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I have one question, why do you not use the Pulse Laser MW in the front to first take down shields and to later use the Rocker Launcher MW? I changed a little bit in the front to fit 6 Pulse Laser MW and gonna test it out :)
Thanks for sharing these absolutely amazing ships!
Note: 1 downside: Why is the steak só freakin expensive?
For the drop ship design, I tested and found that if you have 24x Cannon Turrets + 24x laser turrets + some more heavy turrets, you can manage to lower the shield and destroy Abyssal bases in pxxxx planets. (sorry, I hope to avoid some of the end game spoilers)
- Laser Turrets (ground) vs Plasma Turrets (CV to CV space) I cannot put them on one ship.
"e" makes you spin, "a" makes you move a little bit left to evade, "spacebar" adds the rapid acceleration thanks to huge downward thruster power. Also if you press all at once, you will notice your aim is pointing almost at the same location, so you can fire artillery cannons accurately
@TopAce6, the lastest updates are all related to upcoming my carrier (CV Hauler) ship.
1) Removed all the sprite LCD (all of them are actually upgrade instructions) - this will cause internal error when you are trying to dock on CV. I found this yesterday and I am finally free from CV docking issues.
2) Added landing gear at the front side for docking.
I changed the location of gen to test, but I could not sure whether it can prevent explosion, so I am only using it for myself. I do not know where the attack would come from as you mentioned. If it come from down or back, it is quite vulnerable. Nonetheless, if I ask to fix it, it will make harder to hunt POIs... pros and cons.
Shouldn't need to change anything, since fuel tanks are at the back of the ship as long as the target is in front of you then won't need to worry about the fuel tanks unless they get behind, I've had this ship parked in drone faction space wiping everything out until a harvester spawned up behind me and targeted the gen and blew a large whole in the side of it
07-02:22:26.378 10_22 -LOG- Explosion of size=6 dmg=40500 took 30ms. TotDmg=132114.4 ChBlks=101 DstBlks=25
07-02:22:26.449 10_22 -LOG- TotDmg=132114.4 ChBl=101 DestrBl=25 Size=int3(52, 52, 52) Steps=112214 Skipped=0
Something blow up in the middle of chain explosion. possibly drive thruster or advanced geneator: initial explosion 12,500 and resulted in total explosion value of 168273.7.. not normal.
07-02:22:28.072 10_22 -LOG- Explosion of size=12 dmg=12500 took 111ms. TotDmg=168273.7 ChBlks=482 DstBlks=110
07-02:22:28.073 10_22 -LOG- Explosion of size=0 dmg=0 took 0ms. TotDmg=0 ChBlks=0 DstBlks=0
07-02:22:28.074 10_22 -LOG- Explosion of size=0 dmg=0 took 0ms. TotDmg=0 ChBlks=0 DstBlks=0
07-02:22:28.254 10_22 -LOG- TotDmg=168273.7 ChBl=482 DestrBl=110 Size=int3(100, 100, 100) Steps=349347 Skipped=
I tested in Vanilla with upgraded version and no chain explosion.
I tested in RE with upgraded version and it actually blow up entire back of the ship unless I cover every single fuel tank...FYI, the chain explosion size was 10, value was 5000 for the chain explosion compared to 4 artillery shell cause size 6, damage 40600.
The issue of explosion logic seems that two combined explosion is exponentially stronger than two separate explosion which ends up with blowing up entire ship if you are hit by artillery shell. If it is missile, it is ok, but artillery shell will eventually blow up whole thing, which is why I can blow up entire wing of dreadnought easily :)
So, I am not sure whether I call this bug to fix or not... more of explosion design issue...
1) it is very tricky to have maintenance corridor. So I may have to give up this
2) I can place xeno blocks between them, but it will eventually increase the weight, so it will not be easy to maintain the same weight. - as you know, 27 m/s2 is the cut line accelleration for the max speed
So, I am working now on upgrading SEEKER XE first because it is my main ship:)
Also, I am now trying to build a city for my faction, so may need some time to fix everyship I built :)
Anyway, thanks again for your kind comment :)
Regarding chain explosion, there are some ways to avoid it but it is kind of hard... I am now trying to test in all aspects. Actually in a sense, it make sense to have some explosion value for those high energy consuming devices. More challenges, so it would take more time to build new ship for me. Could not find the full answer yet.
For now, Solar panel is bigger concern to me and it would not be easily fixed.
Hopefully they make some adjustments to the game to stop that BS from happening.
makes it nearly impossible to ahve beautiful and fully functional in all aspects ships built safe right now.
For the record, i'm wrecking crap with the Thanatos, took out a dreadnaught and Battlecarrier at the same time + drones and took no damage, just back off when your shield gets low.
if you want to see how the Guy who made the "Ambassador XTS" built his latest ship to be chain reaction proof, check out This https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2415689969
Small dread killer, basically a Speed Tank. It doesn't have the Universal functionality of you're awesome ships, but some of the concepts on layering, Isolating and shaping internal components might be insightful.
@TopAce6, I am now doing more play than build to understand the changes in RE 1.4. What I found so far is that
1) Some of Zirax ships, especially Imerat Class Destroyer is upgraded and has Heavy Turrets. So, if it is not for Quantum, Imerat Class would be a good target as well. Though, be aware that it is tougher than before.
2) Internal Device has Chain Explosion risk if they are too close to each other. some of my ships have this risk, so I will try to scatter or build wall between highly explosive devices; weapons, thruster, generators, fuel tank. Maybe I need to come up with new way of making those building blocks from next ship. Until then, please do not lose shield. THANATOS has enough agility and decoy~
if im correct, i Deconstruct the CPU extenders and sell the optical bridges to the vendors right?
I Took Zero Hull dmg, managed to keep shields up whole fight.
I did remove a couple deco fins that blocked some of the multi-turret angles, and added a piloting station right where I dock my SV for those emergency moments.
That's the least modding I have done to any ship build yet. You did really well and seem to be learning something from each and every build you make, fine tuning every time.