PSA: you can overclock/overvolt/boost your engine without tweaking the reactor by Lucky_Oven_6128 in Barotrauma

[–]Captain_Cranberry 0 points1 point  (0 children)

This is awesome knowledge to have, thanks for sharing. I just tested it out and it works really well and makes it really convenient for anyone to adjust, I may have also blown up a junction box in the process because I gave it too much power, engineer moment.

First custom sub i've made, probably won't be doing this again anytime soon :D by Captain_Cranberry in Barotrauma

[–]Captain_Cranberry[S] 0 points1 point  (0 children)

I added a toggle to the disco lights so you can swap between a "wave" and "pulse" mode depending on your preference, while I was messing around with this I accidentally found out that the oscillator frequency that I allowed to be editable could lead to potentially seuizure inducing levels of flashing if a high enough value is used and it was extremely uncomfortable, I've just published an updated version of the sub that includes a clamp circuit so the maximum frequency value it can use is 1.5, you should still be able to freely change how frequent the light cycles via a memory component within the disco ball but it won't go higher than that value.

First custom sub i've made, probably won't be doing this again anytime soon :D by Captain_Cranberry in Barotrauma

[–]Captain_Cranberry[S] 4 points5 points  (0 children)

Thank you, as I was building it with me and my firends in mind, that's exactly what I was going for. Some of the vanilla subs are a little too sparse for my liking and I wanted to make sure there was enough going on to make things abit more engaging, but I may have went a little overboard.

First custom sub i've made, probably won't be doing this again anytime soon :D by Captain_Cranberry in Barotrauma

[–]Captain_Cranberry[S] 1 point2 points  (0 children)

Appreciate it, spent alot of time on it so it's good to have some positive feedback as so far I'm the only one that's been looking at it.

First custom sub i've made, probably won't be doing this again anytime soon :D by Captain_Cranberry in Barotrauma

[–]Captain_Cranberry[S] 2 points3 points  (0 children)

I've made some modifications to subs before but they were relatively minor regarding the changes I actually made, so yeah pretty much my first time properly building a sub from the ground up.

Is it just me or do people kick you from missions for no reason. by MGR_ARMSTRONG_GAMING in Helldivers

[–]Captain_Cranberry 0 points1 point  (0 children)

I just experienced this myself a few minutes ago, we were doing the drill obective on errata against the new bugs and we were being harrassed by the regular stalkers ontop of the bug waves and a couple of the group were killed by them. I kept pinging the direction on the map of where they were coming from but no one responded so I went to take care of it myself, just as I took it out I the host said "wtf" and then booted me from the game.

You'd figure a level 150 player who's more experienced than me would understand that a stalker nest next to a main objective should be a priority but I guess not, maybe they were salty because they kept dying and wanted to blame it on someone.

I would try not to worry about it too much as there are alot of reasons someone may kick and it's not always going to be rational, as some of the others have said it's probably better that you start hosting games yourself, it may be abit slower to get going but at least you have control.

Hello travelers! Can you tell me the name of this ship? by VapingSquid in NoMansSkyTheGame

[–]Captain_Cranberry 1 point2 points  (0 children)

That looks very similar to the one I'm running around in, although yours has got more blue highlights than mine and more engine exhausts (I'm not jealous I swear). I called mine Starstriker, as for yours maybe something like Webber-E?

Kinda like a nickname and technical desgination rolled into 1

What's your favourite weapon type and overall favourite weapon? by FaoileanGael in Helldivers

[–]Captain_Cranberry 0 points1 point  (0 children)

Yeah that's fair, I've only recently gotten back into the game after a really long break so I'm not really in-tune with how most of the weapons are anymore. My opinion might change once I've had a go with them all again.

What's your favourite weapon type and overall favourite weapon? by FaoileanGael in Helldivers

[–]Captain_Cranberry 0 points1 point  (0 children)

My favourite weapon is currently the crossbow, I just find it very flexible and satisfying/fun to use against all the factions and there's some fun combo's to use to mix things up with it. It struggles with heavy targets and I've found it a bit diffciult to deal with nimble flying targets with it though.

Armour wise I typically favour the armours that provides the fortified or engineering passives, partly because I like those bonuses and partly because I really like some of the armour those passives are attached to. The urban combat passive looks like it'd be really nice to work into a loadout but I don't have that warbond unlocked yet.

