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Post by treptoplax on Oct 7, 2018 1:06:34 GMT
On a serious note, has anyone else had any trouble with turrets moving around on designs when exiting and reentering the game? I keep having to put the Ring's center turret back in place because for some reason it shifts when I exit and reload, which is extremely annoying. It seems like the game is shifting the front turret back by a single unit. Same thing happened when I tried to load up the laser spider; I had to manually fix it. It might be my installation, but I am wondering if I need to report it as a bug. Yeah, both designs show turret collisions when I load them. Even stranger, fixed copies don't seem to show up at all when I reload.
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Post by smithblack on Oct 7, 2018 1:53:10 GMT
On a serious note, has anyone else had any trouble with turrets moving around on designs when exiting and reentering the game? I keep having to put the Ring's center turret back in place because for some reason it shifts when I exit and reload, which is extremely annoying. It seems like the game is shifting the front turret back by a single unit. Same thing happened when I tried to load up the laser spider; I had to manually fix it. It might be my installation, but I am wondering if I need to report it as a bug. Yeah, both designs show turret collisions when I load them. Even stranger, fixed copies don't seem to show up at all when I reload. I have noticed the same thing. If you look under "payloads," you can actually find the fixed copies... sans most the ship. It seems to be the case that the game cannot successfully load personal models referring to imported parts; this is possibly to avoid savefile corruption when you make a design, and then eliminate the import file where the parts are located. It could also just be a bug. I will report both problems sometime tomorrow. In the meantime, I have figured out that by nudging the ring turrets back a few steps I can make saves that load successfully. They are attached.
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Post by treptoplax on Oct 7, 2018 2:58:54 GMT
Yeah, both designs show turret collisions when I load them. Even stranger, fixed copies don't seem to show up at all when I reload. I have noticed the same thing. If you look under "payloads," you can actually find the fixed copies... sans most the ship. It seems to be the case that the game cannot successfully load personal models referring to imported parts; this is possibly to avoid savefile corruption when you make a design, and then eliminate the import file where the parts are located. It could also just be a bug. I will report both problems sometime tomorrow. In the meantime, I have figured out that by nudging the ring turrets back a few steps I can make saves that load successfully. They are attached. Ah, good point; the reload may be the same thing apophys saw that has made him suggest loading his module library as a mod rather than an import. I think he already reported that?
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Post by AtomHeartDragon on Oct 7, 2018 9:24:28 GMT
On a serious note, has anyone else had any trouble with turrets moving around on designs when exiting and reentering the game? I keep having to put the Ring's center turret back in place because for some reason it shifts when I exit and reload, which is extremely annoying. It seems like the game is shifting the front turret back by a single unit. Same thing happened when I tried to load up the laser spider; I had to manually fix it. It might be my installation, but I am wondering if I need to report it as a bug.
'O' of Destruction, eh?
Make Barrels O' Fun next. ...oh wait, that's the stock Siloship, isn't it?
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Post by vegemeister on Oct 7, 2018 13:31:00 GMT
On a serious note, has anyone else had any trouble with turrets moving around on designs when exiting and reentering the game? I keep having to put the Ring's center turret back in place because for some reason it shifts when I exit and reload, which is extremely annoying. It seems like the game is shifting the front turret back by a single unit. Same thing happened when I tried to load up the laser spider; I had to manually fix it. It might be my installation, but I am wondering if I need to report it as a bug. Same here. I suspect it's a floating-point decimal conversion issue. It seems like "front-mounted guns" are defined by having a position exactly at the farthest forward extreme of the ship. Their position gets converted to decimal for saving, when read back in the result is not bitwise-identical, and the the guns become side-mounted. I try to work around it by tweaking the overall length of the ship very slightly so that the gun positions randomly happen to round in the right direction. It seems to mostly work, although it is important to make sure a ship is save-load stable before trying to show it around.
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Post by jtyotjotjipaefvj on Oct 7, 2018 22:40:55 GMT
Made some improvements to my design by reducing turret size which allows me to mount thicker armor on each turret due to lower surface area, and doing the same thing to the central PE plate protecting the ship's hull from lasing. Now I can beat 8 wheels simultaneously without losing a single turret. Updated design: jt Laser Spider.txt (8.44 KB) Loads of wheels: Also 5 deep fryers simultaneously, resulting in 13 lost turrets:
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Post by treptoplax on Oct 10, 2018 19:14:48 GMT
Made some improvements to my design by reducing turret size which allows me to mount thicker armor on each turret due to lower surface area, and doing the same thing to the central PE plate protecting the ship's hull from lasing. Now I can beat 8 wheels simultaneously without losing a single turret. Updated design: Loads of wheels: [pic] Also 5 deep fryers simultaneously, resulting in 13 lost turrets: [pic] Any suggestions on AI control for this? I've tried testing it against micro-railgun-drones with inconclusive results. If I put the drones on AI it lags into oblivion with 100k shots in flight. If I manually control the drones (manually firing a volley of shots every few minutes), the Spider AI seems strangely unwilling to dodge and a scattered shower of fire from 9000Km+ out takes out the laser shield and main reactor half-an-hour later with the drones still more than 3Mm out (and mostly unaffected). Even the MPD drive should have easily evaded from there. I may try retuning the drones to fire really slowly (replace the 60KW power generation with 500W?) or just see how close they can get. There's also an oddity where the lasers do a burst of damage as combat starts then nothing - does wobble not apply to the very initial pre-aiming of turrets? Given the range and power of these lasers the limitations of the engine are really starting to be more relevant, though. I suspect you would want several placed thousands of kilometers away from each other so they could fire non-frontal-shots on enemy units approaching each other. Enemies would want to approach them from multiple directions. And those lasers probably have enough power and time to deflect/vaporize incoming kinetics...
