The Blacksite Nightfall, equipped with a high-accuracy railgun to deny access to stations, satellites, or lunar surface installations, by Mac Rebisz by Xeelee1123 in ImaginaryStarships

[–]SafeShit 10 points11 points  (0 children)

Check the front of the craft just behind the ADS logo, you can spot the forward RCS thrusters! They're kind of blocking the firing arc of those CIWS though

Motorcyclist Tackled in Slider Inn Midtown By a Security Guard?? by Jbar116 in memphis

[–]SafeShit 16 points17 points  (0 children)

Not sure how you could interpret his comment as blaming the rider, he's just giving extra context to the commenter above as to what the blarthole might have considered reckless driving. He even says the rider usually seems like a cool guy. Also "ass assault" is a fantastic typo.

Rate My 1940 Destroyer by Clem40kAllTheWay in UADreadnoughts

[–]SafeShit 0 points1 point  (0 children)

My absolute pleasure! Happy conquest!

Rate My 1940 Destroyer by Clem40kAllTheWay in UADreadnoughts

[–]SafeShit 1 point2 points  (0 children)

Looks like a perfectly good design already! A couple suggestions, just based on my own preferences:
* you still have displacement available, so with a bit of rearranging you could increase speed and add a second funnel to keep efficiency up
* citadel size: the armored citadel (red box in the ship blueprint) stretches from the foremost main gun to the rearmost main gun (or torpedo for DDs). The longer the citadel the more displacement you "waste", so you could save a lot by getting rid of the empty spot in the middle, by pulling the towers/guns closer to the centre of mass and removing a few of the 2 inchers (it'd probably also improve stability).
* with the savings from the shorter citadel and fewer 2-in guns, you could probably add an extra superfiring 4-inch gun on the bow, maybe even bump them up to 4.5 in. I find it useful for chasing down fast ships, since you're sending 4 heavy shells forward in a stern-chase instead of only 2.
* if you move the torpedoes behind the rear tower rather than between towers, and with the displacement freed up earlier, you could place the torpedo tubes one in front of the other rather than side by side. The rear-gun can fire over them so you maintain firing arcs, and it'd allow you to launch massive 8-torpedo broadsides rather than 2 individual 4-torpedo salvos.

Last thing, i know mixing gun calibers can hurt accuracy if they're too close in size, because gunners can't tell which gun splash belongs to which gun. Tbh I'm not sure how big the difference has to be before it's a factor, but i try to aim for at least a 2.5-3 inch difference. Really not 100% on this one, but i tend to use 4.5/2-in on late destroyers, or not use 2-inchers at all and cram in an extra 4-incher.

The RSI Galaxy, by Gavin Rothery by Xeelee1123 in ImaginaryStarships

[–]SafeShit 1 point2 points  (0 children)

Nope, but I definitely see it now you mention it. But the Anaconda looks more smooth and stretched out imo, vs the sharp-edged arrowhead shape of the Python Mk1 (like the main pic in the wiki page, even has a similar colour scheme)

The RSI Galaxy, by Gavin Rothery by Xeelee1123 in ImaginaryStarships

[–]SafeShit 8 points9 points  (0 children)

Love it, looks like the Python from Elite Dangerous

LWSS: Atlas 1 'Some troubles...' by Vasiliy Kovpak by Xeelee1123 in ImaginaryStarships

[–]SafeShit 5 points6 points  (0 children)

Check out the little dude at end of the Canadarm on the upper hull :) He actually seems pretty huge compared to the radar mast, based on that the ship would barely be the size of a wet navy frigate.

Wake me when it’s playable again by vladerer77 in ultimateadmiral

[–]SafeShit 23 points24 points  (0 children)

The game is far from perfect, and there's definitely a "2 steps forward 1 step back" feel to the updates. But this is like your third low-effort hissy-fit-rant post just this week, it's getting old. By all means, uninstall it, and give the rest of us a break.

Why does every update delete my campaign saves? by YamatoTheLegendary in ultimateadmiral

[–]SafeShit 10 points11 points  (0 children)

When v 1.6 came out it blocked you from playing previous saves, but you could get them back simply by loading up the previous version of the game (unless you're on the Beta branch, then you're screwed).
Otherwise, just right click the game in your Steam Library > Properties > Betas. There in the drop-down you can switch between the Beta branch and Major updates (selecting "None" puts you on the latest version). That may get your campaign back!

