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Various strange questions and answers about game mechanics
2018-01-25, 10:48 AM
Post: #141
RE: Various strange questions and answers about game mechanics
I will continue my youtube content here,
While keeping this thread for strange
Mechanics and info discussion.

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

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2018-01-30, 08:46 PM (This post was last modified: 2018-01-30 08:47 PM by Normal69.)
Post: #142
RE: Various strange questions and answers about game mechanics
So to get things straight, units where a smaller inner mothership holds a movementless weaponized outer shell around it may sound cheesy, but the inner weak one is really susceptible of explosive damage, and occassional clipping, as do inner turreted detection, and anything on splinblock like holders.
Explosion spreads alongside them (especially from crams), and damage the bigger unit from inside when the explosion spreads back on them.

Everything has a weakness, that's why I build flawed units only. Wink

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

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2018-01-31, 09:09 PM (This post was last modified: 2018-01-31 09:10 PM by Normal69.)
Post: #143
RE: Various strange questions and answers about game mechanics
Yepp, the next video is up!





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From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

[Image: 6yFiDvF.jpg]
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2018-02-02, 07:51 PM (This post was last modified: 2018-02-07 09:42 AM by Normal69.)
Post: #144
RE: Various strange questions and answers about game mechanics
Captured some scientific information on the webways:

Raszul to BorderWise
Quote:[ Torp Detection ]
the patch did indeed make torpedo propellers detectable by passive sonar, though at only 1 detection per second rather than the 5 detections per sections one has/gets for missile thrusters.


[ Jittery Rudder Steering ]
Fixing the jittery motion of any rudder craft is surprisingly easy: just add an AI PID set to Naval Yaw with 0.001 / maxed / 0.00 settings (from top to bottom) and it'll smooth out just fine ^^


[ Escalation Of Warfare ]
DWG:
Defense: 2-3 layer metal, flares
Offense: anything other than IR missiles

OW
Defense: LAMS
Offense: kinetic APS

LH
Defense: smoke, laser shields
Offense: inertia frag APS

WF
Defense: double layer strength 2+ reflect shields, emp protection
Offense: lasers (wavefront adjusted for expert & godly)

TG
Defense: Flak, Torpedo Interceptors, Radar & Sonar Decoys
Offense: mixed armament: HEAT/HESH APS + Disruptor APS and inertia Frag APS

Once you have faced these factions you got all defense types set. Facing off vs any of the other factions just requires the above, though most likely more than needed for the above factions.
The only thing you may want to add later on is putting a bit of smoke to some of the APS shells to disable - or at least significantly weaken - hostile LAMS systems.

Also - for dealing with the DWG, OW & LH a single AI (or an AI plus a one or more backups on the same channel) work just fine. After that you'll want to have at least two different AIs on a separate channel each, both with Target Priority cards. One set to biggest/slowest and the other set to nearest.
The one set to biggest/slowest should control the main weapons (eg your crams), the other should control point defense guns (eg lasers, simple lasers or aps guns) to kill suiciders and drones that turn up for the faction one faces from then on...


[ Supply Groups ]
I suggest setting all your vessels to supply group 1 and use 80% for ammo, fuel and power (and 20% for mats if you were on localized resources, keeping enough for self-repairs and passing the loot on) for your main combat vessels and 0% for resources on vessels that do neither use that resource and 50% for resources (ammo/fuel/power) on crafts that both produce and use the resource and are meant to share it (eg motherships or armed supply ships).

Those settings will make them keep all the resource of that type up to the set limit - usually 80% - but they also accept excess beyond that. They will pass any excess beyond their limit to other craft that can still accept it (afaik they prioritize those that are the furthest below their limit).

This means that all ships will be able to help each other out and that they are able to pass supplies on, acting as relay for them - eg from a mothership to ship A to the motherships drones (or a vessel low on the resource in question).


[ Entering Hostile Sectors ]
The game considers a sector only as being entered if the fleet location is within that sector - the presence of individual craft of a fleet within any sector is not considered entering said sector.


[ Avoiding Land ]
In the naval AI card one can set turn radius and depth requirement of the craft. I suggest setting radius to max (unless you know it is less than that) and depth requirement to at least 50m. Then the AI should be capable of avoiding land in most cases.

ACBs only detect blocks - including blocks on the same object. so the ACB collision avoidance only works to avoid ramming other craft, not to avoid terrain and the nav AI was able to avoid terrain for ages. its just that almost no craft is set up correctly for that. you need a sonar to detect the terrain, you need the turning radius set to AT LEAST the turning radius of your craft (so you'r out of luck if that is more than 300m) and you need to add a relatively large buffer to the required depth as the AI is somewhat sluggish to respond.
Not disabling reverse also helps as the AI will use reverse to avoid terrain collision if turning doesn't suffice. and even then its not 100% always working, but like 90-95% of the time ^^

[ Avoiding Collisions ]
By adding two ACBs to the front of your craft (keyboard building mode, use G to align the ACB to face forward), setting one to "if object within 50m, desired speed: air & water -1.00" and the other to "no object within 50m, desired speed: air & water 0.00 with a 5 second delay"

That combination will make ships go into full reverse if there is any other design within 50m in a straight line in front of the ACBs until there is no longer anything within those 50m for at least 5 seconds..

( The Lancer has that setup in her bow. )




I hope this wall of text dint smack you silly ^^
I also hope that it contained at least some information of interest to you.

There is one last thing I'd like to mention: should you decide to actually include subscriber craft in your campaign then I suggest you limit them in some fashion. Otherwise your campaign may end up as a subscriber craft only thing and loose some of its charm - and you will loose the opportunity to learn from the play-through ...

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

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2018-02-03, 03:43 PM
Post: #145
RE: Various strange questions and answers about game mechanics
May I recommend that you put that into a Quote box?

Code:
[Quote=NameOfSource]Some Quoted Text[/Quote]

It can be a bit hard to see where the quote ends otherwise ^^
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2018-02-06, 02:52 PM
Post: #146
RE: Various strange questions and answers about game mechanics
(2018-02-02 07:51 PM)Normal69 Wrote:  Fixing the jittery motion of any rudder craft is surprisingly easy: just add an AI PID set to Naval Yaw with 0.001 / maxed / 0.00 settings (from top to bottom) and it'll smooth out just fine

The most godly post ever made in any FtD discussion. Big Grin
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2018-02-07, 09:44 AM (This post was last modified: 2018-02-07 09:45 AM by Normal69.)
Post: #147
RE: Various strange questions and answers about game mechanics
(2018-02-06 02:52 PM)Targa Wrote:  The most godly post ever made in any FtD discussion. Big Grin

Thank you! Symbiosis is logical.

Vulcan Inquisition:
providing connection and downloading information from your brain since 40000K Wink

From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73

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