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Post by smithblack on Oct 10, 2018 22:54:04 GMT
jtyotjotjipaefvj I finally killed the spider at a credit advantage. Dang those designs are hard to deal with. ----------------------------------------------------------------------------------------------- Worried about the possibility of retaliation at extreme range, command engaged in a research program aimed at finding an economical method of countering a long range laser threat. After significant development, a solution was achieved. I thus now present the "Victory" class missile cruiser The Victory class comes in at 655 tons, cost and 4.66 Megacredits, and has 3.89 km/s of intrinsic delta v. The ship itself is relatively unremarkable; It has two launchers and two cannons as it's only armaments, and has a thin whipple, arrowgel, and a thin profile for defense. However, the munitions it carries is anything but conventional. The ship is armed with a set of 20 "Witch" missile busses: The "Witch" bus contains 50 "Verge" submunitions, and is armed with an astounding 19.5 km/s of delta v. The motus oparandus for this vehicle is to engage the enemy at 1.6 Mm , accelerate up to about 17 km/s over the course of about 50 seconds, and then cruise until it reaches 1.1 Mm. At this point, the launchers on the drone launch all fifty of its "Verge" submunitions, and the drone becomes a nuclear missile. Interestingly, the missile acquired the nickname "Witch" from the troops when one of them noticed the pointed laser shield looked "a lot like a witches hat" The "Verge" KKV submunition is the item actually expected to do the majority of the damage to an enemy: The verge weights in at 3.06 kg wet weight, and can be expected to deliver 1.08 kg of dry mass at at least 20 km/s to an enemy target. A 150 g osmium penetrator is combined with a 50 g flak load to produce a cloud of both large and small fragments capable of penetrating a variety of hulls and radiators. In order to prevent elimination by enemy point defense, the missile features a remarkably small profile; When viewed from the front, the hen viewed from the front, the hull is under seven centimeters across. The small weight makes it practical to d making it a remarkably cheap design for missile operations. Also aiding in lethality is the extreme accuracy of the weapon. An explosive actually had to be added during development as it was found that only the first few Verge missiles were doing any damage: the rest went right through the hole left by the first few missiles. In one particularly notable incident, out of 50 missiles launched, 30 ended up traveling through the ship and continuing on on the far side. Combat tests with the Victory have been promising. Against any laserstar I can get my hands on, such as the Ring, Deep Cooker, and Deep Fryer, the deadly accurate missiles have ended up ending the foe for a credit cost far less than construction. Against the Laser Spider, a long cruise period of around 8 minutes must be sat through, but the end result is the same. The only effective defense is to either intercept the buses with large nukes, kill the Victory before it can launch a payload, or kill the Witches with fast railgun fire before they have a chance to launch their payload of KKVs. This ship is designed to work with AI. I would recommend testing it on "Balanced"
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Post by smithblack on Oct 12, 2018 19:17:48 GMT
I updated the missile bus. It now includes two varieties of killer munitions, along with some flares, and has MUCH better accuracy and kill potential.
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Post by AtomHeartDragon on Nov 9, 2018 0:19:11 GMT
I have decided to do my usual thing - try to build a stock module ship fitting these requirements. "Vanara" class is just above 600t, agile, and armed with cannons and missiles. If it intercepts at high velocity and starts firing missiles as soon as it is fired upon it can take out an aggressive Gunship at gun range and survive.
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Post by airc777 on Nov 9, 2018 7:57:01 GMT
I made a maned craft out of the weapons I normally use on drones. I have a feeling it would get slaughtered by anything else in this thread but it can kill a gunship just by ignoring maximum range and targeting its laser turrets.
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Post by AtomHeartDragon on Nov 9, 2018 19:55:45 GMT
I made a maned craft out of the weapons I normally use on drones. I have a feeling it would get slaughtered by anything else in this thread but it can kill a gunship just by ignoring maximum range and targeting its laser turrets. That's not too dissimilar from my approach to making small ships.
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Post by airc777 on Nov 11, 2018 2:19:41 GMT
I did Vesta Overkill in well under 6oo tons with non capacitor railguns. Could do again with thinner armor, smaller engines, and less delta v, but this has plenty of extra resources to do this consistently. Might add 150 t + of drop tanks and lean it out a bit and try the last mission.
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Post by doctorsquared on Nov 11, 2018 17:41:41 GMT
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Post by airc777 on Jan 17, 2019 21:20:53 GMT
I made an unarmored version of my up-armored version of apophys needle rail gun, tried to build a 1GW drone. Drone ended up weighing just under 500t, immediately realized a manned version with be exactly the right size for this challenge.
Made using apophys railgun, reactor, ntr, and mpdt. Completely original idea, do not steal.
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