns. Extruded turrets (so 90+ degree arcs of fire). Lots more, but those off the top of my head.
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Post by AdmiralObvious on Apr 28, 2017 17:17:16 GMT
It seems as though radiators in this patch are either missing their hitboxes, or are otherwise not counted. Multiple tests so far show that projectiles, and lasers have no effect on radiators, regardless of the material.
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Post by AdmiralObvious on Apr 28, 2017 2:52:16 GMT
I just noticed...
Searchable modules in the editor!
Now we just need it for the materials themselves.
Edit: My gerd, it's there too!
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Post by AdmiralObvious on Apr 27, 2017 23:30:05 GMT
Welp, I couldn't get to ship design, probably due to the update, so I've erased all my designs and progress, and am starting from scratch again. A good reason to start over though, especially since I beat the campaign once shortly after release.
Also, I was looking at RTG Isotopes, for a drone... is Pu-244 supposed to cost a Zc for a single kilogram of it or is that a bug?
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Post by AdmiralObvious on Apr 27, 2017 21:59:45 GMT
Auto Reintercept, probably one of the better patch features in a while. Fianally quell all those "game is too intercept finicky" reviews.
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Post by AdmiralObvious on Apr 27, 2017 6:39:06 GMT
How do they fare against death lasers? I can see how they'd survive my hypervelocity kinetics, but lasers are... In my experience, either the ammo explodes or the laser does minor damage to the barrel visually, while the gun is still able to fire... because of reasons. Partially why cheating the ammo supply away from the cannon itself is such an effective way to go about things, similar to launchers. If the ammo is in tact, odds are the game will let you still shoot the cannon, unless it gets sheared off.
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Post by AdmiralObvious on Apr 27, 2017 2:41:53 GMT
What are conventional guns' realistic uses in actual space warfare? Ideally you'd be able to not have them loaded through LIM. As a result not really requiring power to fire. The minimum requirement in this game is 10 watts, which can more or less work as a sparking mechanism for the powder/other "boom" material. I've had good experiences using them as a type of extreme last minute point defense, and they are exceptionally accurate and dense firing, assuming you don't mind exit velocity. They are extremely niche compared to railguns it seems, but they are significantly less costly in terms of requiring a nuclear power supply. In fact, I'm pretty sure we can fire the guns using solar power at significant distance from the sun.
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