|
Post by jtyotjotjipaefvj on Nov 30, 2017 23:17:58 GMT
Also, another question: can we use customized AI behaviours? Not relevant to anything I'm doing but asking for a friend.
|
|
|
Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 1, 2017 0:25:48 GMT
Can we have more than one ship? Because I'm pretty sure 140 tiny ships are going to beat anything else. See the 750 kc challenge if you don't believe me. hhm they all have to be manned though
|
|
|
Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 1, 2017 0:26:18 GMT
Also, another question: can we use customized AI behaviours? Not relevant to anything I'm doing but asking for a friend. yes you can set your ship;s ai to whatever you want, but if you dont specify, Im setting it to agressive
|
|
|
Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 1, 2017 0:38:19 GMT
Can we have more than one ship? Because I'm pretty sure 140 tiny ships are going to beat anything else. See the 750 kc challenge if you don't believe me. Yeah. Given that all the guns will have similar range, unless somebody really surprises me with armor I think the little ships will be the thing. I can post files for this or a carrier later if there's interest, but it's not too shabby; 3 of them, manually piloted, reliably beat the stock gunship. post the files and ill battle 100 megacredits of them against my ship
|
|
|
Post by jtyotjotjipaefvj on Dec 1, 2017 1:09:38 GMT
Here's my ship. It has plenty of dakka. You can put two of them if your CPU can handle the amount of projectiles. screenshot: Design: obligatory rekted gunships Ship design: www.dropbox.com/s/jwbstexd8ad16mt/Tin%20Can%20Turbo%20Edition.txt?dl=0AI (not sure how these should be exported but you can just copypaste this into your AI.txt in (CDE folder)\Resources\Data\ make sure to backup your ai.txt first tho.)
MilitaryDoctrine Madman
MissileLaunchDoctrine
OnlyWhenNodal true
StaggerDistance_km 10000
DistanceMaximum_km 20000
WingsInFlightNeeded 3
AttackWingSize 20
ReserveSize 5
DroneLaunchDoctrine
OnlyWhenNodal true
StaggerDistance_km 20000
DistanceMaximum_km 25000
WingsInFlightNeeded 2
AttackWingSize 10
ReserveSize 5
CapitalShipInterceptDoctrine
DeltaVBudget_Percent .75
InstantaneousDeltaVBudget_Percent .20
DistanceMaximum_km 10000
InterceptCapitalShips true
TonnageWeightFactor 1.
DistanceWeightFactor 0.
MissileInterceptDoctrine
DeltaVBudget_Percent .95
InstantaneousDeltaVBudget_Percent .15
InterceptCapitalShips true
InterceptDrones true
TonnageWeightFactor 1.
DistanceWeightFactor 1.
DroneInterceptDoctrine
DeltaVBudget_Percent .95
InstantaneousDeltaVBudget_Percent .10
InterceptCapitalShips true
TonnageWeightFactor 1.
DistanceWeightFactor 1.
CombatDoctrine
CapitalShipDoctrine
EnterCombatOrder Broadside
TargetInRangeOrder Homing
TargetsOutOfRangeOrder Homing
CivilianShipCombatOrder Homing
DroneDoctrine
MinimumInterceptTime_s 30.
InterceptDeltaVLimit_Percent .20
LaunchDefensively true
WeaponDestroyedOrder Homing
TargetInRangeOrder Broadside
TargetOutOfRangeOrder Homing
EnemyMissilesInboundOrder Scatter
MissileDoctrine
MinimumInterceptTime_s 90.
SeekOrder Homing
EnemyMissilesInboundOrder Scatter
WeaponsDoctrine
IgnoreRangeIfOverAmmoThreshold_Percent .5
IgnoreRangeOnlyWhenThreatsAreFiring true
FlareDoctrine
AntiFlareOrder Homing
FlaresNeededInFlight 5
LaunchEvenIfHeatIsNotEnough true
OnlyAgainstUncrewedEnemies false
|
|
|
Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 1, 2017 2:51:47 GMT
Here's my ship. It has plenty of dakka. You can put two of them if your CPU can handle the amount of projectiles. screenshot: Design: obligatory rekted gunships Ship design: www.dropbox.com/s/jwbstexd8ad16mt/Tin%20Can%20Turbo%20Edition.txt?dl=0AI (not sure how these should be exported but you can just copypaste this into your AI.txt in (CDE folder)\Resources\Data\ make sure to backup your ai.txt first tho.)