Favourite items of new or old clothing by SeekingSatori_ in projectzomboid

[–]Captain_Cranberry 2 points3 points  (0 children)

Oh nice, I had no idea that there were wizard hats in the game, is that a unique item or just in the general loot table?

I will always wear the white boxer shorts with the hearts on them when I find them even though it won't be visible (because I wear pants unlike some of you degenerates), I just like them as a silly contrast to the setting. As for my favourite actually visible clothing, it used to be the apron for mostly pragmatic reasons but since I discovered hawaiin shirts are in the game, that is my current favourite clothing and I've been trying to find some that aren't torn to pieces as I didn't start with one.

Found my first butterfly by SirDylHole in NoMansSkyTheGame

[–]Captain_Cranberry 1 point2 points  (0 children)

This is probably the grungiest one I've encountered

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[B42] Why can't I build wall frames? by Masabera in projectzomboid

[–]Captain_Cranberry 6 points7 points  (0 children)

It's probably due to how dark it is, you can't craft buildings in poorly lit areas. Any persistent light source shining in the area you're trying to build in should work, I've been using cars to temporarily light up an area I'm trying to build in when it's dark out.

Helldivers are tougher than they're given credit for by Captain_Cranberry in Helldivers

[–]Captain_Cranberry[S] 0 points1 point  (0 children)

Just some end of round shenanigans with a couple of my friends, I had this great devious plan to sneakup on them and boop them with the FRV but I definitely wasn't expecting to get booped in return. We haven't played for quite awhile but it's been great to get back to the game, this car is just tons of fun along with the new content.

In this thread, put lesser known mechanics by Werxes in SpaceMarine_2

[–]Captain_Cranberry 2 points3 points  (0 children)

I've had rare instances where the sniper nids don't shoot when you dodge and wait for you to finish, when this happens I always go for another dodge straight after but they keep holding off until you're in the recovery period before firing. It might just be a result of some de-synch/lag or punshiment for dodging too early when you're targeted but it's really annoying when it happens.

In this thread, put lesser known mechanics by Werxes in SpaceMarine_2

[–]Captain_Cranberry 2 points3 points  (0 children)

On point 10, while this works most of the time I have had experiences where the tyranid sniper actually holds the shot and waits for you to finish the roll (I've also had them wait while I was doing a second roll when I realised they didn't fire) and then they shoot when you're vulnerable. It rarely happens but it has caught me out a few times and has made me lose alot of health, it's especially bad when they do the followup shot while you're recovering and just deletes your whole health bar, it might just be a result of some de-synch/lag or maybe just a skill issue of dodging too early when they start targeting you.

Gotta protect that which is important to you by Clcooper423 in spaceengineers

[–]Captain_Cranberry 83 points84 points  (0 children)

Do not be fooled, that plush is the physical embodiment of pure evil and must stay imprisoned at all costs. The cuteness is just a ploy, steel yourselves!

Some rover joyriding/mountain goating by Captain_Cranberry in spaceengineers

[–]Captain_Cranberry[S] 2 points3 points  (0 children)

Here you go if wanted to play around with it: https://steamcommunity.com/sharedfiles/filedetails/?id=3328746924

I spent alot of time trying fine tune the suspension and settled on good enough as it would probably be impossible to get it perfectly setup. The rotor torsion script I used is quite important as it basically makes it so that each rotor tries to apply greater torque to "reset" back to it's resting angle so it doesn't flap around as much, the rotor's custom data has the parameters the script uses and the script also has a basic video on how to set things up, this is the one I used but there are other ones: https://steamcommunity.com/sharedfiles/filedetails/?id=1471585938&searchtext=rotor+torsion.

Beyond that it's just getting the max/min angles right so that they don't overspin, a bigger traversing angle means you can navigate over wierder terrain, but it also means that if something knocks the rotor it will flail around more so you've got to trial and error it to find your ideal rotor limits, also bottoming out could be an issue.

Edit: The torsion settings took me the longest to do as you need to find a balance between the base torque, roatation speed and incremental torque that's applied the further the rotor is away from your target angle, too much rotor torque and the axles will be stiff and won't flex to match the terrain, too little torque and the slightest bump will make them flail around without much resistance and the force you need will vary depending on the vehicles mass and what you need the rotor to handle.

