From the Depths

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Localized resources actually is one of the more straight-forward issues. Fit a transport ship with a patrol AI and have it circle between the place you want to have your stuff at and a forward collection point. With the right "Give to" "Take from" settings and telling the boat how much of everything to save that worked like a charm for me.


To answer your question
It's the fiddly UI. With all its pitfall, why on earth do I get ejected from the e/n view thing whenever I warp my character to another boat? Why does the camera sometimes get randomly stuck in the place your character was after switching boats but not always? Why is there no fast way to switch between the normal e view and the zoomed out one with the flags which is the best for fast movement? Managing single ships from that last view is impossible, whereas movement from the other one is severely limited. And similarly, going back one step, only of the two allows you to focus the camera on a specific craft.

It's the fact that the game absolutely dies it you accidentally take a force back into play that's far away. Which leads to stutters to me and restarting the game at that point is a guaranteed crash.
Simple things accumulating to make it not fun to me. Also things that are liable to get worked over eventually, so I'm not too worried.

Ljas 说:
The fort will most likely change in the next patch. The replacement should be pretty highly rated in the workshop if you want to switch to it early.
Wait, they're going to default to Ruger's fortress?
If so, little hint, move the ammo stockpile ASAP. It's deadly at it's current location directly underneath the AI.
 
I tried building a bridge for my cruiser, didn't work. Now it capsizes all the time too  :lol:

The missiles I put on are equally useless.

I think that I was thinking too small. I built a 165m long ship (irl light cruiser length for W2-esque designs) and slapped on nine 360mm guns. Armouring it and stocking it with equipment and all that is nigh-impossible. I might have to start over or rethink my design somewhat.

Or I could try to fix the design somehow.
 
Wellenbrecher 说:
Why is there no fast way to switch between the normal e view and the zoomed out one with the flags which is the best for fast movement?
Simply scrolling out of the E view doesn't do the trick for you?

As for the rest, fair enough.

mcwiggum 说:
We should organise a multiplayer game.
Haven't even checked how it works. Sounds interesting though.
 
mcwiggum 说:
We should organise a multiplayer game.

Also this, yes.


I've been thinking about starting anew. I've obviously gone way overboard with creating this cruiser of mine, it barely manages 8 m/s, its superstructure is taller than the submerged parts, but at least I learned a ****ton about the game.

I'm thinking of creating a fast battleship now, in the 250-280m length range with ~460mm-ish main guns and lots of secondaries, without missiles (except maybe as AMS)

Sort of like this, reading this thread was amazing. Lovely pictures.
 
Roran 13 说:
Sort of like this, reading this thread was amazing. Lovely pictures.
Holy ****... I am so glad he reworked the wood textures. That looks atrocious.

/edit
@Ljas
oh now I know what you meant earlier. The Patrol AI doesn't actually loop yet.
Crap. Yeah ok, so I guess you have to periodically give the order for some sort of resource hauler to go from A to B and back again.
 
And you'll need a lot more than one hauler once you control an appreciable portion of the map.
 
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Send help. Already 15k blocks, 3m belt armour friggin' everywhere, 6 or 7m barbette armour.


On a more serious note, I might just cut off 20 or so meters from the front. That extremely long dagger-shaped nose could be made more streamlined (4m slope blocks) and shorter. I'm going to need a ridiculously fuel-guzzling engine or a painfully big one for this thing though.

 
Dude, shields. To save on blocks and weight.
You can make them triggered on entering a certain range of the enemy and reduce their alpha to nothing so they'll either be fully invisible or mostly and not disturb the visuals of your ship.


By the by, guys. Try this ammo setup at some point. It's fantastic.
Gunpowder
Gunpowder
Inertial Fuse (helps with shields, stop skipping over water though)
HE
HE
Composite Head
 
Wellenbrecher 说:
Dude, shields. To save on blocks and weight.
You can make them triggered on entering a certain range of the enemy and reduce their alpha to nothing so they'll either be fully invisible or mostly and not disturb the visuals of your ship.


By the by, guys. Try this ammo setup at some point. It's fantastic.
Gunpowder
Gunpowder
Inertial Fuse (helps with shields, stop skipping over water though)
HE
HE
Composite Head

Switch the inertial fuse with a penetration depth fuse of roughly 5-9 meters and a timer of some 0.? seconds and you'll have the same, but with seaskipping/hitting ships under the waterline+penetrating and then exploding inside for more carnage.

My favourite shell is:
Gunpowder
Gunpowder
...(untill I have roughly 400m/s speed at least for kinetic damage)
HE
HE
AP body
AP body
AP body
composite

You can mix/max the AP and HE load, but the massive kinetic damage is the biggest score, the HE is there to add insult to the injury mostly.



Also, shields are uncool. I might just start over however, I have most of my works saved in subconstructions and the likes. Those turrets are amazing. 460mm guns with a RoF of 10 shells a minute or something ridiculous. Your seperate shots are less powerful however (4m autoloaders), but their HE load and sheer calibre along with the ridonculous RoF more than makes up for that.

It could ammorack my previous design in two volleys from a single turret, aka, in less than 20 seconds
 
I have a 6 barrel cannon that fires 360 rounds per minute, works well with:
Gunpowder
Gunpowder
Frag
Frag
Flak
Flak
HE
Proximity thingy (might scrap the proximity it doesn't seem to work.)