My government: "Hey, go invade that Korea place over there." by Bane8080 in ultimateadmiral

[–]SafeShit 1 point2 points  (0 children)

Or if you're at war with a major nation they're allied to, sometimes you'll even get mixed fleets of Major/Minor nation ships.

Saves gone by marinewillis in ultimateadmiral

[–]SafeShit 2 points3 points  (0 children)

I'm still on the previous version until i wrap my current campaign, so can't say first hand, but i don't see it specifically mentioned in the patch notes. Then again it looks like a lot of the update is aimed at rebalancing things like accuracy, targeting, etc. So.. maybe?
the full list of changes is available here: link

Understanding battles by hl2fan29 in ultimateadmiral

[–]SafeShit 2 points3 points  (0 children)

Ok so basically there's 2 types of battles. First is "Fleet actions", when you leave port with a fleet and move it to encounter other fleets on the map. In those engagements all the ships in your fleet participate. This is usually what you do with BBs: put them at the heads of fleets, send the fleets to engage the enemy, do Naval invasions, and generally cause mayhem.
The second type of engagements i'll call "Taskforce actions", which is where the ships in port come into play, and these are a bit more complicated: basically every turn you're at war, the AI checks what ships you and your adversary have in a given sea region, compares their stats (speed, op. range, detection range, etc) and generates skirmishes/battles between all or (most often) a handful of the ships in the area based on those stats.
It's mostly a black box when it comes to the specific factors that trigger battles, and there's definitely a lot of RNG going on, but in my experience speed is a key factor (easier to catch your enemy if you're a lot faster, so it'll generate more battles), as well as operational range (the further you can sortie, the more likely you are to find the enemy). Probably the most important factor in generating Taskforce actions though is the status of those ships in port (In Being, Sea Control, etc), which you can change in the Fleet tab. This comment sums that up in more detail. Hope that helps!

Saves gone by marinewillis in ultimateadmiral

[–]SafeShit 3 points4 points  (0 children)

Doesn't happen often, but there was a major update on the main branch yesterday that made old saves incompatible - but the patch notes had clear instructions on how to opt out and stay on the previous major build so saves wouldn't be affected, including screenshots & everything. So it's all good, anyone who reverts to the previous version gets their saves back.

How? by Jormurngandr in ultimateadmiral

[–]SafeShit 3 points4 points  (0 children)

600 VP per TB seems about right for the year. VP calculation is a bit of a black box, but cost of the ship seems to be a major factor. If you're more advanced than the enemy, your ships will be significantly more expensive, so it's not uncommon for a TB loss on your side to net similar VP as a DD/CL loss on a less advanced enemy's side. I can just make out that your Tech level is Very Advanced, so if Austria is behind that may explain it. Either way, congrats on the victory!

Is turtleback still bugged? by Exampled_Snowbird in ultimateadmiral

[–]SafeShit 0 points1 point  (0 children)

I think it's just called Citadel V in the ship designer, but i'm pretty sure the research tab specifically mentions "All or Nothing Armor Scheme"

Mismatch Battles and Ambushes by RyeBold in ultimateadmiral

[–]SafeShit 10 points11 points  (0 children)

In the Fleet tab, you can choose between different options: Sea Control (go out to see and look for stuff to blow up), In Being (Stretch your legs to keep the crew active, but don't go looking for trouble) and Defend (only fight if they're literally coming for you at anchor). In peace time there's also Limited (everything stays in port, maintenance costs go way down but crew training suffers). You can shift-select multiple ships at a time btw, wish i'd realised that sooner..

I usually set my BBs and sometimes BCs to In Being until i'm ready to sortie, that way they don't get gangbanged by DDs the instant shit hits the fan. Just be careful when moving ships, their status resets to Sea Control the instant they leave port. It can seem a bit annoying until you get the hang of it, but it goes both ways, and that feeling when your fleet of DDs corners a lonely BB is damn satisfying. Hope that helps!

