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Changing Tides - Archived pre-subforum thread

#51
(2016-05-18, 03:29 PM)StahlSentinel Wrote: Alright, most tweaking and painting is done at this point, ready to be integrated as the Agar.

[Image: xZbxjFn.jpg]

Just going to remove some of the repair bots, and possibly put some of the repair tentacles inside. Gave it a retinue of four Decontaminant drones, and it'll be manufacturing tiny Antibiotic drones in combat.

Switched out the odd hybrid engine for an injector engine, will be adding shields in future.

Alright, sounds like she'll be a force to be reckoned with.

Yea, I don't know what I was thinking with the Hybrid with the Agar. Generally I go for that with my larger ships so they don't guzzle fuel (saying that every Resource Fortress I have has a dedicated fuel refinery that converts something like 8 oil to 2,000 some fuel (I went overboard on it)) but this time I apparently did that with this design lol.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
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#52
Here's a small hydrofoil. Doesn't have resources or laser defenses. Seems pretty effective for its size, despite being made from alloy.


Attached Files
.blueprint   Hydrofoil.blueprint (Size: 51.2 KB / Downloads: 25)
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
~~Terry Pratchett
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#53
Say Hello to the new AirPython, now named Air Cobra, she's undergone a severe overhaul to her making her look a lot less like her naval variant but also improving her firepower!

[Image: ttefQt3.jpg]

In her current state, two of her where able to defeat two Riverhomes and a Sinners luck without any other support (granted one blew up almost 30 seconds through the fight due to her own missiles turning into her, so technically 1 took them all on), as seen below.

[Image: ggfnUKF.jpg]

Armament:
1x 120mm HESH firing cannon (unknown firing speed, engineer forgot to check >.>)
10x Shadow lance anti-ship missiles (brand new, don't know the max range as of yet (chock it up to the engineer's laziness Tongue, that and he's sick) but I do know they can go 1500m without a problem)

Also yes I do realize she has 5 missile laser pointers, I kinda got paranoid when the outer one got shot off by a lucky shot, and the one in the middle is an experiment that I have yet to take off (it did work, but it sent the missiles over the aircraft which was freaking me out a little). ALSO she can't take a hit to her middle (no I'm not kidding, there was only 1 missile that hit her and all that was left was the tail plane and the engine....).


Attached Files
.blueprint   Air Cobra Aerial Drone.blueprint (Size: 45.79 KB / Downloads: 24)
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#54
(2016-05-19, 03:14 AM)Gaurdian23 Wrote: Say Hello to the new AirPython, now named Air Cobra, she's undergone a severe overhaul to her making her look a lot less like her naval variant but also improving her firepower!

[Image: ttefQt3.jpg]

In her current state, two of her where able to defeat two Riverhomes and a Sinners luck without any other support (granted one blew up almost 30 seconds through the fight due to her own missiles turning into her, so technically 1 took them all on), as seen below.

[Image: ggfnUKF.jpg]

Armament:
1x 120mm HESH firing cannon (unknown firing speed, engineer forgot to check >.>)
10x Shadow lance anti-ship missiles (brand new, don't know the max range as of yet (chock it up to the engineer's laziness Tongue, that and he's sick) but I do know they can go 1500m without a problem)

Also yes I do realize she has 5 missile laser pointers, I kinda got paranoid when the outer one got shot off by a lucky shot, and the one in the middle is an experiment that I have yet to take off (it did work, but it sent the missiles over the aircraft which was freaking me out a little). ALSO she can't take a hit to her middle (no I'm not kidding, there was only 1 missile that hit her and all that was left was the tail plane and the engine....).

Looks really good now! (I may actually use it as part of the OWC rather than the Reefback Wreckers now, it certainly looks the part) I'll have a bit of a look at it and maybe tweak things a little.

Don't worry about using extra laser pointers. I may well go over everything that has them so they're all set to guide the team's missiles (Kind of cool to have one unit "spotting" and the other firing), but having backups is not going to be an issue.
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#55
(2016-05-19, 04:26 PM)StahlSentinel Wrote:
(2016-05-19, 03:14 AM)Gaurdian23 Wrote: Say Hello to the new AirPython, now named Air Cobra, she's undergone a severe overhaul to her making her look a lot less like her naval variant but also improving her firepower!

