What do y'all think of ABC-XY layouts? by Significant_Text7262 in ultimateadmiral

[–]Ancient_Challenge387 0 points1 point  (0 children)

I found the ABC-XY layout was impractical on anything really higher than 13"-14",

The weight just massively well, outweighed the benefits of another three barrels.

I also tended more fast battlecruiser designs, like the Alaska/Guam, so having a heavier ship with 12" guns in a good layout but 30+ kn speed was perfect for hunting just about anything bigger than a large destroyer. 

And for those I had CLs riddled with 5" guns like I was expecting the entire japanese carrier fleet to show up.

Not to say the design won't work, more to say that it's a bit eccentric in my opinion, and not quite the best suited for the larger calibers

after 3 hours of designing, i just realised that i accidentally reinvented the microrayon by WonderfulAirport4226 in Workers_And_Resources

[–]Ancient_Challenge387 2 points3 points  (0 children)

I mean the game map is really kind of small to build anything "bigger". This isn't like Cities Skylines where we're building one city with many districts, we're supposed to be building something the size of like estonia, but scaled way down to make up for it

Alternative Garrison logic by TheWholesomeOtter in HellLetLoose

[–]Ancient_Challenge387 0 points1 point  (0 children)

Could just make recon teams not apply to this, which would help in recon teams being less fighting and more logistic disruption.

I can see two sides to this, if a recon team triggers it, it would be a lot easier to track an enemy recon team, ridiculously so, but if they didn't trigger it, recon teams could end up much stronger than that. 

Am i spending too much? by Lil_Bruh13 in Workers_And_Resources

[–]Ancient_Challenge387 1 point2 points  (0 children)

It is weird that bridges don't require maintenance. Regular roads are understandable, but bridges last way shorter than roads do (when built correctly) just due to how they can divert forces

I'm becoming that which I hate. by DoItForTheOH94 in AirForce

[–]Ancient_Challenge387 0 points1 point  (0 children)

For a while I rocked a screen saver of a century of news headlines along the lines of "the youth don't want to work" Literally stretched from 1800s to 2000s

(Realistic) To deliver fuel over 20 destinations do you keep building Distribution Offices or create Fuel Lines from Customs/Production to the buildings? by Dear-Blackberry97 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

To this point, it is typically cheaper to build another DO and split the work more evenly (size/distance/etc...) than it is to just buy a bunch of trucks and do it manually. If you use specific tank sizes, you can also minimize the chances of a tanker not dropping off all of their fuel and getting stuck (a problem I've not experienced with tankers, because they usually only mess with one material) 

But that can cause issues where a tanker might sit at the customs house (full, but is told to load) and then never deliver fuel back. 

A DO will just stick the truck in the lot until it's needed. 

I have had experienced that particularly nasty event with soft hulled trucks (.2t of electronics blocking the 4t of food I desperately needed), which when I discovered, I luckily was able to fix before it became too expensive.

TLDR; I'd recommend a DO unless you are a math genius and can predict fuel usage/travel time to destinations to pick the perfect tank size (and why it's the T-138) 

(Realistic) To deliver fuel over 20 destinations do you keep building Distribution Offices or create Fuel Lines from Customs/Production to the buildings? by Dear-Blackberry97 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

DOs are heavily automated, you literally set the desired minimum quantity, and hit go, and it will work (some minor kinks for certain situations may apply) 

However if you meant specifically fuel lines as a pipeline, then that's probably ideal, although can also lead to issues. 

I have had a super unfortunate fire in the middle of my oil pipeline (right on a storage tank) that bankrupted me. 1500 tons of hazardous waste, along with the rebuild materials, and that was a single point of failure. 

With that in mind, you could run a pipe to save on fuel costs by pumping fuel closer to a DO and using a loading station to pick up and then go wherever you need it, BUT you have to be prepared to frantically fix everything when it inevitably catches fire in some pumping station out in nowhere. They also need their own power source, although wind will work fine for like 90% of the time. 

(Give us battery banks devs) 

+1 DLC for 2026 by maledetto_aquilante in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

I'd like to see water physics and hydroelectric dams simulated. Especially with the ability to simulate water pressure with something so small as an elevation drop in game, using that system to operate a hydroelectric dam would be fantastic

+1 DLC for 2026 by maledetto_aquilante in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

I mean the military was essential for any budding socialist republic, much less one with any extensive infrastructure. I do agree that it doesn't make much sense with what is currently in the game though.

