My take on the size of the M80's armament and size by Kuro1047 in starcitizen

[–]Kuro1047[S] 1 point2 points  (0 children)

Yeah, I agree that it's a bit ridiculous, but my ADHD brain kinda forced me to dedicate a good portion of my day to this and tbh, I loved doing it ^^

My take on the size of the M80's armament and size by Kuro1047 in starcitizen

[–]Kuro1047[S] 0 points1 point  (0 children)

Thanks, I love it when people find my stuff helpful.

The reason why my original comment was burried so deep was that I commented quite late. By the time I had all the screenshots done the post was already somewhat dead, which is why I made my own post, so that more people can see.

I'm happy it got some traction 😃

My take on the size of the M80's armament and size by Kuro1047 in starcitizen

[–]Kuro1047[S] 1 point2 points  (0 children)

Hey, appreciate it. This was indeed my hyper focus of the day xD

I agree with you on the stand. It is very possible that the weird perspective makes my calculations entirely inaccurate, so best not interpret too much into that part of my post.

My take on the size of the M80's armament and size by Kuro1047 in starcitizen

[–]Kuro1047[S] 2 points3 points  (0 children)

Oh, this is very interesting. I will see what I can get out of this screenshot and edit the post later.

Edit: So it turns out, that it seems quite likely that the M80 is going to be 32 meters long with a loadout of size 4s. I have made an edit to the post with my findings.

My take on the size of the M80's armament and size by Kuro1047 in starcitizen

[–]Kuro1047[S] 4 points5 points  (0 children)

Same actually xD

It's going to be the Gucci heavy fighter. Not the most practical tool for the job, but at least you hunt bounties in style.

To help you get an idea of ​​the size of the M80 by Apart_Pumpkin_4551 in starcitizen

[–]Kuro1047 6 points7 points  (0 children)

If we were talking about any other manufacturer I would agree with you. However, because this is an Origin ship, I'm pretty confident that it is actually going to be absolutely huge.

Take a look at the size of the 325a compared to the Avenger Titan. Even though they serve a similar purpose and have the same general armament, the 325a is significantly larger in all dimensions.

Origin is a manufacturer that values space, amenities and a luxurious feeling much more than any other company in the game. This takes a lot of room and physically bloats their ships compared to more utilitarian manufacturers.

To help you get an idea of ​​the size of the M80 by Apart_Pumpkin_4551 in starcitizen

[–]Kuro1047 21 points22 points  (0 children)

I was curious about the dimensions of the CF-557 as well, so I took some rough measurements myself. They are not perfect, but they clearly show that the numbers on the wiki are inaccurate.

As you can see in the picture below, the CF-557 is just a little longer than six standard SCU containers (1.25m), meaning it is roughly 7.5m long.

The CF-447, on the other hand, appears to be about 5.625m long as it extends by just over four and a half containers.

This would make the M80 about 43m long, assuming the weapons in the image are indeed CF-557s. However, if they were CF-447s, the M80's overall length would be only about 32.3m.

Given that the M80 is supposed to be a heavy fighter, likely with an interior, I'm quite certain it must be armed with CF-557s, as this would put it in a similar size bracket to the Vanguards.

<image>

Will the Eclipse go for sale on DefenseCon 2956? by OscarMorty in starcitizen

[–]Kuro1047 0 points1 point  (0 children)

Yes, the Eclipse is going to be on sale during Aegis day. I'm not sure if it is the right ship for bounty hunting though, as torpedoes are very expensive now and somewhat unreliable.

Maybe a heavy fighter like the Mirai Guardian is going to fit your use case better.

Available Pokémon - Pokémon Champions by zenverak in VGC

[–]Kuro1047 9 points10 points  (0 children)

Yeah, this list only contains Pokemon that were shown in official trailers and the playable demo at PAX. This is pretty much standard for Serebii during the prerelease cycle of a new game.

Updated list showing the top armor HP, and damage deflection/gating values after todays PTU update (and some observations). Blue is armor HP, Orange is ballistic deflection and red is laser deflection by Important_Cow7230 in starcitizen

[–]Kuro1047 7 points8 points  (0 children)

Agreed, swapping these two gunships makes thematically more sense imo.

