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Please criticize my first airship
2018-06-05, 05:21 PM
Post: #11
RE: Please criticize my first airship
(2018-06-05 02:26 PM)HaliBURD Wrote:  *Snip*
Thanks for all the tips, I'm going to attempt to do the things you suggested. Unfortunately, I'm incredibly bad at aesthetic things like good looking turrets. I'll do my best to make them look better but I can't promise that they'll look good. I can probably do the simple laser thing, and I'm going to make that somewhat high priority because having multiple smaller targets makes it harder for them to all get knocked off. The bottom cannons have helped some, but it would probably be a good idea to either change the weapon or dedicate some internal space to them so they can be turreted. Finally, I'm probably going to have to prefab every part of the ship and rearrange in to make the dediblades more central, but I'm absolutely willing to do that if it stabilizes my airship.

All the good ideas have already been thought of, so I'll think of bad ideas with hopes that one of them works out well.
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2018-06-05, 05:27 PM
Post: #12
RE: Please criticize my first airship
(2018-06-05 11:45 AM)Normal69 Wrote:  A far projected shield in the middle on 2-way turret is always turns toward the enemy.

A simple laser on a 2way turret with both a ciws controller (max distance 700m) and a weapon controller (max distance 500m) will pick down missiles (if you have passive sonar/radar/munition detectors) and when no enemy missiles/torps are around, they pick on near targets.
Subobject it and sprinkle your unit.

For balance it's the best if it is more-or-less balanced without a PID system, and only then pit on the PID balancers.
Check upon the pid interface, and the force showing in build mode (key is printed at the bottom left, for me it's "Í").
These are some neat ideas, I wish I thought of them myself. I don't think I'll do the shield thing because it doesn't seem like that would work too well on a ship of this size and it would be pretty vulnerable in battles with multiple opponents, although I'll definitely keep it in mind for smaller creations. As for the lasers, I'm probably going to do that. Due to the current lack of LAMs, enemy missile ships are the bane of this airship.

All the good ideas have already been thought of, so I'll think of bad ideas with hopes that one of them works out well.
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2018-06-06, 10:38 AM
Post: #13
RE: Please criticize my first airship
(2018-06-05 05:27 PM)Aperson Wrote:  These are some neat ideas, I wish I thought of them myself. I don't think I'll do the shield thing because it doesn't seem like that would work too well on a ship of this size and it would be pretty vulnerable in battles with multiple opponents, although I'll definitely keep it in mind for smaller creations. As for the lasers, I'm probably going to do that. Due to the current lack of LAMs, enemy missile ships are the bane of this airship.

Thank you, happy to help.

Those turning shields are more energy effective, and less boring to place as a second layer.
Onto a long body, you simply placing more (for example nose, back, middle).

But do not listen to me, I watched back my first FtD video, and my first unit is a huge cannon with an attached stone cube. Big Grin
Now I usually place a cannon where a shield should be...

[Image: 5955056F03E4B97A60AAECD0461B66A486E20B85]

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

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2018-06-10, 01:58 AM
Post: #14
RE: Please criticize my first airship
Thanks for all the help, all of these suggestions have been very helpful. I think that I'm done working on this airship for now, although I may work on it later to make it look better. Probably the ugliest part of it currently is the roll stabilizers, I covered them in metal for armor and made them too tall and not wide enough so they don't look great. Either way, here's the final for now blueprint. I'm probably going to try making an airship that's similarly made using a much larger hull. Should I make top and bottom cannons in the same place? If I do that with the hull I'm planning on using, I'll have about 6 vertical room for pellets. Basically, the question is: Should I use more cannons or better cannons?


Attached File(s)
.blueprint  Dediblade Cram Airship Proto .blueprint (Size: 238.74 KB / Downloads: 3)

All the good ideas have already been thought of, so I'll think of bad ideas with hopes that one of them works out well.
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2018-06-11, 09:57 AM
Post: #15
RE: Please criticize my first airship
(2018-06-10 01:58 AM)Aperson Wrote:  Basically, the question is: Should I use more cannons or better cannons?

YESS, cannons.
You can test shield penetration on a deactivated (C menu) Perforator (White Flayers godly ship).
I usually take care of the damage mix of my cannons:
-explosive is flowing, like a water balloon
-piercing makes holes
-HEAT spreads in solids
-HESH makes fragments from the innermost armour
-distruption emp or proximity emp kills electronics thru conductive armour
-hollow point I never tried, but the stories are good
-smoke in bigger shells weakens visual detection, lams and lasers

I usually include some enemy movement impairing system, like harpoons or twirl graviton rams to help my CRAMs too. Wink

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

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2018-06-11, 10:00 AM
Post: #16
RE: Please criticize my first airship
(2018-06-11 09:57 AM)Normal69 Wrote:  
(2018-06-10 01:58 AM)Aperson Wrote:  Basically, the question is: Should I use more cannons or better cannons?

YESS, cannons.
You can test shield penetration on a deactivated (C menu) Perforator (White Flayers godly ship).
I usually take care of the damage mix of my cannons:
-explosive is flowing, like a water balloon
-piercing makes holes
-HEAT spreads in solids
-HESH makes fragments from the innermost armour
-distruption emp or proximity emp kills electronics thru conductive armour
-hollow point I never tried, but the stories are good
-smoke in bigger shells weakens visual detection, lams and lasers

I usually include some enemy movement impairing system, like harpoons or twirl graviton rams to help my CRAMs too. Wink
I've personally never used harpoons and I've only seen it once on a GT airship. How useful are they?

All the good ideas have already been thought of, so I'll think of bad ideas with hopes that one of them works out well.
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2018-06-12, 08:02 AM
Post: #17
RE: Please criticize my first airship
(2018-06-11 10:00 AM)Aperson Wrote:  I've personally never used harpoons and I've only seen it once on a GT airship. How useful are they?

Harpoons somewhat impair enemy movement.
Also I roleplay that those are network cables uploading porn to the enemy unit to confuse the crew.

On my huge sub they pull down airships so they will be hit by torpedoes.
On my medium airship on the pic above small aerial units get smashed against my hull, destroying them - on bigger enemies it's like waterskiing after that enemy with a rocket launcher.
On my tiny Beaver Log, which is essentially a twirling ram-cylinder with one magnet harpoon missile, it yanks the Log into the enemy, where it chews out a nest inside.

So yes, they are useful, just experiment with the maximal distance to launch compared to whole cable length.

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

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