MilitaryDoctrine Madman
MissileLaunchDoctrine
OnlyWhenNodal true
StaggerDistance_km 10000
DistanceMaximum_km 20000
WingsInFlightNeeded 3
AttackWingSize 20
ReserveSize 5
DroneLaunchDoctrine
OnlyWhenNodal true
StaggerDistance_km 20000
DistanceMaximum_km 25000
WingsInFlightNeeded 2
AttackWingSize 10
ReserveSize 5
CapitalShipInterceptDoctrine
DeltaVBudget_Percent .75
InstantaneousDeltaVBudget_Percent .20
DistanceMaximum_km 10000
InterceptCapitalShips true
TonnageWeightFactor 1.
DistanceWeightFactor 0.
MissileInterceptDoctrine
DeltaVBudget_Percent .95
InstantaneousDeltaVBudget_Percent .15
InterceptCapitalShips true
InterceptDrones true
TonnageWeightFactor 1.
DistanceWeightFactor 1.
DroneInterceptDoctrine
DeltaVBudget_Percent .95
InstantaneousDeltaVBudget_Percent .10
InterceptCapitalShips true
TonnageWeightFactor 1.
DistanceWeightFactor 1.
CombatDoctrine
CapitalShipDoctrine
EnterCombatOrder Broadside
TargetInRangeOrder Homing
TargetsOutOfRangeOrder Homing
CivilianShipCombatOrder Homing
DroneDoctrine
MinimumInterceptTime_s 30.
InterceptDeltaVLimit_Percent .20
LaunchDefensively true
WeaponDestroyedOrder Homing
TargetInRangeOrder Broadside
TargetOutOfRangeOrder Homing
EnemyMissilesInboundOrder Scatter
MissileDoctrine
MinimumInterceptTime_s 90.
SeekOrder Homing
EnemyMissilesInboundOrder Scatter
WeaponsDoctrine
IgnoreRangeIfOverAmmoThreshold_Percent .5
IgnoreRangeOnlyWhenThreatsAreFiring true
FlareDoctrine
AntiFlareOrder Homing
FlaresNeededInFlight 5
LaunchEvenIfHeatIsNotEnough true
OnlyAgainstUncrewedEnemies false
I have ways of making ridiclous numbers of projectiles work on my potato computer... also, this resembles a tick. I hope it has better armour than one. in all seriousness, whats the lead for?
|
|
|
Post by treptoplax on Dec 1, 2017 4:25:49 GMT
Here's a slight cleanup of up my 'Fast Attack Craft'. Just under 1Mc, 35 crew, about 250t. 7 x 22mm guns (12g projectiles at about 1.8Km/s). tdb Fast Attack Craft Mk2B.txt (4.61 KB)
|
|
|
Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Dec 1, 2017 4:27:08 GMT
hhm is 1.8 km/sec high enough to call it high velocity?
|
|
|
Post by treptoplax on Dec 1, 2017 4:52:02 GMT
hhm is 1.8 km/sec high enough to call it high velocity? Well, compared to the 60g 700m/s gun (!) I was using heavily before that one, maybe? (It actually worked great on fast drones...)
|
|
|
Post by jtyotjotjipaefvj on Dec 1, 2017 9:34:52 GMT
Here's my ship. It has plenty of dakka. You can put two of them if your CPU can handle the amount of projectiles.
I have ways of making ridiclous numbers of projectiles work on my potato computer... also, this resembles a tick. I hope it has better armour than one. in all seriousness, whats the lead for? Lead is an ok whipple shield that's pretty cheap. It has just barely enough armor to ricochet a few rounds coming its way, but mostly I'm just hoping nobody can hit it.
|
|
|
Post by treptoplax on Dec 1, 2017 16:04:11 GMT
Hm... are unguided missiles (I'm thinking rocket-propelled shells) within the boundaries of the challenge? I think they're technically prohibited, but maybe within the spirit if there are no remotes?
|
|
|
Post by treptoplax on Dec 1, 2017 16:54:12 GMT
Here's my ship. It has plenty of dakka. You can put two of them if your CPU can handle the amount of projectiles. [snip]
Tried it against my little ship; results seem heavily dependent on encounter range/speed. It has more firepower and armor, but is a much bigger target; if they close quickly it can dodge most fire, tank the rest, and kill them rapidly, but in most other cases it kills a few before losing engine and/or fuel tanks and either crashes, flies off into space, or gets shredded by undodged mass fire. I wonder if adding a couple resistojets would help? Honestly the most surprising thing is how non-laggy it was despite several hundred conventional guns blasting away. i guess it's the short range? My PC struggles with my drones attacking high-end laser gear, but I suppose the much longer range means there are far more projectiles in flight...?
