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Note, this has severely degraded function in Dev branch. Once Stable Branch gets the API update I will work to update the various scripts.
These torps are pretty brutal!
Thanks for the demo, always fun to hang out with new people and blow shit up!
Did downgrade to stable and hop on the server but kept getting dropped.
The last time someone could not get it to work, we realized he had damage disabled on his creative server :-p heh
Friended ya. Will show you a few things to get your creative juices flowing, if I see you online.
Uhhh...yeah...floating objects whatever default is...56 or 64 or something.
New(ish) lab world and I always forget to adjust it.
The torps I use are friends designs so wouldn't be right of me to publish them, but I'd be down for hosting some MP to show stuff.
To be clear...just sharing notes & trying to "talk shop" here...I know a little, but I've got just as much to learn as the next guy. (just saying cause I can come off a little abrasive, and I'm usually trying to be funny) Still LG torps are a hardsell to me :P
Oh, also using dev, which I assume you aren't (cause scripts). I don't think any changes relevant to PMWs were made, but you never know.
Actually detonating before sensor range is a plus...I'm just too lazy; we've found spread from 100m out does even more damage.
So yes, your frontal survivability is very good actually. I fired 8 into the torpedo bay and while they gutted the entire crew quarters they didn't penetrate into engineering.
By comparison a single torp fired directly at engineering...well it wasn't pretty...the secondary kill from free gyros actually crashes my game before I can get a screenshot off.
Like I said though, all in all this is one of the better warships I've seen. I've definitly picked up some good ideas from it, so thanks!
I would avoid warheads.
first torp that hits, will have its ore expelled out of the ship rather than through it. Grav shield prevents main damage.
Successive shots or the first shot leave enough junk floating in your ship that you have to turn it off or spin wildly, however. Additionally, a second shot hitting the same spot just penetrates too well for grav shields to counter.
That isn't saying anything against your design either; we've found nothing really capable of stopping them.
So the spaced armor was less effective than I hoped against a few rod torps, but really nothing is. The physics engine is shit.
For torps I prefer SG steel rods with a warhead to seperate & spread them before impact; the only defense against that is getting your ass out of the way. They're also very cheap :)
Not to detract from that, but I've been doing some sciencing on grav shields, and 2-3G (provided field extends a good distance from the ship) is sufficient to cause enough deflection against a gravity cannon (at vanilla max speed), why 19G? Am I missing something?
I may reupload this BP-some timers and Program block are turned off, so must be turned back on before use. For now people should search "fire", "timer, "PB" to find the blocks that may need to be turned on.
C:\Users\<Your Username>\AppData\Roaming\SpaceEngineers\Blueprints\local\<Kirov's Name>\thumb.png
To this one:
http://imgur.com/UDKhVW9
Then go to SE and Re-Publish your ship again.
Not very good at designing, but its better than nothing.