[Image: ttefQt3.jpg]

In her current state, two of her where able to defeat two Riverhomes and a Sinners luck without any other support (granted one blew up almost 30 seconds through the fight due to her own missiles turning into her, so technically 1 took them all on), as seen below.

[Image: ggfnUKF.jpg]

Armament:
1x 120mm HESH firing cannon (unknown firing speed, engineer forgot to check >.>)
10x Shadow lance anti-ship missiles (brand new, don't know the max range as of yet (chock it up to the engineer's laziness Tongue, that and he's sick) but I do know they can go 1500m without a problem)

Also yes I do realize she has 5 missile laser pointers, I kinda got paranoid when the outer one got shot off by a lucky shot, and the one in the middle is an experiment that I have yet to take off (it did work, but it sent the missiles over the aircraft which was freaking me out a little). ALSO she can't take a hit to her middle (no I'm not kidding, there was only 1 missile that hit her and all that was left was the tail plane and the engine....).

Looks really good now! (I may actually use it as part of the OWC rather than the Reefback Wreckers now, it certainly looks the part) I'll have a bit of a look at it and maybe tweak things a little.

Don't worry about using extra laser pointers. I may well go over everything that has them so they're all set to guide the team's missiles (Kind of cool to have one unit "spotting" and the other firing), but having backups is not going to be an issue.

Thanks, I'm cool with that lol.

K, I was thinking of doing the same thing honestly since my main problem with missiles is that the laser guided will be useless once the vehicles laser pointer goes out or if the vehicle moves something else in the way, however a warning I have: I think that you have to have the LWC that's controlling the Universal Laser Designator, connected directly to the AI mainframe of the vehicle, no receiver or transmitter an in fact direct connection with either the AI being right there or the 6-way AI connectors. It's either that or I'm not thinking haha.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#56
Well my Secret Project was scrapped for two reason's: It was too small and cost WAY too much. However, I'm not giving up on my Capital ship killer, I WILL have vengeance on the White Flayers. Saying this........oops, I think I dropped something:

[Image: sobZK4r.jpg]

(that's the Treachery to her left)
She's in her adolescence but she is already promising (and by adolescence I mean that she's.....missing something other than her weapons Wink ).

Her predicted armament:

20x Shadow SRBM's (range 2.5km)
10x Seagull SRBM's (range 10km)
10x Kraken Anti-ship missiles (experimental, so no range as of yet. What is known is that they leave a nasty mark)
2x EMP Particle Cannons (since I heard you can make these I'm gonna take FULL advantage of it) (also I can keep these from the version I give you if you want)
4x Dual Barrel Sabot firing 250mm Advanced Cannons
1x MCUDD Cannon (Mega Cram of Ultimate Doom and Destruction)

So yeah.....she might be going to the Venom Lance lol or a rare ship for the OWC.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#57
(2016-05-20, 04:38 AM)Gaurdian23 Wrote: Well my Secret Project was scrapped for two reason's: It was too small and cost WAY too much. However, I'm not giving up on my Capital ship killer, I WILL have vengeance on the White Flayers. Saying this........oops, I think I dropped something:

[Image: sobZK4r.jpg]

(that's the Treachery to her left)
She's in her adolescence but she is already promising (and by adolescence I mean that she's.....missing something other than her weapons Wink ).

Her predicted armament:

20x Shadow SRBM's (range 2.5km)
10x Seagull SRBM's (range 10km)
10x Kraken Anti-ship missiles (experimental, so no range as of yet. What is known is that they leave a nasty mark)
2x EMP Particle Cannons (since I heard you can make these I'm gonna take FULL advantage of it) (also I can keep these from the version I give you if you want)
4x Dual Barrel Sabot firing 250mm Advanced Cannons
1x MCUDD Cannon (Mega Cram of Ultimate Doom and Destruction)

So yeah.....she might be going to the Venom Lance lol or a rare ship for the OWC.