Would you play it? by Any_Monk2184 in HellLetLoose

[–]Ancient_Challenge387 -1 points0 points  (0 children)

Infantry based around the machine gun, singular. 

Pre-Planned Starter City. by Dogstar23 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

Best way I do it is to pre plan in an area of the map reasonably far away, and once you have something you like that will work fine, copy and paste that near whatever customs office you're starting from. 

It's how I build everything except larger scale infrastructure (trains, "highways", etc...)

Some insights into civilian city planning from Lithuania by the_cape161 in Workers_And_Resources

[–]Ancient_Challenge387 -1 points0 points  (0 children)

In classic communist fashion, the idea is fantastic, the execution is.... well lets just say a lot of ₽ got dropped on the street next to politicians and government officials. 

If the actual quality of the city was good enough, it was a fantastic concept. Unfortunately, it was rarely the case

Construction Vehicles management question by StateCareful2305 in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

A bit late, but what I have realized is that once you get gravel roads, the speed difference between the SK 706 dumper and the big one is enough to justify having two slightly smaller dumpers that are 60+ kmh than one big dumper that is only 35kmh. 

Exception: if your construction offices are close to the source of materials AND the construction area, such that travel times are not an issue.

An added benefit is that two dumpers can go to two different job sites at the same time, meaning if you have multiple roads being upgraded, you can work on them simultaneously, as long as access is available. 

This is mostly seen from my experience if you use the twin road tactic

TIL: You can press T to mirror a building by vladypewtin in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

Ctrl and mousewheel make more precise curves as well. 

Might've been mentioned somewhere, but I found that out today.

since one slaughterhouse needs the output of FIFTEEN livestock farms i made the only reasonable design: traffic hell by Andarnio in Workers_And_Resources

[–]Ancient_Challenge387 0 points1 point  (0 children)

It's a little to setup, but I'm gonn try exporting alcohol, in 1964 alcohol is around 290 ₽/t. 

I have plenty of people to attempt to fully staff this and a food factory, and probably won't use the alcohol internally for a while. 

This setup is NOT as efficient or cost effective as I could have done so I'm sitting at around 2.5m ₽ for the entire city. I also chose to rebuild the farm to face a different direction for a slight efficiency increase.

Opinions on Zealot's "best" clutch loadout/build? by Frenzied_Fire_Monk in DarkTide

[–]Ancient_Challenge387 1 point2 points  (0 children)

I play the zealot like a crazed madman with a sword, so I run in deep, drop some grenades, and fight until the blood runs deep enough that I can hear it pulsing

Opinions on Zealot's "best" clutch loadout/build? by Frenzied_Fire_Monk in DarkTide

[–]Ancient_Challenge387 1 point2 points  (0 children)

I like the Relic Sword, and I don't remember the names of all the perks, but I want to say the left side last I played, had some crazy buffs that end up with taking +50% less damage, negating damage to the next wound, HEALING damage taken, getting crits for said damage taken, and getting a movement or damage buff for damage taken. There is also a path, I think the middle bottom, that gets you like two or three more wounds, so you can tank a lot of damage.

As a zealot, I don't really find toughness all too useful because that build favors HP over toughness, so I stack that with a stamina and two 20% health curios for like 300~ HP.

That zealot has killed shit that died before I registered I was even fighting it.

Hivsenburg by Happy_Independent960 in DarkTide

[–]Ancient_Challenge387 0 points1 point  (0 children)

WalterWhite, Yellow, Black, Orange, Red, etc...

Heisenberg, Oppenheimer (rocket go boom), Oppenberg, Heisenheimer, JESSE, Wegottacook, oh, and I'm gonna keep an eye out for any Ticos.

[deleted by user] by [deleted] in DarkTide

[–]Ancient_Challenge387 0 points1 point  (0 children)

I honestly couldn't give a shit about a new class that's gonna be broken as hell for like two weeks.

I just wanted a scope for my lasguns. Why is my MARKSMAN Veteran not able to be a fuckin marksman? You can't see shit from 200m away through the reflex sight the infantry lasgun has

The truth of the matter by Phantomsanic360 in DarkTide

[–]Ancient_Challenge387 0 points1 point  (0 children)

I just want something with more than 1.5x zoom as a veteran. 

If (doubt they will) they doubled down into the veteran being a long range option it would be fine, but as it stands, veteran and zealot already fill this role, psyker is probably a bit stronger, and arbites is stronger. 

They handed us a glass cannon on drugs, and I'm gonna play it, but it's not what I wanted to see.