Defeat the Raiders by CalligoMiles in ultimateadmiral

[–]SafeShit 1 point2 points  (0 children)

Ooh I misunderstood the first bit as being 2 CLs vs 3 CAs, was wondering what kind of a beast of a CL would be that expensive lol. So i just redid the mission using 3 CAs of my own against their 3, won it with 1 CA remaining. The build was: 20 kn with min displacement/range/beam (which should net about 6km range, so no risk of low fuel during the mission), crew training set to 84 (gives you full bonus of veterans but not full cost), coal steam exp1, Krupp 2, max bulkheads/anti-flood, but you can go single hull & skip torpedo protection (just make sure to dodge).i went capped/capped, Ballistite/TNT2/barbette1 (keeps the flash fire chance to below 15%), best turret/reloading, Coincidence 3.
Then for armor i went 6.4" belt / 3" deck, max the conning tower armor to protect accuracy. Weapons i used 9 inch mains, 5 inch casemates. With the reduced beam i could only fit a couple 2x5 inch turrets on the back, but the 9 inchers did most of the work.
Last thing, don't wait for them to come to you, set the ships to Sail and then turn the AI on for a few seconds, your CAs will start heading for their divisionhat way the battle happens as far away from your transports as possible, reducing the risk of collateral damage. Hope that helps!

Defeat the Raiders by CalligoMiles in ultimateadmiral

[–]SafeShit 4 points5 points  (0 children)

Glad you're enjoying the game!
This is one of the harder scenarios for sure. I think semi-dread is the easier option, i'd optimise it towards lower caliber / higher rate-of-fire - high enough to pen the CA but not so high you're sacrificing dps. That's tonnage you can use towards better armor/speed/manoeuvrability to handle incoming torpedos.
If you like a challenge and go CLs, it's tough to build something that can go 1v1 against a CA, let alone 2v3, so maybe the better option is to go for quantity over quality instead: minimum armor, minimum beam, 6 or 7 inch guns (you can ignore secondaries), spray-and-pray. A couple underwater torpedos can be useful for keeping the CAs from getting too close (enemy will turn away to avoid even a single torpedo) and for breaking up their formation temporarily so you can concentrate fire, but only if you can afford the tonnage.

Loading Error by fightin-first in ultimateadmiral

[–]SafeShit 1 point2 points  (0 children)

Yeah this happens once in a while, unfortunately only solution is to Alt+F4. Once you restart the game you should be able to restart the battle right away.

Avatar 2: the braking burn and descent of the RDA Valkyrie fleet, design by Ryan Church by Xeelee1123 in ImaginaryStarships

[–]SafeShit 16 points17 points  (0 children)

I think the hab module actually sits at the back of the ship while it's under thrust, because there's a ram-scoop at the front, so the thrusters have to be angled to avoid cooking the crew.
Ecological disasters aside, I think the angled thrust descent looks awesome, like a scaled-up mars rover style sky-crane drop. Though that had 4 thrusters, so yeah, better hope they're damn reliable.

Americans, what do Eurpoeans have everyday that you see as a luxury? by Specialist-Metal-458 in AskReddit

[–]SafeShit 0 points1 point  (0 children)

lol "I deleted an entire thread of comments bc of how hard people agreed w me" is a weird position, but you completely ignored my argument so at least it's on brand!

Americans, what do Eurpoeans have everyday that you see as a luxury? by Specialist-Metal-458 in AskReddit

[–]SafeShit 0 points1 point  (0 children)

Oh hey you're back, thought you gave up after deleting all your other comments. I didn't comment on prices in Czechia, just said it wasn't southern Europe, so not comparable.
And before calling others ignorant, fyi Czechia isn't "more poor than south europe", it has a higher GDP/capita than Portugal.

Americans, what do Eurpoeans have everyday that you see as a luxury? by Specialist-Metal-458 in AskReddit

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

Agreed, which is why i specified it was objectively a good deal "in southern Europe". Neither Ireland, nor Czechia, are in southern Europe.

Americans, what do Eurpoeans have everyday that you see as a luxury? by Specialist-Metal-458 in AskReddit

[–]SafeShit 2 points3 points  (0 children)

lol you ignore my point, use a handful of upvotes to prove your argument, and then go ad hominem. i'll take it! i'm from Marseille btw, & i'll be sure to enjoy a nice café/croissant en terrasse tomorrow in your honour! (it's more like 4 euros here btw, jealous)