Sounds good. From the shape, it looks more Venom Lance to me than Old World Coalition. If you're intending for it to be a VL design bear the following in mind:
First off, rams. Put rams on the front, make it fast. The Lance lives up to its name by ramming with everything that doesn't fly (and some things that fly, if we ever get a ramming AI card).
Secondly, pls no EMP. I'd really rather that gets saved for the very last faction because, much like sabot-spam, it's not much fun to fight against. Particle cannons are fine for the Lance, just stick to impact or piercing (preferably impact, because piercing is less awesome than ripping off the whole front of a Bastion)
Did I mention ramming? Harpoon missiles with high speed and maneuvrability will come in handy for catching things the ship can't ram properly.
Disco beams (lasers) should be the primary armament for the Lance, but backing them up with missile arrays or advanced cannons will be fine. (I'd rather not have sabots on the Lance designs, unless it's small calibre anti-air weaponry) LAMS is the preferred anti-missile system, but flares and interceptors will do if you want to conserve engine power.
Shields - do what you like, but make sure they're strongest at the front.

Haven't quite got around to looking at the Air Cobra yet, partially due to being sidetracked by the new laser components.
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#58
Alright, I've had a look at the Air Python and quite frankly I'm impressed.
Apart from the odd decision to mount a single-barreled HESH gun (those only really work well at high calibre in my experience), it functions more like a bomber than a fighter as far as I can tell. The missiles are pretty impressive and it fits the aesthetic pretty well.

[Image: 3ntKXh4.jpg]

Here's the comprehensive list of what I've done to it:
  • Increased number of barrels on the frontal gun to 3 and changed the ammunition to composite head. Also reduced the barrel length, because noodle barrels look a little silly and an advanced cannon rework is just around the corner... hopefully
  • Changed cruising height to 210. Foreldi's atmosphere gets thinner above 275 metres and is completely absent at 400.
  • Painted to match the rest of the OWC
  • Replaced various resource containers with misc ones
  • Removed repair tentacles. Repair cheese isn't the OWC's gimmick, except on carrier/factory ships.
  • Removed jets on main body, so there's more engine power for shielding.
  • Added shield to protect against AA fire from below.
  • Replaced wood with alloy, because OWC.
  • Shifted a few things around for aerodynamics
  • Armoured underside of ammo storage, moved ammo processors.

Will be integrated as soon as I've come up with a name.
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#59
(2016-05-20, 03:13 PM)StahlSentinel Wrote:
(2016-05-20, 04:38 AM)Gaurdian23 Wrote: Well my Secret Project was scrapped for two reason's: It was too small and cost WAY too much. However, I'm not giving up on my Capital ship killer, I WILL have vengeance on the White Flayers. Saying this........oops, I think I dropped something:

[Image: sobZK4r.jpg]

(that's the Treachery to her left)
She's in her adolescence but she is already promising (and by adolescence I mean that she's.....missing something other than her weapons Wink ).

Her predicted armament:

20x Shadow SRBM's (range 2.5km)
10x Seagull SRBM's (range 10km)
10x Kraken Anti-ship missiles (experimental, so no range as of yet. What is known is that they leave a nasty mark)
2x EMP Particle Cannons (since I heard you can make these I'm gonna take FULL advantage of it) (also I can keep these from the version I give you if you want)
4x Dual Barrel Sabot firing 250mm Advanced Cannons
1x MCUDD Cannon (Mega Cram of Ultimate Doom and Destruction)

So yeah.....she might be going to the Venom Lance lol or a rare ship for the OWC.

Sounds good. From the shape, it looks more Venom Lance to me than Old World Coalition. If you're intending for it to be a VL design bear the following in mind:
First off, rams. Put rams on the front, make it fast. The Lance lives up to its name by ramming with everything that doesn't fly (and some things that fly, if we ever get a ramming AI card).
Secondly, pls no EMP. I'd really rather that gets saved for the very last faction because, much like sabot-spam, it's not much fun to fight against. Particle cannons are fine for the Lance, just stick to impact or piercing (preferably impact, because piercing is less awesome than ripping off the whole front of a Bastion)
Did I mention ramming? Harpoon missiles with high speed and maneuvrability will come in handy for catching things the ship can't ram properly.
Disco beams (lasers) should be the primary armament for the Lance, but backing them up with missile arrays or advanced cannons will be fine. (I'd rather not have sabots on the Lance designs, unless it's small calibre anti-air weaponry) LAMS is the preferred anti-missile system, but flares and interceptors will do if you want to conserve engine power.
Shields - do what you like, but make sure they're strongest at the front.