|
|
|
Post by jtyotjotjipaefvj on Dec 1, 2017 17:02:08 GMT
Here's my ship. It has plenty of dakka. You can put two of them if your CPU can handle the amount of projectiles. [snip]
Tried it against my little ship; results seem heavily dependent on encounter range/speed. It has more firepower and armor, but is a much bigger target; if they close quickly it can dodge most fire, tank the rest, and kill them rapidly, but in most other cases it kills a few before losing engine and/or fuel tanks and either crashes, flies off into space, or gets shredded by undodged mass fire. I wonder if adding a couple resistojets would help? Honestly the most surprising thing is how non-laggy it was despite several hundred conventional guns blasting away. i guess it's the short range? My PC struggles with my drones attacking high-end laser gear, but I suppose the much longer range means there are far more projectiles in flight...? How many ships did you run it against? I'd be surprised if the game even ran with the full 100 tiny ships. Also it's a bit surprising to hear that the boat actually won against a swarm. I guess it has enough guns to handle a few dozen ships though Did you use the AI I included, by the way? In most tests, even railguns wouldn't hit my ship. It is hard to tune properly though, since we can't really control the curve my ship flies during combat. It sometimes accumulates too much tangential velocity to be able to shoot back at all, which is a bit problematic. The homing AI is too dumb to turn back in most cases as well. Even with 10 km/s dv, it can't manage to turn around when moving at 2 km/s, which is quite silly.
|
|
|
Post by treptoplax on Dec 1, 2017 17:44:13 GMT
Tried it against my little ship; results seem heavily dependent on encounter range/speed. It has more firepower and armor, but is a much bigger target; if they close quickly it can dodge most fire, tank the rest, and kill them rapidly, but in most other cases it kills a few before losing engine and/or fuel tanks and either crashes, flies off into space, or gets shredded by undodged mass fire. I wonder if adding a couple resistojets would help? Honestly the most surprising thing is how non-laggy it was despite several hundred conventional guns blasting away. i guess it's the short range? My PC struggles with my drones attacking high-end laser gear, but I suppose the much longer range means there are far more projectiles in flight...? How many ships did you run it against? I'd be surprised if the game even ran with the full 100 tiny ships. Also it's a bit surprising to hear that the boat actually won against a swarm. I guess it has enough guns to handle a few dozen ships though Did you use the AI I included, by the way? In most tests, even railguns wouldn't hit my ship. It is hard to tune properly though, since we can't really control the curve my ship flies during combat. It sometimes accumulates too much tangential velocity to be able to shoot back at all, which is a bit problematic. The homing AI is too dumb to turn back in most cases as well. Even with 10 km/s dv, it can't manage to turn around when moving at 2 km/s, which is quite silly. I tried different things and ran most of the tests with just 5 little ships, so, yeah, a full swarm likely would have been too much and certainly too much for my CPU. I also didn't use the custom AI, which probably didn't help. The maneuvering was just odd... it really had issues when (AFAIKT?) it was just out of range and they were just in range; it would turn to home in, then be traveling in a relatively straight line and get swiss-cheesed. Probably would have been better to just run broadside and depend on massive fire rate. At other times it dodged quite effectively - I'm still considering switching to a purposely inaccurate gun I have to provide a bigger spray area, but I'm not sure that would ever penetrate the armor... Might be interesting to try controlling manually, could probably do much better.
|
|
|
Post by jtyotjotjipaefvj on Dec 1, 2017 17:48:39 GMT
How many ships did you run it against? I'd be surprised if the game even ran with the full 100 tiny ships. Also it's a bit surprising to hear that the boat actually won against a swarm. I guess it has enough guns to handle a few dozen ships though Did you use the AI I included, by the way? In most tests, even railguns wouldn't hit my ship. It is hard to tune properly though, since we can't really control the curve my ship flies during combat. It sometimes accumulates too much tangential velocity to be able to shoot back at all, which is a bit problematic. The homing AI is too dumb to turn back in most cases as well. Even with 10 km/s dv, it can't manage to turn around when moving at 2 km/s, which is quite silly. I tried different things and ran most of the tests with just 5 little ships, so, yeah, a full swarm likely would have been too much and certainly too much for my CPU. I also didn't use the custom AI, which probably didn't help. The maneuvering was just odd... it really had issues when (AFAIKT?) it was just out of range and they were just in range; it would turn to home in, then be traveling in a relatively straight line and get swiss-cheesed. Probably would have been better to just run broadside and depend on massive fire rate. At other times it dodged quite effectively - I'm still considering switching to a purposely inaccurate gun I have to provide a bigger spray area, but I'm not sure that would ever penetrate the armor... Might be interesting to try controlling manually, could probably do much better. The idea with the custom AI is that it stays on homing behaviour even when it gets in range, forcing the ship to boost full speed ahead. That way it won't get shredded even at close range. All vanilla AIs switch to broadside when they come in range, which is pretty stupid since nothing can withstand the kind of firepower you can put out at 10 km or less. My edited version just keeps accelerating in the hopes that the several gees of acceleration will be enough to avoid the vast majority of hits.
|
|