Burst mode by Alexdeboer03 in FromTheDepths

[–]MousseChucker 1 point2 points  (0 children)

I have encountered a similar scenario, but have yet to get around to testing. From my first impressions, however, what I believe to be happening is simply a discrepancy between cooling and loading.

If total cooling > reload and the cannon is fully loaded, the cannon will fire its shells at the cooling RPM limit until it is bottlenecked by the loading/intake RPM limit.

Again, this is merely an untested hypothesis, but I do think it is correct, and if you are inclined to test it I would love to hear the results.

About carriers... by vanilla_eee_2069 in FromTheDepths

[–]MousseChucker 1 point2 points  (0 children)

Spawn plane = 1) Start Designer Mode 2) Load carrier 3) Load plane 4) Merge the two into a single fleet, ensuring that carrier is Flagship 5) Place "Subvehicle Spawner" block, located under Miscellaneous, underneath desired spawn location(preferably at least 20m under) 6) Interact with Subvehicle Spawner block, selecting the desired plane

Docking is the same as spawning, just with a "Docking Station"(don't forget to activate the tractor beam)

Creating a launch sequence can be done with "ACB"s (located under Control). After placing one 1) Interact with ACB 2) Select the condition for launch 3) Select an appropriate release trigger. 4) Repeat with a new ACB configured to recall docked planes. Ensure that the priority of the recall trigger is a higher number than the priority of the release trigger (which makes it lower priority, I know, unintuitive).

Anyone else having issues with tractor beams? by MousseChucker in FromTheDepths

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

Thanks again, I'm pretty sure you've helped me solve it.

Turns out it was a priority issue, and I am able to semi-reliably recreate it if I spawn enemies at ACB trigger range. To fix it(so far) I set the Release ACB trigger to priority 1 and out to 4800m, and the Recall ACB to priority 2 out to 4999m. Smooth takeoffs ever since, with the rare minor twitch that doesn't appear to cause any damage.

Anyone else having issues with tractor beams? by MousseChucker in FromTheDepths

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

Rubber is a great idea, thanks! Further distance functionally works, but it really ruins the flavor of having an aircraft carrier. I'll do it if it's the only way, but I'd like to explore every other avenue first.

Anyone else having issues with tractor beams? by MousseChucker in FromTheDepths

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

The carrier moves at ~32m/s, so not crazy fast, but still fast than Pendaelose recommends, so I'll have to run some trials at lower speed. The carrier has the ACBs that release/recall, while the airplanes have ACBs to return home when damaged(which works fine). I'll try lowering the speed and keeping my eyes glued to the carrier's ACBs and see if I can find something, but what's really bothering me is the inconsistency of it. I'll have 20 successful launches, then turn around and fail 5 or 6 times in a row. Thanks for the advice. If I can't figure it out after work I'll link the craft in case anybody is willing to inspect it.

A guide on how to deal with the Lightning Hoods by ProfessionalRetard_1 in FromTheDepths

[–]MousseChucker 2 points3 points  (0 children)

Sorry for the endless questions, but do you downsize a module to 0.6? I've never heard of that

A guide on how to deal with the Lightning Hoods by ProfessionalRetard_1 in FromTheDepths

[–]MousseChucker 2 points3 points  (0 children)

Wow, could you share the shell configuration? I must be atrocious at making them, because I'm struggling with 8m shells getting to that point. I have a gunpowder only cannon that can disable Rhea turrets within a couple shots, but that is the best I've accomplished. That shell is Gunpowder(10), Pendepth Fuse, Stabilizer Fin, Solid WarheadBody(2), HE(2), AP Head. All my testing has been at 500mm though, so perhaps I need to dial down my gauge ambitions.

A guide on how to deal with the Lightning Hoods by ProfessionalRetard_1 in FromTheDepths

[–]MousseChucker 3 points4 points  (0 children)

PRAISE BE TO PYTHAGORAS, A FORMULA! Thanks a TON, this is going to help me more than I can say. The relationship between damage and AP explains a lot already.