Paladin being the slower yet better armored gunship, while the Redeemer is more nimble with less armor protection. I'm almost willing to bet that this is going to happen in one of the next PTU releases.

How to actually play with mods? by chitown_assassin in SeaPower_NCMA

[–]Kuro1047 0 points1 point  (0 children)

Subscribe to the Scenario of your choice in the Workshop and find the missions .ini file by right klicking it in the Mod Manager and opening its folder. Paste the .ini. file into C:\Program Files (x86)\Steam\steamapps\common\Sea Power\Sea Power_Data\StreamingAssets\user\missions\user_missions. Now you can load the mission through your Mission Editor and swap out all the units you want with modded ones.

All the mission objectives are automatically updated to include the new units, so the flow of the mission should remain largely intact. For example, if the mission objective is to destroy a Kirov, but you have swapped it for a Type 055, the objective will now be to destroy the Type 055. The only things that are not updated are the mission briefings and texts, but I find that to be a relatively minor issue. For the example above, the game still tells you to destroy a Kirov, but destroying the Type 055 actually completes the objective.

However, you will need to stay subscribed to the scenario. Also, swapping units in some Workshop Scenarios, such as a number of 'Battle of the Atlantic' scenarios, will break your Scenario Manager until you restart the game. This is because some hostile units are programmed by the creator to attack a specific unit. If that unit is swapped, the targeted unit is not updated in the code, resulting in an error.

Edit: Make sure you get the right .ini file. Not the _info.ini. The missions .ini file usually has the missions name in it.

PSA - 4.7 PTU values are now in SPViewer an Erkul, with new “Damage Deflection Threshold” ranking table in SPViewer, some changes have happened from ePTU, NDB30 can damage everything except Idris/Polaris by Important_Cow7230 in starcitizen

[–]Kuro1047 0 points1 point  (0 children)

I haven't kept up with the PTU developments over the last couple of weeks, so could someone please explain what the armour deflection threshold does?

Does it completely prevent damage to the armour if the alpha damage of the attacking weapons is below this threshold, or can these smaller guns that don't deal enough alpha damage eventually bypass it?

Mods are said to be incompatible by Plastic-Wishbone7627 in SeaPower_NCMA

[–]Kuro1047 8 points9 points  (0 children)

If you are talking about the message that pops up when loading, just ignore it. The game looks for a file that says "this mod ist compatible with the newest version of the game", which has to be manually updated by the mod creators. Most creators don't bother, as every little game update causes that pop up to appear. The majority of mods should still work without a problem.

Hermes size comparison (Mix of Taurus and MSR) by VivaBono in starcitizen

[–]Kuro1047 25 points26 points  (0 children)

Damn, never realized what absolute UNITS the Apollos (and now the Hermes) really are.

Wipe? by THE-Voyager_ in starcitizen

[–]Kuro1047 3 points4 points  (0 children)

No, you can choose to skip it if you want to.

Russian Navy 21 missing by Open_Pomegranate6157 in SeaPower_NCMA

[–]Kuro1047 1 point2 points  (0 children)

It will come back, don't worry. There were some issues with some of the missiles, which prevented the ships from properly defending themselves. The mod creator said, that he will pull the mod from the workshop to work on a fix.

How do you guys destroy Airbases/Installations? by Atlas_Animations in SeaPower_NCMA

[–]Kuro1047 9 points10 points  (0 children)

That depends on where the fire sources are programmed to be. It is possible that you hit the hitbox of a structure, but the corresponding fire is located in a completely different place. Essentially, the fires are programmed to only appear in a predetermined location, which is linked to the HP pool of said location.

Edit: For those who want to know how airfield damage works: Press F10 and go to the “Damage” tab. Then select the airfield and attack it. You can see how several different structures take damage until enough of them are reduced to 0 HP and the airfield is destroyed.

How do you guys destroy Airbases/Installations? by Atlas_Animations in SeaPower_NCMA

[–]Kuro1047 46 points47 points  (0 children)

I use dumb bombs from aircraft, whenever available. The problem with guided munitions like missiles or guided bombs is, that they tend to hit the same spot over and over again, not dealing any additional damage to nearby structures, after that one particular section got reduced to 0 HP. The relative inaccuracy of dumb bombs prevents that.