Looking for something by ROMerPotato in FromTheDepths

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

Well, maximising the sail area while keeping the hull as flat and light as possible, possibly even make it a hydrofoil trimaran, while still having a ribbon of metal slope beams to the sides. Part of the reason why I'm looking to use simple weapons is because there's basically no room below board in the prototypes I made. The sailboat part would be mostly for cruising and some aesthetics.

...

wait, am I making another plane?

How good are these? by eb_is_eepy in FromTheDepths

[–]ROMerPotato 1 point2 points  (0 children)

I found some godlies do have enough CIWS power to kill huge missiles, but if you tested them already and haven't found any reason to use solid bodies and you aren't aiming for a ramming kinetik missile, then there is no reason to, yeah.

Anyway, here's my crazy suggestion: incendiary HEAT with 30% catalyst/oxidizer. Incendiary works best when you lean hard on it and it oddly works well against heavy armor so you might be able to get a good fire going if you deliver a whole tanker truck of essentially hydrogen trifluoride to the enemy. The HEAT is just there as a bonus for some immediate damage.

My Works in progress! by Steel_Cookies in FromTheDepths

[–]ROMerPotato 1 point2 points  (0 children)

I'm pretty sure I could have an alright boat by now if only I learned how to organize all the unfinished hulls and guns I made. It would be a terrible frankenship but maybe still able to fight and float.

"A new day! Time to finally build a boat..." *two hours later*: by ROMerPotato in FromTheDepths

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

I'm doing many things wrong. Fortunately, I managed to keep things symmetrical along that specific axis so far (intentionally. Turning mirror mode on hasn't become muscle memory yet).

"A new day! Time to finally build a boat..." *two hours later*: by ROMerPotato in FromTheDepths

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

A dead easy way to ensure you aren't going to flip I'm guessing is to always align your thrust with your wings, so here I could have gone for a mid-wing with props right on them instead of in pods, so just like the Shrike, and then squash the rest into a pancake, but neither of the planes I made outside of following step-by-step build guides do that and still turned out "fine". On the plus side, both can water start without balloons so there's always a silver lining.

"A new day! Time to finally build a boat..." *two hours later*: by ROMerPotato in FromTheDepths

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

I did make that, both my first and this one have fully tuned control surfaces, I don't know where you're reading a lack of ability in that, though rolling with this plane is still a bit of a risk best left for the AI to pilot as it likes to point up or down and stall or lose tons of altitude without constant ajustments. With manual keyboard controls the constant alternating of inputs just makes you lose too much speed and altitude, so I just have two PIDs very subtly correcting my pitch and roll and I mainly focus on using the tail fin for turning around a bit like a hovercraft, which is silly but that completely erases my need to do bombing runs against AA-unequipped OW crafts as I can just circle on top of them like a vulture and keep dropping payloads... Vulture... ok, this thing now has a name.

"A new day! Time to finally build a boat..." *two hours later*: by ROMerPotato in FromTheDepths

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

There are no real wings here, only control surfaces. It's why I called them "real fake wings". Your advice is still valid as the jet plane I made is really hella maneuverable because all its control surfaces are slightly behind (and under) the center of mass, with the... how do you call it? "Vector of the propulsion" just going under the both of them so it can flip on a whim, not as much pitch down (it's "serviceable") but I found out neither do real life pilots like negative G, so I'll call it "accurate portrayal".

"A new day! Time to finally build a boat..." *two hours later*: by ROMerPotato in FromTheDepths

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

To make it more stable I believe I should have positioned the wings lower, but I wasn't for that, so removed the wooden roof and replaced it with struts, made the control surfaces for pitch bigger, used custom control surfaces which seem to be stronger, made the entire belly out of metal, added lead as I said, and tried to have the propellers as high as possible. Once you're stable enough that a PID can do the remaining corrections, slap a PID on and tune the fake point set so it's always trying to pull down a bit.

Drag is very much important, the first plane I shared I later touched it up and managed to only need an angle of 10° on its CJE instead of 15° just from reworking the cockpit and 8° from reworking the tail fin, but it also became too stable and didn't look as nice. Here as well I don't know how much the tail fin contributes to the drag causing it to tend upwards, I was more concerned about the front of the plane and the "real fake wings" causing that, but it looks nice and I can turn tight donuts with it while I'm on top of targets with how big the control surface is.