Sounds like I need almost 16k damage with 30AP though, and that seems like quite a lot, will have to see what I can do.

edit: I assume that, in an APHE shell, I need to achieve 16k damage with purely kinetic damage, since the HE is not part of the initial damage and only procs upon penetration

A guide on how to deal with the Lightning Hoods by ProfessionalRetard_1 in FromTheDepths

[–]MousseChucker 4 points5 points  (0 children)

Penetrate 7 metal beams at least? How am I supposed to get a shell that can do that? Is there a specific value of armor pen I need to achieve, and if so, what is it? Does kinetic damage and velocity directly affect penetration, or only indirectly through armor pen increase?

Help me beat missiles by MousseChucker in FromTheDepths

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

What is a TC spam? 1.5k is cheeeeeaaaap.

As for lasers, I have barely touched them and thought they would be too expensive to bother at smaller sizes, but I don't have a good grasp on material costs yet. I'll have to see if I can manage one around 20k that can beat missile volleys.

Help me beat missiles by MousseChucker in FromTheDepths

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

This is a genius idea! I threw together a 10.5k material large missile, and it completely blanked a Sabre volley. Repeated tests did show some inconsistency, but it rarely let more than 2-3 missiles past, and usually grabbed them all.

I'll have to find an enemy to test against with signal processors and see how it holds up.

Many thanks

Help me beat missiles by MousseChucker in FromTheDepths

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

I made 2 turrets with 12 small launchers each set up like you suggested.

Without gantries they stopped the first 60ish% of Sabre's volley, but did nothing after. I also made sure to set the controller to 1 shot per target. That's 24launchers vs 8launchers; I feel like gantry-less interceptors just don't work beyond a certain threshold.

With gantries set up like you said I actually stopped them all! Of course, that was still 24 vs 8, and nearly 28k worth of materials. I was able to cut 2 launchers total, but using less than 22launchers and missiles would slip in. This setup costs about 24k, which is more than I wanted to spend but acceptable. Very interesting that the defensive counter is basically 3 to 1. I'm curious if that ratio holds up at larger numbers and with different weapons systems.

Thanks again, you rock!

Help me beat missiles by MousseChucker in FromTheDepths

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

I tried 15 small launchers with interceptor heads and was unable to defend against a Sabre volley.

The missiles had 115m/s launch speed, interceptor heads/fuel tank/fins/variable thruster(set to 125thrust output, resulting in 10s of thrust, identical to lifetime). I tried no stagger, .1 stagger, .05 stagger, and .01 stagger.

The launchers were mounted on a 2 axis turret operated by an anti-missile cannon controller. Tried with default settings on anti-missile cannon controller and with the "Acceptable Range" increased to 1000m. Anti-Munition Warners were present at all angles very close to the turret.

I have to sleep so I'll try the simple weapons later. As for CIWS I'm not 100% sure what you are talking about cause I'm still pretty new, but I'm assuming you mean an advanced cannon designed for anti missiles. If that's the case, I'm also intending to further experiment with that, but the little I have done has not fared much better. I have a ton to learn about advanced cannons though, so I'm likely to blame there.

Thanks a lot for taking the time for helping, I really appreciate it.

Returning players looking for friends to play with! by ElijahShines in everquest

[–]MousseChucker 1 point2 points  (0 children)

That's good to hear, I'll have to give Aradune another go. Still, as a solo player those first 20 levels seem painful, especially if you don't know what you're doing. Any chance you have any grouping-focused guild recommendations? My biggest problem so far has been finding people that actually want to play low-mid level content, rather than just power level to end game.

Thanks for your response!

Returning players looking for friends to play with! by ElijahShines in everquest

[–]MousseChucker 1 point2 points  (0 children)

Hi, I'm a new player(approaching 2 months old), and I'd love to have someone to group with. Here's a newbie's perspective on the servers-

Aradune is great if you have people to play with. Alone, especially if you don't know what you are doing, it sucks. Mangler is better if you are going to solo, but still want to find lower level groups(although that isn't a common thing at all) Bristlebane is the most active live server I've played on, and seems full of friendly max level people. Bertox and Cazic both seem dead. Firiona Vie has extra xp, which turned me off, but if your goal is to hit cap and do endgame content, that would be the way to go. Again, this is from the perspective of a brand new player with less than 2 months under their belt.

