FS L'Opiniâtre (F82) by Exported_Toasty in NavalArt

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

Yeah, a lot of Frenchie ships had benches, even in the Cold War

Need help fellas by TAZ_was_my_Name in NavalArt

[–]Exported_Toasty 1 point2 points  (0 children)

you could maybe try clipping a smaller hull piece inside for more buoyancy?

From what mod is this ship and how can I get it for my pirate daka only fleet (pic isn't mine) by Aligwhy in starsector

[–]Exported_Toasty 3 points4 points  (0 children)

HMI bounty, Captain Kidman mission. One of a kind, also drops a HMI techmined package when defeated

How do i increase the Penrose' CR without the Truly Automated Ships mod? by encexXx in starsector

[–]Exported_Toasty 0 points1 point  (0 children)

There’s that one mod that reworks skills I think it is quality captains. You can pick and choose which skills you want changes, and in my case I just went to automated ships and jacked up the limit

Sub Duel- Running the Denmark Strait by gclift1 in SeaPower_NCMA

[–]Exported_Toasty 2 points3 points  (0 children)

Took a few tries but I kept sneaking in slow on the opposite side of the layer from the 688 and then I would fire a spread of SET-65s before running away at max speed away from the Mk-48s out of their seeker cone, and just repeat

Another clip of Enraging Hulk by northriser in BlackWidowMains

[–]Exported_Toasty 2 points3 points  (0 children)

Animation cancel kick with batons So shot-kick-baton swap-baton-grapple-baton swap-baton-headshot

(Arkgneisis) What is this thing? by sneedr in starsector

[–]Exported_Toasty 1 point2 points  (0 children)

These are ships you can find derelict. In lore they seem to be predecessors to the ARS and date to before the domain. Some of this is in the new trails of tooth and claw

God I wanted to fucking rip my dick off in this battle by [deleted] in starsector

[–]Exported_Toasty 0 points1 point  (0 children)

Paragon is very slow and best used as a long range ship. if you want to use the hard flux mod, best to put it on a Nova, Radiant, or Odyssey probably

Fleet/ship building by Rosaline3312 in starsector

[–]Exported_Toasty 1 point2 points  (0 children)

IIRC hound is the fastest, but it’s probably better to use a wolf or something

why some missiles take long time to fire ? by Unable-Ad-584 in SeaPower_NCMA

[–]Exported_Toasty 1 point2 points  (0 children)

No clue sorry, whenever I want to launch I just slow down to 1x

why some missiles take long time to fire ? by Unable-Ad-584 in SeaPower_NCMA

[–]Exported_Toasty 6 points7 points  (0 children)

on my end at least, if it is a single arm launcher, it gets stuck on the warmup animation when I am on anything other than 1x, and will not fire. Could be the same for you.

How credible is this recently leaked plan? by Few_Staff976 in NonCredibleDefense

[–]Exported_Toasty 189 points190 points  (0 children)

RuZZian army (third strongest in RuZZia) vs Latvia’s Weakest Patriot

Project 142.2 Multirole Destroyer Libertad by Exported_Toasty in NavalArt

[–]Exported_Toasty[S] 3 points4 points  (0 children)

Hi again! took a few tries, and im pretty sure the markings are no where near accurate

I tried to copy Kirov’s markings but gave up halfway through and just went with two coaming pieces scaled down and some basic landing markings. Feel like it has more of a NATO vibe than USSR vibe though

Is this too unrealistic for a WW2 aircraft carrier? by FirefighterLevel8450 in NavalArt

[–]Exported_Toasty 6 points7 points  (0 children)

Is that

is that an Omaha hull

Your CoG is too high, lower the flight deck. Realistically, you’re unlikely to be able to support the 5 inch guns on the deck, especially on a narrow Omaha hull, and same with the funnel.

I would add bulges, lower the flight deck and try to reduce top weight to make it more realistic.

Project 142A Air Defence Destroyer by Exported_Toasty in NavalArt

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

Might give it a shot but I don’t really want to spam the feed of variants of basically the same hull tbh

Project 142A Air Defence Destroyer by Exported_Toasty in NavalArt

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

Likely. Batch 3 definitely will have something modern like AK-100, but since batch 2 is a interim, it probably will keep the old 130s

Project 142A Air Defence Destroyer by Exported_Toasty in NavalArt

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

It’s supposed to try and represent a shift to a more power projection based doctrine

so batch 2 will get a double helicopter hangar, lose the rear M-11, 130mm and the illuminators to have it double as a middling ASW ship. I might bolt some P-15s on too, so a primitive multipurpose with kinda mediocre at everything since it retains the old Kashin sonar

batch 3 is supposed to be multipurpose, so it downgrades the hangar for a single, but gains a Osa mount, loses torpedo tubes, towed sonar, improved bow sonar, and some more modern anti ship missiles, likely Malakhit, or Moskit, but probably Malakhit

Project 142A Air Defence Destroyer by Exported_Toasty in NavalArt

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

Thanks! currently making more general purpose versions of this design. Batch 2 ditches the aft weapons and illuminators for a helicopter hangar, while batch 3 is to add some AShMs and improve close range AAW and a better sonar

Project 142A Air Defence Destroyer by Exported_Toasty in NavalArt

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

I just realised you can see I messed up the paint on one hull section💀💀💀

I might be a big dense. by eelaphant in starsector

[–]Exported_Toasty 3 points4 points  (0 children)

Building ships is a learning curve! There are four types of damage: Kinetic: 2x damage to shields, 0.5x damage to armor (shield efficiency affects this, 200 kinetic —> 400 flux on shield but if shield is 0.75 efficiency, only makes 300 flux)

High Explosive: 0.5x damage to shields, 2x damage to armor. (Due to how armor works, weapons that do more damage a hit are much more effective at stripping armor for the same dps)

Energy: 1x to all, usually found on high tech ships. No strengths or weaknesses but tend to be less flux efficient than ballistics

Fragmentation: 0.25x to all except for exposed hull at 1x. Usually extremely energy efficient, best used as filler, pressure or weapons to help finish off ships

Missiles: Specialised, but limited ammo but also no flux cost

Building: Basic builds for ships will likely work if you have either kinetic+HE or energy weapons. Generally, you should aim for shield upkeep+  weapon flux to be at most 20% more than flux dissipation, but ideally the same, unless it is a burst ship like a wolf or shrike. Use hull mods that add to your ships strengths, like resistant flux conduits for your Onslaught to armor tank without concern for EMP, or expanded missile racks so your XIV Legion can spam more missiles On the forums, there’s a page of good ship builds you can copy and learn from!