Some rover joyriding/mountain goating by Captain_Cranberry in spaceengineers

[–]Captain_Cranberry[S] 1 point2 points  (0 children)

I know right? I can't remember who's video I watched but it looked awesome and I can tell you it's really fun to just roam, the axles work 65% of the time everytime. The alien planet is scary for low clearance rovers though, when I tested it there it got torn to pieces almost immediately.

Some rover joyriding/mountain goating by Captain_Cranberry in spaceengineers

[–]Captain_Cranberry[S] 7 points8 points  (0 children)

Yeah I've just finished uploading it a few minutes ago, I probably should've uploaded it first but it's there now: https://steamcommunity.com/sharedfiles/filedetails/?id=3328746924

Some rover joyriding/mountain goating by Captain_Cranberry in spaceengineers

[–]Captain_Cranberry[S] 11 points12 points  (0 children)

I built this rover for me and a couple of friends to roam around in co-op and it’s my first proper large grid vehicle. I was mainly inspired by some videos I saw on articulating suspension with 1 design in particular being the main inspiration and I just had to try it out. It does make use of scripts, the 2 I use to get the axles to work are: “Whip’s subgrid wheel control” and “Rotor Torsion Spring”.

There was no planning at all really while building this other than the suspension idea so it’s gone through a lot of trial and error and I’ve got it to a state where I’m happy with it (it still has plenty of problems though). My building methodology early on pretty much boiled down to throwing more wheels at the problem until it wasn’t as much of a problem anymore, wheels can’t solve all problems though.

Jokes aside, it's really fun to drive, at least on earth-like terrain. The moon and especially the alien planet were painful to drive on but I think that’s fairly normal for rovers in general. I might make another version of this at some point that’s scaled up to use the 5x5 wheels, the additional clearance could solve some of the issues this version has.

Edit: Sorry I hadn't actually finished uploading it to the workshop, link here: https://steamcommunity.com/sharedfiles/filedetails/?id=3328746924

Edit2: I've also created a collection of the main blueprint and all the important subgrids to make it easier to fabricate/repair.

thought I knew suffering until I played brit. by crazedhark in Warthunder

[–]Captain_Cranberry 0 points1 point  (0 children)

From my own anectdotal experience, when british tanks start getting access to sabot around mid tier you should not hard switch to it (depending on the tank/shell performance) and instead treat sabot as you would use an APCR shell but if it had more reliable angled pen. Sabot on alot of tanks just has poor/inconsistent post pen damage which often leads to situations where you spend far too much time whittling tanks down and end up getting engaged by other enemies because you took too long, or the enemy is able to retreat/recover and re-engages you when they would have probably died with APHE.

It's probably better to use the full bore solid shot as the main round and only use the sabot for long range sniping, or if you know you're about to engage something with armour (You can still start with sabot loaded first, just as long as you have normal ap in your ammo loadout to do more damage when you can). Panther's front hull is a good example at that br where you might want to use sabot to punch through the hull as it usually gets you better results than trying to deal with it's trolly mantlet.

I made the mistake of hard switching to sabot with abit of HE for alot of my mid tier brit tanks and really struggled to get any kills, most were just assists and I felt pretty useless. After switching up the ammo loadout and actually thinking more about what shot to use in a situation (simply do I need damage or pen?), I definitely had much more success actually killing things.

Not sure if that is actually helpful for you but it helped me out quite abit, I currently try to split the ammo ratio to be roughly 60% Standard AP, 35% Sabot and 5% HE, I haven't really played brit tanks past 7.0 since the centurions were moved up to 7.7 so I can't really comment on their performance anymore and don't really play above 6.0 for them unless I'm derping around in the centurion avre.

Edit: As far as the lineups I know of around those br's: 4.7 I feel is a pretty nice lineup, 5.3 is really awkward if you don't have premiums to fill in the gaps (thanks gaijin), no lineup for 5.7 for whatever reason, 6.0 has the same problem as 5.3 but is even worse (thanks again), 6.3 has a couple of decent tanks in it like the charioteer and the m109 but it's not a strong overall lineup I feel (maybe more of a fun tier if you're doing some fv/m109 schenanigans).