Haven't quite got around to looking at the Air Cobra yet, partially due to being sidetracked by the new laser components.

K, rams I can do. Her front ironically is almost optimized for them Smile. Also her speed as of yet is unknown (since I was gonna work on her and put the particle cannons on but in the middle of testing them Windows 10 threw an error code my way and forced a shutdown Angry), a ramming card would make ramming soo much easier lol.
Alright, impact it is (plus in my testing EMP is nice and can do a bunch of damage to AI components, but it just doesn't have the same appeal as ripping a ship apart >: ) (again, I need a devious face....) it just seems more fitting that way as well).
Hmmmm, your giving me ideas.......the only problem is that last I checked Harpoons really don't work well on larger objects, saying that though there is a way to restrict what size those harpoons would attack. I'll have to think about how I'm gonna implement that.
You want Disco beams of Death, I can give you Disco Beams of Death >: ) (...)! Saying this, it'll be my first experiment with them so that'll be fun lol. Also I'm thinking about adding 2 90mm Gatling cannons for those pesky fighters, so I'll give the Sabots to them and maybe give the 250mm cannons......HESH? I do have a good design of HESH for that size so I'll go ahead and play around and see what I think will fit most.
LAM's is my specialty (more so missiles, but they're a very close second), so I'll throw a *ahem* decent one on (and by decent I mean it's gonna be fun for any missile based ships >: ) (not gonna bother saying it lol)). Well currently all she has is a hull, bunch of fuel and ammo, an ammo production array and something along the lines of a 12,000 power engine(s) so power isn't gonna be too much of an issue, especially since I'm planning on adding another Hotrod engine from IreLAN.
I'll try my best at adding shields, just a warning though they'll most likely be at a strength 5 or 7 since while I do have more than enough engine power, I want to keep some extra just for some future modifications.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#60
(2016-05-20, 04:17 PM)StahlSentinel Wrote: Alright, I've had a look at the Air Python and quite frankly I'm impressed.
Apart from the odd decision to mount a single-barreled HESH gun (those only really work well at high calibre in my experience), it functions more like a bomber than a fighter as far as I can tell. The missiles are pretty impressive and it fits the aesthetic pretty well.

[Image: 3ntKXh4.jpg]

Here's the comprehensive list of what I've done to it:
  • Increased number of barrels on the frontal gun to 3 and changed the ammunition to composite head. Also reduced the barrel length, because noodle barrels look a little silly and an advanced cannon rework is just around the corner... hopefully
  • Changed cruising height to 210. Foreldi's atmosphere gets thinner above 275 metres and is completely absent at 400.
  • Painted to match the rest of the OWC
  • Replaced various resource containers with misc ones
  • Removed repair tentacles. Repair cheese isn't the OWC's gimmick, except on carrier/factory ships.
  • Removed jets on main body, so there's more engine power for shielding.
  • Added shield to protect against AA fire from below.
  • Replaced wood with alloy, because OWC.
  • Shifted a few things around for aerodynamics
  • Armoured underside of ammo storage, moved ammo processors.

Will be integrated as soon as I've come up with a name.

Why thank you, honestly it impressed me as well lol. Yea it was a higher caliber gun (I believe a 175?) but I removed some gauge increases in favor of cooling units. Yea that happened by accident, it was suppose to be a fighter then I added the cannon haha. Danke, as I said missiles are my forte!

She looks good, K I'm probably gonna do the same to the cannon.
Good to know.
An actually interesting side note, I sent 5 of these up against a single Plunderer (yea I know, no way in heck they're gonna defeat that lol) and they actually fared pretty well. At range the Plunderer's AA wasn't hitting them due to their speed and slightly erratic flight pattern. However once they got I'd say.....within 600m they started taking hits, and after 200m they were knocked out of the sky.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply



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