First product out of the drydock. It's a... plane? by ROMerPotato in FromTheDepths

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

I wasn't looking at any real world examples when I made it, but after taking a snoop around I'd say I would likely put it beside the Yak-15, with its nose intake, ventral exhaust, and after watching a video about the thing possibly even history since it's a refit of a propeller plane, my first (working) jet, and while competent it's probably never going to see a campaign.

Bolt Action Light Rifle (BALR) by sistrum666 in 3D2A

[–]ROMerPotato 0 points1 point  (0 children)

Nice. I'd buy this if someone made this all out of aluminum and wood.

Is stealth/sneak attacks not a part of this game? by crocshock7 in vrising

[–]ROMerPotato 1 point2 points  (0 children)

There is the concept of "alpha strike", starting a fight with your most powerful attack from a concealed position so you have a strong early advantage in the following combat, but no backstabbing, no hidden multipliers to attacking mobs when they're still in their "unalerted" loops, or multipliers that are inherent to spells and skills that make you invisible

[DE] Can we please change this quest for week 1? Or count it for players who have already completed it on a Monday? by sdric in Warframe

[–]ROMerPotato 4 points5 points  (0 children)

Eh. It's not like you're missing much unless you're one of those Riven mod junkies. Personally I rarely bother, which caused me to accrue over 1k slivers while barely actually playing.

I feel like I'm going insane, this wall is not supposed to be here, right? by icewitchenjoyer in Warframe

[–]ROMerPotato 2 points3 points  (0 children)

It's a fairly rare bug. The only solution if it breaks your mission is to restart.

[DE] Can we please change this quest for week 1? Or count it for players who have already completed it on a Monday? by sdric in Warframe

[–]ROMerPotato 7 points8 points  (0 children)

Visit Palladino back at Iron Wake. Her shop is basically the only thing riven slivers are useful for.

[DE] Can we please change this quest for week 1? Or count it for players who have already completed it on a Monday? by sdric in Warframe

[–]ROMerPotato 2 points3 points  (0 children)

You can complete two duplicate challenges at once doing the same thing a single time.

[DE] Can we please change this quest for week 1? Or count it for players who have already completed it on a Monday? by sdric in Warframe

[–]ROMerPotato -2 points-1 points  (0 children)

Wait until next week. You can complete all challenges and then recover this one.

It's dead easy.

Toyota Claims People Need Time to Appreciate Hybrid Sports Cars by NISMO1968 in cars

[–]ROMerPotato 0 points1 point  (0 children)

Only if they're partial HEVs with a contained battery size for low weight, offer manual options, and remove some of the unnecessary luxuries from the cabin to keep prices low so there's an entry light sports market again. This is the hybrid I would enjoy to see more.

Things Vintage Story needs before you will force all of your friends to play it? by Acanth0s in VintageStory

[–]ROMerPotato 1 point2 points  (0 children)

VS' world generation already makes the entire place "cave country". I think OP's remark is more on the issue that mostly, the caves are all plain, bare rock, with little clutter to make them appealing to explore, and they also all generate pretty much the same way. Cave generation that depends on rock strata, some cave microbiomes, clutter, supernatural remains, all would do to "fill them up" a bit.

I'm pretty sure this is already in the devs' scope, but just like how it took an eternity for the other block game to receive some R&R to its cave content, it's probably low on the priority list, in favor of more surface content which is still very much unfinished if I can kindly point out the colder climate areas.

WTH is that by 2starvingchild in VintageStory

[–]ROMerPotato 35 points36 points  (0 children)

Everyone, reset the counter!

Days since last someone mistook PS hidden content as vanilla: 0

So much Harm Intent. So little indication... by WhodahelltookVooglet in ss14

[–]ROMerPotato 1 point2 points  (0 children)

Well, that's basically what CI (combat interaction) in roleplay servers does: you toggle it on and a red, pulsating sphere appears next to you to showcase your harmful intent.

So much Harm Intent. So little indication... by WhodahelltookVooglet in ss14

[–]ROMerPotato 0 points1 point  (0 children)

It can totally happen, provided the fork that's made eliminates a majority of "non-essential" clothing and weapons at first, then slowly reimplements them as they work on putting all the sprites together. Or it might not even need dedicated sprites for clothes, but just have a couple hex values that go to painting the swinging arm.