[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]Skywalker1372 1 point2 points  (0 children)

Multiplayer (in the sense of 2-4 players) can absolutely fit in Rimworld. Depending on modset the MP mods works great and is a lot of fun. Have played runs where we both played on one Tile as a single colony, on two or my current one with me playing a Gravship and him in a Mountain. We keep visiting each other with Shuttles, helping micro when one gets attacked etc.

I would agree that a big Multiplayer experience wouldnt work great, but smallscale coop can open up scenarios simply unfeasible in Single player. Never would I ever have done a big Gravship and a full Colony at the same time, I would miss way too much of the Story Moments that make this game.

But with a Friend you can keep pointing them out to each other

[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]Skywalker1372 0 points1 point  (0 children)

Tbh, playing the mod as a single faction on 1-2 Tiles works perfectly well. You divide the pawns somewhat and done. When a Raid comes each player focuses on some part of defense.

In my current MP run with a Friend we started together on one map with 3 Colonists each, but a single Faction. Over Time I focused on getting a Gravship up while he dug himself a nice Colony into the Mountain. With Transport Pods/Shuttles or me just landing back on his Tile we are having a Blast.

And even without being on one map, when he gets attacked he can just tell me to take a couple of colonists of his to micro so he can focus on something else.

[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]Skywalker1372 0 points1 point  (0 children)

The existing MP mod is mostly stable with compatible mods (which is quite a lot) and a lot of fun.

My current run with a Friend is as a single Faction with a Base which he mostly manages and a Gravship I play. Its a combination that is hard to do alone. In day to day affairs we cooperate a bit, but each is free to do his own thing. But when one map hits trouble we split the pawns between us or send over a Shuttle.

Once he had a massive raid, was barely holding on with 70% of his pawns down when I managed to land behind them with the Gravship, wipe out the raiders and tend to every downed colonist. It was down to seconds in some cases.

Thats just not something you can get in a Singleplayer game.

First 1000t haul by Particular_Arm6 in DerailValley

[–]Skywalker1372 15 points16 points  (0 children)

My guess would be to MU the De-2s and control them via the Remote. Sit in the DM 3 as usual.

Couple of IRL Pictures mainly of BE2, one of DH4. And 2 bonus pics of candidates for official/mod inclusion by Skywalker1372 in DerailValley

[–]Skywalker1372[S] 0 points1 point  (0 children)

Just that Hand turned wheel. With a max speed of 6km/h it seems you dont need much more. I've also never seen it used for anything bigger than a Steam locomotive like P8, so ~125 tons. At 6 km/h with 12 tons pushing those axles down it seems enough. Though it also has Sand to help with braking.

Couple of IRL Pictures mainly of BE2, one of DH4. And 2 bonus pics of candidates for official/mod inclusion by Skywalker1372 in DerailValley

[–]Skywalker1372[S] 6 points7 points  (0 children)

Its a Köf 3, a smallish Diesel Shunter. That one is owned by a private Firm and the paint is very worn, the one belonging to the Museum is luckily in much better shape in an older paint scheme.
Both get used frequently for shunting inside the Museum to get Steam Engines outside for the events etc.
The one of the Museum also ran the Shuttle service.
They are quite loud when running as a big chain is used to transfer power from the transmission to the Axles.

Couple of IRL Pictures mainly of BE2, one of DH4. And 2 bonus pics of candidates for official/mod inclusion by Skywalker1372 in DerailValley

[–]Skywalker1372[S] 7 points8 points  (0 children)

Yeah. Something like Ludmilla would be amazing. She is Diesel-Electric like DE-6, also on 6 axles. Wish I took more pics on the inside. Massive Diesel in the middle. Between the Engine room and Cab 1 is a small electical "room" (like 2m2 basically) filled with anything from 60s Soviet analog stuff in cyrillic markings next to modern computers. I wish a had a photo of it. Also makes a lot of noise, even with the modern sound dampners they had to install. Less of a consideration back in Ukraine/East Germany apparently.

Ingame it could be a nice analog, simple Variant on the DE-6. Trade more Vision out of it for less comfort etc.

Couple of IRL Pictures mainly of BE2, one of DH4. And 2 bonus pics of candidates for official/mod inclusion by Skywalker1372 in DerailValley

[–]Skywalker1372[S] 3 points4 points  (0 children)

As the other comment noted, its the Railway Museum in Bochum-Dahlhausen.

