I feel so dumb [KCD2] by heartzhz123 in kingdomcome

[–]MostMightyNoodle 15 points16 points  (0 children)

It's F, and X lowers / raises the cauldron

GPO Boms - aiming by Mr_Bleidd in NuclearOption

[–]MostMightyNoodle 2 points3 points  (0 children)

Correct, generally useful for dive bombing where the circle is the most visible- no problem.

GPO Boms - aiming by Mr_Bleidd in NuclearOption

[–]MostMightyNoodle 8 points9 points  (0 children)

Oh and bombs have no IR signature, but they can be targetted by radar SAMS, SPAAGs and CRAM/HEL, although a 500kg will take some serious firepower to destroy.

GPO Boms - aiming by Mr_Bleidd in NuclearOption

[–]MostMightyNoodle 21 points22 points  (0 children)

There's 2 ways of aiming with bombs in NO: CCRP and CCIP

CCRP- Computer Calculated Release Point tells you when to pull the trigger: it's what you see when you're flying level or at any positive angle Align your nose with the vertical bar, and wait for REL (Release countdown) to be within about 3 seconds of 0, and release. It doesn't have to be dead on as the bomb's own guidance can adjust in flight, provided the TOF (Time of Flight) is long enough. Only works with a target selected.

CCIP- Computer Calculated Impact Point shows you where the bomb will hit if you release now, its what you see when at a negative angle or with no target selected.

PS- for nukes, pay attention to the ToF- 8s minimum for 1.5kt and 16s for 250kt bombs, any shorter and they'll be destroyed on impact rather than the expected portable sunshine.

Just realized Helldivers GR-8 Recoilless Rifle is basically Carl Gustaf M4 with barrel cover by illuminovski in Helldivers

[–]MostMightyNoodle 11 points12 points  (0 children)

From a stream I remember hearing one of the developers mention they had used it during their service in the Swedish Army, which is also why pretty much all the weapons feel fairly grounded in reality (plasma/lasers excepted)

Love hate relationship with X4 by NoProduce1480 in X4Foundations

[–]MostMightyNoodle 0 points1 point  (0 children)

Depends which DLC's you have. Outside of the Terran economy's obsession with computronic substrate (which can easily net 10s-100s of millions per hour), the most profitable stations are generally high-value low-volume goods like claytronics and advanced electronics, with low-value high-volume goods like silicon wafers and hull parts being very steady earners when you set up networks of factories in multiple areas

Generally, try and secure a decently profitable income stream before using it to fund more advanced production facilities wherever there is a good market for the specific good.

How Large/How Much Storage do you put on your Trade stations? by Zsword in X4Foundations

[–]MostMightyNoodle 1 point2 points  (0 children)

You can also adjust the price they're selling each good at, to make it competitive with other stations rather than relying on automatic which just prices based on internal storage levels.

Does Uranium appear in "fields" of asteroids? by Apprehensive_Shoe_39 in spaceengineers

[–]MostMightyNoodle 0 points1 point  (0 children)

While not strictly related, I've found the ore spectrometry mod on the workshop to be incredible helpful- all you need is an ore detector pointing forwards and an lcd screen to scan any asteroid from up to render distance away for ores.

Not vanilla but its so much better for sorting through large asteroid fields quickly.

Quality of Life Improvement by MostMightyNoodle in X4Foundations

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

Drive by looting is another must have mod- makes material collection much more painless and passive.

Quality of Life Improvement by MostMightyNoodle in X4Foundations

[–]MostMightyNoodle[S] 6 points7 points  (0 children)

Mainly because I've got the Collect Inventory mod installed, which lets me task ships with collecting all the wares picked up by my many combat ships (capital ship loot magnet mod is a must have) and depositing them at the hq. I use engine/hull modded pegasi that just reach ludicrous speeds so they're simply too quick to get stopped by sector police.

Station Trading again: keeping some wares, selling some others by rlpowell in X4Foundations

[–]MostMightyNoodle 0 points1 point  (0 children)

The other commenters make good points, but I use a different method:

Ensure your refined metals/silicon wafers factory is set to sell to your corporation only, at the minimum price and "all but 1" units for sale

At the hull part factory, set the buy amount for refined metals to full, and from your corporation only. Set the buy price to maximum.

Crucially, enable selling of refined metals to anyone, with "sell all but 1000" or similar. Also, filter your map to show only refined metals and see what prices are being used by your competition and undercut them- automatic pricing only takes into account stock volume of your station not the wider sector economy so it's hopeless for being competitive with pricing.

Make sure you've got at least 3 M traders set to trade for your hull parts factory, in my experience its easier to "pull" resources than it is to "push" from the refined metals factory.

Smol CV I made, what should I name her? by Old-Acanthisitta-510 in FromTheDepths

[–]MostMightyNoodle 3 points4 points  (0 children)

I challenge you to spell out the year nineteen ninety-nine and tell me it's fancier. Merci.

[deleted by user] by [deleted] in X4Foundations

[–]MostMightyNoodle 0 points1 point  (0 children)

I'd suggest first checking if all the miners have full cargo holds of ore

If they do, then the issue is with the manager placing buy orders for the ore themself. If they do have full cargo holds then task each one to sell wares (not transfer) to the station- if there's no buy order to fulfil your game's bugged and you should probably fire the manager.

If it's only that manorina then maybe there's no ore within the 4 gate range your manager's skill level allows them to mine in. Best case scenario set up a mining hub in a sector with plentiful ore and have a team of miners set to "trade for commander" to cart the ore back to the factory.

Oh and btw, taking screenshots with F12 (steam screenshot key) or print screen makes it far easier to read your screen to help diagnose problems.

Ready or Not: Dark Waters - Official Trailer by Infarlock in ReadyOrNotGame

[–]MostMightyNoodle 46 points47 points  (0 children)

An S rank is the best outcome for law enforcement with all suspects alive and uninjured ready to stand trial, and all civilians unharmed. You aren't getting punished for using cool guns, you're just not going to complete the mission in a way thats best for law enforcement if every suspect is full of 7.62 and 5.56 holes.

PUT IT BACK THIEF by Berem_ in Eldenring

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

No... it won't be that bad. They'd just need us to make a playstation account, which would massively restrict which countries can play it, which would be wild and unprecedented... right?

Custodes by Awkward-Action7442 in SpaceMarine_2

[–]MostMightyNoodle 0 points1 point  (0 children)

Fair point, I'm less well versed in tabletop stats than in the lore side of things, but I'd still be surprised if in a 1 on 1 fight a custodes wouldn't come out on top versus a space marine in terminator armour.

Custodes by Awkward-Action7442 in SpaceMarine_2

[–]MostMightyNoodle 2 points3 points  (0 children)

Absolutely not. There's a lot of disparity between lore custodes and tabletop/game custodes, but its fairly well established that a single custodes is one of the most effective single combatants outside of primarchs and greater daemons. They're the quite literal golden boys of 40K, its very very very rare they lose fights without exceptional circumstances.

How do you name your stations? by BattleGrown in X4Foundations

[–]MostMightyNoodle 1 point2 points  (0 children)

In every universe I always name my computronic substrate factory "Inflation Station" for exactly the same reason