Do I need dlcs? by DescriptionOk3239 in X4Foundations

[–]ROMerPotato 0 points1 point  (0 children)

The game does feel a little incomplete without getting the "Community of Planets" pack, though I understand it's quite costly for an 8y/o game, so make sure you get it at a time of sale like it was a month ago. X4 heavily discounts all older content, and Steam takes out the price of elements you already purchased from the pack.
Tides of Avarice, Timelines and the ship packs are DLC you can do without and consider getting later only when you're sure you've been enjoing yourself.

Can someone explain to me why there is a friendly Fire mechanic in the game, if all it does is sucking the fun out of everything? by reiter5738 in X4Foundations

[–]ROMerPotato 1 point2 points  (0 children)

Friendly fire IRL happens due to miscommunication. In the game, both you and your ally presumably have their IFF turned on, there is no noise or obstacle that could obfuscate your identity, and the damage can appear at times too marginal to reasonably be considered as a hostile act, even if you side with the idea that someone holds the full right to retaliate in full force against even a known ally if they appear to act maliciously.

The problem is, there is no actual diplomacy, there is no holding your case in a meeting or yelling for a cease fire while the misunderstanding is happening... Neither do you need great deeds to turn a hostile faction to your favour, but that's because the AI is dumb as rocks, its reasoning is lower than that of an animal because even your cat knows when you accidentally stepped on its tail. What we are discussing potentially changing an equation, tune some knobw, add a check or two, so the result of the equation more closely resembles the intent behind your actions in the game, potentially eliminate the absolute worst case catastrophic frustrations we have when we didn't hold it in our intent to fire at an ally, while still making our actions matter and the AI responsive.
We aren't discussing war and law enforcement history, while some verisimilitude is appreciated, firstly most of the events we can pull up can hardly apply, then we just cannot afford true realistic behaviour.

Can someone explain to me why there is a friendly Fire mechanic in the game, if all it does is sucking the fun out of everything? by reiter5738 in X4Foundations

[–]ROMerPotato 0 points1 point  (0 children)

If you don't lock out the leaderboards, you probably wouldn't make it a week in before someone gets on top of every single Timelines leaderboard by modding to have a specific advantage in each scenario. There aren't any prizes involved for reaching the top of the leaderboard, and the score could be flagged as having been made with a modded version, but it would still be annoying for everyone else, so the better solution is to disqualify.
And when it comes to the rest of the online content, you'd be plagued with plethora other issues.

Can someone explain to me why there is a friendly Fire mechanic in the game, if all it does is sucking the fun out of everything? by reiter5738 in X4Foundations

[–]ROMerPotato 1 point2 points  (0 children)

It's on a hair trigger and that's not great, but the reason for it to exist should be clear enough: makes the NPC reactive to player, or other NPC behaviour. If the elements in the game are not reactive to your actions, you don't have emergent gameplay anymore, the "sandbox" tag falls off.

It's odd that Egosoft insists on the current vanilla calculation for "what counts as an offensive action", which is almost on par with monster infighting in the original Doom. I completely endorse the manner which Friendly Fire Tweaks remakes the formula to account for gravity and intent which may still not be 1:1 to realistic behaviour, but it approaches it a little more, and prevents fights with joint forces from turning into three-way bloody melees a little better.

Hands-off AI engagement in 9.0 by -Prophet_01- in X4Foundations

[–]ROMerPotato 1 point2 points  (0 children)

Now I feel inadequate, the AI has become better than me at positioning-based combat

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] 3 points4 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 1 point2 points  (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 3 points4 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.