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Post by qswitched on May 7, 2016 0:10:35 GMT
Figured I'd start a sticky thread for people to post their ship designs and module designs.
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Post by ltethe on Jun 7, 2016 8:05:02 GMT
So the current alpha doesn't have any laser drones. So I figured I'd remedy the gap. Here is the Predator drone, and it's carrier the Tholian Web. They are absolutely devastating when paired in combat with the Lancer Drone.
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Post by boomertiro on Jun 9, 2016 4:59:08 GMT
So the current alpha doesn't have any laser drones. So I figured I'd remedy the gap. Here is the Predator drone, and it's carrier the Tholian Web. They are absolutely devastating when paired in combat with the Lancer Drone.
Fantastic work, man. Love the huge carrier.
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Post by ltethe on Jul 16, 2016 3:05:16 GMT
New beta, new ships! The laser drones Zane has in the game are cute little things. Little iPhones of destruction. Problem is, they carry an iPhone price. I stole some tech and cobbled together something with just as much firepower, but 1/12th the price. So it's a little chubby, I don't have an imperialist budget though, gotta make do with piss and vinegar. And that being said, it's a HUGE improvement over the last generation Predator drone. Now we're talking. Attachments:
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Post by argonbalt on Aug 28, 2016 0:31:52 GMT
Well i wanted to post some designs but i found that i am having some issues with what appears to be GUI scale in the ship builder. All my windows are zoomed way up for some reason. i have tried fiddling around with the given settings but i cant seem to shrink the windows. I can't even manually fix my ships. Does anyone else have this problem/is it just some setting i am stupidly overlooking? Also is there a rotation button? all i want to do is put a radiator on one side and a turret on the other but everything is axially locked.
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Post by qswitched on Aug 28, 2016 3:30:33 GMT
There is a new option 'Screen Scaling' which could be at fault.
There is a rotation slider on attaching modules (underneath count) as well.
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Post by L5Resident on Aug 30, 2016 3:52:32 GMT
Anyone have massive Spinal mounted weapons on ships to show? I saw in the most recent trailer a 1200mm conventional cannon!
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Post by wazzledazzle on Aug 30, 2016 20:25:08 GMT
Anyone have massive Spinal mounted weapons on ships to show? I saw in the most recent trailer a 1200mm conventional cannon! Here's something ! The Pollux-II Gunship. Because nothing sends a message like two 40kg shells per second from 90km away. Bear in mind, that coilgun is probably very, very unoptimised. But those ships are very cheap, so if used in pairs and with careful closing vectors, they can seriously hurt much larger (and costlier) ships. Also Crazy Tom here on the forum got me thinking with his "Speed is armor" strategy, so I tried to take that to the extreme and made a ship with 2g of acceleration. Which, as it turns out, is enough to dodge missiles in the tactical view with ease, and drone fire with a little more practice. I just added a couple of drones, missiles and lasers for point defense. Once again, it works best in pairs (which is still much cheaper than a Gunship or Carrier).
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Post by RA2lover on Aug 30, 2016 20:51:50 GMT
80kg/s out of a 3m caliber coilgun? I was expecting more.
It seems like the dual tanks could be moved a bit further back to reduce cross-section a bit, although i don't know how much that would limit thruster gimbal range.
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Post by wazzledazzle on Sept 1, 2016 20:11:03 GMT
80kg/s out of a 3m caliber coilgun? I was expecting more. It seems like the dual tanks could be moved a bit further back to reduce cross-section a bit, although i don't know how much that would limit thruster gimbal range. Yeah, that coilgun wasn't great. I'm still learning the editor. And moving those tanks didn't change the cross-section, surprisingly. However, with the new update, I felt like that ship class needed a full redesign. So here's the new edition : The Scorpion-class gunship ! The main coilgun has been redone as well; it reloads a bit slower but is much cheaper, smaller and fires 10kg shells at 21km/s. I loved the huge armour damage of the 40kg shells, but in the end they just passed through the ship. The lighter shells are a lot more effective. Once ships get too close to use the coilgun, the ship turns around to present a thick armour plate and an 11mm railgun. And it's still quite cheap !
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Post by L5Resident on Sept 2, 2016 16:47:08 GMT
80kg/s out of a 3m caliber coilgun? I was expecting more. It seems like the dual tanks could be moved a bit further back to reduce cross-section a bit, although i don't know how much that would limit thruster gimbal range. Yeah, that coilgun wasn't great. I'm still learning the editor. And moving those tanks didn't change the cross-section, surprisingly. However, with the new update, I felt like that ship class needed a full redesign. So here's the new edition : The Scorpion-class gunship ! The main coilgun has been redone as well; it reloads a bit slower but is much cheaper, smaller and fires 10kg shells at 21km/s. I loved the huge armour damage of the 40kg shells, but in the end they just passed through the ship. The lighter shells are a lot more effective. Once ships get too close to use the coilgun, the ship turns around to present a thick armour plate and an 11mm railgun. And it's still quite cheap ! Those main engines are used as RCS I assume? That turnabout time must be ridiculous.
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Post by wazzledazzle on Sept 2, 2016 19:17:47 GMT
Those main engines are used as RCS I assume? That turnabout time must be ridiculous. Yes, turnabout time is something like 8 seconds or less. Using the small resistojets is enough to aim the coilgun, but if hostile ships close in quickly (as the AI likes to do), I needed them to turn around quickly to present the armour plate, and turn again after overshooting.
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Post by panarchist on Sept 5, 2016 7:18:28 GMT
When playing Vesta, I decided I wanted to overwhelm the larger force with drones, because I kept getting very quickly annihilated by cannon fire and wanted to return the favor. So I modified the Escort Carrier like so: 2 of them came in just under the weight and cost limit, and gave me 200 Stinger Drones to work with. I just kept sending in 20 drone salvos right at the start at 700 mps to 1.2 kps targeting the aft radiators + propulsion on a single ship starting with the Fleet Carrier and working down in size from there. If you set the drones to fire even when out of range, they typically get a vessel kill 2 times out of 3 - first drone wave took out all engines and the reactors on the Fleet Carrier and left it without power. Eventually, one of their drone waves took out one of my carriers, but I finished out the mission with the other entirely undamaged. Completed the mission in under 4 hours. It was awesome.
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Post by diemosthenes on Sept 8, 2016 22:04:20 GMT
This is really dope, nice job!
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 10, 2016 3:33:57 GMT
When playing Vesta, I decided I wanted to overwhelm the larger force with drones, because I kept getting very quickly annihilated by cannon fire and wanted to return the favor. So I modified the Escort Carrier like so: 2 of them came in just under the weight and cost limit, and gave me 200 Stinger Drones to work with. I just kept sending in 20 drone salvos right at the start at 700 mps to 1.2 kps targeting the aft radiators + propulsion on a single ship starting with the Fleet Carrier and working down in size from there. If you set the drones to fire even when out of range, they typically get a vessel kill 2 times out of 3 - first drone wave took out all engines and the reactors on the Fleet Carrier and left it without power. Eventually, one of their drone waves took out one of my carriers, but I finished out the mission with the other entirely undamaged. Completed the mission in under 4 hours. It was awesome. HINT: Hit the cutter first. don't target any specific components, it'll work out just fine targeting the hull. Once the lasers aren't an issue, your drones can loiter a LOT longer. Used this for both Vesta and Venus and it was BEAUIFUL
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