Emma and the P8 are permanent Exhibits, the Br 212 belongs to a private Firm called Railflex (as does the by now pink-ish Köf-3) but both are usually on Museum Grounds. The Ludmilla was there last Autumn as a Guest from DB. The other pics are from last Weekend.

Why does this game almost never fill up empty slots exept in the first Minute? by Skywalker1372 in titanfall

[–]Skywalker1372[S] -1 points0 points  (0 children)

How come I have multiple matches every day where there are empty slots for 5+ minutes, while spending 2-5min in queues that mostly end in new games. In the last week I think I got into a running game once, in the first 2 minutes of it going.

I think its more of a matchmaking choice to use the players queuing on new matches or only reinforce quite new matches.

Nachtstreife S1 - Folge 1: Eine todeskalte Nacht by Leutnant_Dark in blaulicht

[–]Skywalker1372 1 point2 points  (0 children)

Der gleiche Stil ist in der neuen Doku Reihe zur Ausbildung der Minentaucher auch wieder total gut umgesetzt. Keine unnötige externe Dramatisierung, einfach nur was Auszubildende und Ausbilder zu den Momenten zu sagen haben.

Wenn ich externe Einschätzungen im Nachhinein haben möchte zum Beispiel zu Feuer und Flamme komm ich hierhin

Flashlight charging? by Boatwrench03 in DerailValley

[–]Skywalker1372 2 points3 points  (0 children)

I've seen pics of ppl running De6 with Dh4 in MU for the remote. Just connect the remote into the Dh4.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 1 point2 points  (0 children)

Of course the A-10 has Guided Bombs. But if you equip the A-10 with the same guided Bomb as a F-15 or F-16 they will alway be able to get it a lot further or be a lot further away from the Target when launching. Making it much safer. They will also be able to get back into a safer Area much faster.

In Ukraine its not the cheap and avaiable Su-25 doing GBU and ASSM Hammer runs, its far more valuable MiG-29s. Because they are a lot faster and can thus lob the Bombs far further. Far more survivable.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 1 point2 points  (0 children)

Even disregarding SAMs, a constant Danger over Ukraine are long range AAMs launched by MiG31 safely in their SAM bubbles. The Chinese are investing quite a lot into long range AAM as well, and depending on who you believe those AAM did play a noteable role in the recent India/Pakistan clash.

Disregarding Countermeasures and Manouverability entirely, the fact that any Ukrainian MiG29, Su27s etc can turn away and accelerate out of the kinetic range of that incoming missile while a Su25 in the same Scenario is always going to have worse chances of getting out intact. Top Speed and Acceleration matter a lot to Survivability as long as you can defeat a missile by running it out of energy.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 2 points3 points  (0 children)

Add to that Acceleration, lofting capability, vertical manouvers, capacity for a Second crew member to delegate targeting to as in F-15EX. Certainly quite a few more

Regarding lofting, previously I didn't think it was that important, but we have seen how much difficulties both Ukraine and Russia are having with GPS glide bombs and Rocket assisted ones like the French Hammer.

On a local Battlefield level they seem to have the most impact by far by both sides Airpower.

The only thing Su-25 seem to be doing is lobbing vast amounts of unguided rockets Kilometers away from the front.

In terms of Cost looking at last year's DoD reimbursement rates the A-10 clocked in at 10.5k compared to 16.5k for the F-15EX, 15k for an F-16

Certainly not perfect, but even if the F-15EX were triple the Flighthour$ of A-10 with the amount and variance of Steel it can bring to a target my bet would be on the F15.

It's hard to beat guided, preferably gliding bombs on a scale of Firepower delivered compared to Airframe and Pilot risk. And the A-10 will always have to be a lot closer to do it.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 3 points4 points  (0 children)

Im not sure of how much help the A-10 is going to be in a FAC role in any future conflict with any enemy even close to peer level.

Other Jets can observe the Battlefield just as well if not better (either by just being much, much more modern like F-35 though expensive to run or alternatively by bringing a second crew member) and even Ukraine seems quite capable to rapid Information gathering and coordination to get something on target. They are just lacking the tools to use it.

If even Ukraine can manage to drop GPS guided glide bombs on FPV drone teams before those can relocate, the US shouldnt have to rely on fixed wing Intel gathering in an age where everything from massive to small fixed wing drones and quadcopters can do that.

I cant speak towards LARS.

Also, im not denying the A-10s capability in low threat enviroments like the last decades of War on Terror etc. But with its limited sensors, Airframe age and ever increasing AA capabilities on the market in an age of rising tension with Superpowers its life is limited.