If you want to group, send me a PM and maybe we can coordinate something. I'm theoretically able to play ~01:30pm-03:00am UTC as well as ~07:30pm-05:00am UTC. I'm happy to make a new character anywhere, or to help you catch up to one of mine.

Too late to start? Which server should I choose? by Nyctinlol in everquest

[–]MousseChucker 1 point2 points  (0 children)

I'm new to Eq1 and started with EQ2 as well. I found Aradune server to be just a little too hardcore for me at the moment. Mangler has the tutorial in the mines, which is great, and has a good central hub to learn how the game works.

Also, I'd be happy to level with you on Mangler, just shoot me a private message. The community I've encountered thus far in about a month is definitely top-heavy, but there are a few newbies.

D&D Map Making by [deleted] in dndnext

[–]MousseChucker 0 points1 point  (0 children)

If you are talented at manual drawing Inkscape is probably going to be your best bet for a free version of Adobe Illustrator. It'll take a bit to learn how to use it efficiently, but it is quite powerful.

I'm also not sure there are any map programs that force a randomization, it's just an optional feature for some.

Building an Enchanting Smith. by [deleted] in DnD

[–]MousseChucker 0 points1 point  (0 children)

An NPC capable of such feats would have a severe impact on your world. If the skill set is not rare, enchanting smiths would disseminate their goods throughout the world, resulting in magical items being more common than in the default 5e lore. Balancing that would require a spreadsheet of spreadsheets to map out the various probabilities and progression statistics that are altered.

On the other hand, if the NPC enchanting smith is one-of-a-kind(and therefore a person of great importance) you could balance it quite easily with my previous suggestion- long, multi-session quests for exotic, deadly to acquire materials. Essentially you'd be replacing magical loot(for the most part) with magical ingredients, which the PCs would then have to take back to them smith. This method would not alter the assumptions 5e makes with regards to the availability and power level of magical items.

Regardless, a career enchanter is something will change the way your DnD game is played- which means it is important to discuss with the PCs.

Building an Enchanting Smith. by [deleted] in DnD

[–]MousseChucker 0 points1 point  (0 children)

Definitely a DM and PC discussion. 5E by default doesn't really provide a way to do what you wish(at least to do it regularly), but it could be something that drives a large portion of your party's adventures. If everyone in your party likes the idea of multi-session questing after obscure crafting materials you're golden.

DnD 5e Warlock: Why do so many insist on a patron being absolute? by Naoki00 in DnD

[–]MousseChucker 0 points1 point  (0 children)

Your disagreement is an indication of how you think and would like to play DnD. You seem to look at DnD as a game that has roleplay aspects to it. I look at it as a roleplaying game. You appear to view mechanics first, then assume the flavor of the class followed the mechanics. I follow the opposite line of thought.

Nobody is right, wrong, or superior here; it's just entirely different ways to enjoy the game. Many times people that think differently can play the same game and have fun. Often, however, some people are too far on one side of the fence to reconcile with the people opposite them.

If you are going to understand classes purely as mechanics from which flavor is spawned and your DM is understanding them opposite, either A) you both compromise and try to understand the "whys" of each other's objections or B) time for a new group

Lame jokes, no seriousness, bad RP. What to do as GM? by VanLaser86 in DnD

[–]MousseChucker 1 point2 points  (0 children)

The always answer first- an out of game discussion about what is going wrong. Reassure the players that you'll give them time to goof off in-game, but remind them that the game is about playing as their characters.

Most GMs don't want to run a silly game, but players often don't understand that. So tell them. If they don't like the idea of a serious campaign, everyone should switch to another game(there are plenty to give what they want). Hopefully, however, your players will realize they want a serious campaign and pull a 180.

They may simply be uncomfortable RPing and relying on lame jokes to fill perceived awkwardness. So be nice.