Shreds airships nicely.
 
mcwiggum 说:
I have a 6 barrel cannon that fires 360 rounds per minute, works well with:
Gunpowder
Gunpowder
Frag
Frag
Flak
Flak
HE
Proximity thingy (might scrap the proximity it doesn't seem to work.)

Shreds airships nicely.

Proximity doesn't work. Switch it to timed fuzes and add a CONNEXTED laser pointer module thing to your cannon. With that included, it'll auto-set the time fuse to explode on the target. Additionally, you can set howmany seconds before reaching the target or after reaching the target your fuse should go off, allowing for a lot of fun using shrapnel warheads, large shrapnel cones and about a full second of explosions before reaching the target. Useful for clipping off parts of fliers that don't have everything armoured, no matter how agile.



Tried my hands on the campaign again. I'm doing pretty okay now. Got two identical patrol boats running around with my two favourite AA turrets (the CIWS autocannon and the 150mm DP gun) which allow it to absolutely destroy most targets I've encountered so far. Just for fun I built a large 300mm cannon on top of a hill to snipe at enemies in random battles I'm in in the vague vicinity.
 
I have an awful habit of Listening of 1984/Ingsoc music whilst playing this game. I can't stop, it just feels oddly appropriate.  :ohdear:
Example.
 
So...
A boat with a flat bottom is better in terms of drag than one with a sleek and pointy one? :???:
Great!

I mean the boat still works insofar that it wrecks even Godly GDW designs with ease and I also finally managed to builde a a cannon that wrecks **** while not tipping the boat, but a top speed of 16 (21 when the waves are kind) for that price is unacceptable.
And I can't even just make the bottom flat as the missile system is quite literally built into the keel. :ohdear:
Back to square one.
Then again this also allows me to put in two smaller but more efficient engines as opposed to the one massive block I went with this time that'll end up running at way too high RPM while being balanced for a mid-point.
 
Finally managed to put together a passable no spinblock nonsense jet fighter, after studying the SS designs. Cramming four missiles, powerful engines for 70m/s cruising speed, the ammo, the fuel, the flares and self-repair capability in a small package takes some work.
 
Rebuilt my thing entirely, going off the dimensions of the HMS Warspite. I finished the hull, main guns and their armour already. I only have to add a second layer under the hull as a reinforcement against submerged weapons and massive HE damage.

234C21292EB38935FD2DCE692D4C577B9472F954

DFA781FFCC82CC5B0A2CD2750C02E41D957B09BF

236DB45626C228763092E6468B7BE4A03F04FFC0
 
New update is out the door:
插入代码块:
Just posting the stable --> stable change log here! (you've already seen all this in dev test)

Loads of fixes and improvements- and quite a number of new features to keep you busy. 

[Improvement] Missile laser retains aim direction more effectively 
[Improvement] Shield projector has complex controller input for excess drive factor 
[Improvement] Turrets are now back to being smoothly rotating like they used to be 
[Improvement] Firing constraints for turrets have a bug fixed that was affecting azimuth when using elevation only constraints 
[Improvement] turret traverse speed is now based on turret mass 
[Imrovement] Explosions now limited in their ability to turn corners and get past armour 
[Improvement] APS barrel traverse speed is slower for larger barrels 
[Fix] Loading a shell directly into the firing piece now works as intended 
[Fix] battery power will not be used to run generators to charge batteries- in the absense of any fuel 
[Fix] Aerial AI less likely to lose altitude whilst moving to waypoint 
[Change] Jet model replaced with a new one- and jet engine drag factor set to 0.25 
[Improvement] Inline turbo provides cooling to cylinder if exiting directly from it 
[Improvement] Standard turbo can be placed inline if you wish 
[Improvement] Exhaust outputs are a source of heat for the attraction of IR missiles 
[Improvement] Inline turbos which have a lot of exhaust passing through them are equivalent to a turbo that is run at a higher engine RPM 
[Improvement] The turbo efficiency improvement curve now goes up to a value of 5- which results in 50% fuel usage. You can achieve this efficiency by running an engine at 100% with an inline turbo with 5 exhausts flowing through it 
[Fix] Jets are now counted as hot objects again 
[Fix] Qualification mode now counts advanced projectile system projectile damage correctly 
[Fix] Fix with APS explosions managing to pass through a single layer of armour 
[Fix] Bribing in localised resource mode fixed 
[Fix] A fuel refinery when destroyed and repaired will still work now 
[Improvement] hot object list added to the Constructable Info GUI (V) 
[Improvement] Required accuracy before fire has a minimum of 0.5 instead of 2 now 
[Fix] Out of play resource gathering now uses fuel- and needs fuel to run 
[Fix] issues fixed when fuel engines run out of fuel 

[Improvement] railguns reworked to use vehicle battery energy storage and be more configurable. New rail gun propellant component added as a shell module 
[Improvement] Experience is given to all players in multiplayer 
[Improvement] Intel images can be taken for all vehicles. Screenshots now properly encoded as jpeg 
[Fix] Fixes to naval AI that broken when the PIDs we introduced and fix to submarine fleet move 
[Fix] Fix to out of play oil to fuel conversion and fuel use for resource gathering (numbers were both too pessimistic)
 
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