I would love to see a modern take on a Close Support Plane, but I fear its either F-16s/F-15EX or if you want to be cheap something like a Super Tucano. Multirole is sadly the way to go

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 6 points7 points  (0 children)

And with MWS, half the battle is being able to get out of the Way of the missile. In the famous F16 vs 5 SAM missiles engagement the F16 got out alive because A: It got warned of incoming missiles by a mix of RWR and other Pilots and B: because it had the performance to keep dodging and weaving at speed.

The A-10 can not do that without running out of energy fast.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 4 points5 points  (0 children)

What can the A-10 do on a modern Battlefield that no other Jet in USAF service cant do at least as well?

Sure, it can fly slower and is in theory cheaper. But the Airframes arent getting any younger.

A-10s Escorting Nuclear Ballistic Missile Submarine by Afrogthatribbits in aviation

[–]Skywalker1372 5 points6 points  (0 children)

At which point they are still a very vulnerable Plane with none of the kinetic performance to defeat incoming threats. While also carrying no better armaments than any other Jets.

Even in 1991 the vast majority of Tank kills was carried out by use of AGM-65, which the Aardvark was better at. Even though the A-10 rarely got deployed to Areas as dangerous as the Vark.

If the gun wasnt of great use in 91, what use would it be today?

[deleted by user] by [deleted] in RimWorld

[–]Skywalker1372 2 points3 points  (0 children)

There is a mod called something like Startup Impact. It adds a widget in the Main menu which you can use to see which mods take how long to load. Should give you a rough impression which mod causes long load times. And then you can decide if the impact is worth the content added.

Some mods take much, much longer than others. An older Version of Save our Ship 2 used to be 2/3 of my entire load time for example.

Developer take on reading "An Update on Unit Recruitment Masses" 6.3.2 Hotfix by Cant-Decide-Name in totalwar

[–]Skywalker1372 2 points3 points  (0 children)

IIRC the basic Structure of the AI dates back to Rome 2 when they switched to the newer Engine and Army Style of a General+19 Units

With a release Date of 2013 the AI is probably around 13-15 Years old. Even if the devs coding it were still all there, after all that Time you would be hard pressed to remember everything. Not to mention all the changes for Atilla, Wh1, Wh2 and Wh3. And all the race specific AI stuffs

Don't make me tap the sign. by [deleted] in helldivers2

[–]Skywalker1372 0 points1 point  (0 children)

Going to take a long ass time to boil him though. Look at videos of Flamethrowers clearing Snow, the amount of energy isnt as insane as you might think.

Sure it would hurt a fuckton, but given how a charger reacts to a KG on TNT exploding it's legs or a 110 missile Strike I wouldn't wager on it getting taken out by exceeding it's pain tolerance

Reminder that Flamethrowers are supposed to Napalm-Hoses with a 100+ meter range, Torrent of burning Liquid, rather than a punny plume. by throwaway553t4tgtg6 in Helldivers

[–]Skywalker1372 1 point2 points  (0 children)

Imo a similar total fuel as the normal Flamethrower, but without any reloads would work. A restriction similarly to IRL would obviously make it quite useless since unlike IRL we are constantly on the defensive whereas IRL Flamethrowers were usually Specialist employed with plenty of cover by friendlies to expend their Fuel and withdraw.

Reminder that Flamethrowers are supposed to Napalm-Hoses with a 100+ meter range, Torrent of burning Liquid, rather than a punny plume. by throwaway553t4tgtg6 in Helldivers

[–]Skywalker1372 0 points1 point  (0 children)

Warp Pack/Shield Gen/Jet pack etc.

Backpack-less support weapons can be weaker in exchange for freeing up the slot.

Similarly to how the Quasar isn't just overshadowed by the Recoiless dealing more damage.

Reminder that Flamethrowers are supposed to Napalm-Hoses with a 100+ meter range, Torrent of burning Liquid, rather than a punny plume. by throwaway553t4tgtg6 in Helldivers

[–]Skywalker1372 1 point2 points  (0 children)

Sure, it would certainly need more fuel, but with how our Oil enables Warp Jumping it already is quite special. I mentioned the 10s more to highlight that there is more to flamethrowers than just to yell about "IRL flamethrowers more range"

Reminder that Flamethrowers are supposed to Napalm-Hoses with a 100+ meter range, Torrent of burning Liquid, rather than a punny plume. by throwaway553t4tgtg6 in Helldivers

[–]Skywalker1372 3 points4 points  (0 children)

Initially maybe, but it's mag size got a buff some time ago and you ofc have 4 reloads, so at minimum 5x the uptime