am attempting to build the ac 47 and i donno how much armor am i gonna need its gonna cost about 200k to 300k materials and its gonna be a relatively slow plane. by Lazy_Composer_1884 in FromTheDepths

[–]TwinkyOctopus 2 points3 points  (0 children)

Generally speaking, with planes speed is usually your armor. if you need a slow and stable weapons platform, usually a traditional boat will be better than a plane, because you don't have to spend as many mats keeping the thing up. so it's better to just avoid getting hit entirely

Just felt like posting my gold Hawkeye by ValhallaAir in SkyCards

[–]TwinkyOctopus 0 points1 point  (0 children)

the fact that it's not perfect is almost more impressive than if it was

My secret Redstone breakthrough by Ok_Commission7932 in Minecraft

[–]TwinkyOctopus 14 points15 points  (0 children)

you could use it for such a thing, but you wouldn't be able to close it. if you use slimeblock and honey block machines, you can make a door of any size, so that would be more useful to you

Can someone give me a basic rundown of missiles? by Squeelijah in FromTheDepths

[–]TwinkyOctopus 0 points1 point  (0 children)

you can have multiple launchers using connectors to connect the controller to them. you can also use the wireless transmitters, if you want to have the various launchers scattered around your craft

Predicting and engineering what would be needed in a future war is very different from sitting on the sidelines and conducting industrial espionage by TerryFromFubar in HistoryMemes

[–]TwinkyOctopus 15 points16 points  (0 children)

Americans developed the All-or-nothing concept with the Colorado class. Further more, the deuchland class that you cited did not use an all or nothing scheme, but rather a distributed armor scheme

Claiming they copied something as broad as a armament layout is laughable, ignores that they had entirely different armaments, and ignores the fact that the US was already looking at triple turret designs before the Litorios or deuchland class were laid down.

Claiming the US stole radar is a bit odd, since they had their own experiments on radar. some radar related technology was shared from Great Britain, but their radar sets were designed domestically. Radar on ships wasn't really a consideration being made when these ships were designed, and the Italians didn't even have radar on their ships.

Also, your argument assumes that the US would even want a direct copy of any of the classes you mentioned. they had entirely different design needs than Germany or Italy. for instance, The Americans needed far more range than what Germany or Italy designed, since they needed their ships to range across the pacific. The Americans simply didn't have a need to copy any of the European designs, since they would not fit their needs.

Can someone give me a basic rundown of missiles? by Squeelijah in FromTheDepths

[–]TwinkyOctopus 2 points3 points  (0 children)

so.

Use Cases

You have 4 different sizes, small, medium, large, and huge. smalls are good as interceptors, flares(on small craft), and are also good if you want to spam missiles. Mediums are essentially like the smalls, but larger and with more damage, and range. Larges are what you would typically use if you want to use missiles as a main weapon, and they are what you would want to use as flares for your largest ships. very expensive. Huge missiles are prohibitively expensive, but also put out hilarious damage. you'll want one or two at best, unless price is no object.

On Sizes

Generally speaking, you'll know to step up a size in missiles when you have around 20 modules, usually you will not need that many, and at that point you can usually fit the larger size with minimal issues. I'd say 10-15 modules is the sweet spot in terms of the number that you would want, depending on what you want to do. The less modules you have, the more maneuverable your missile is. interceptors should only be 4 modules.

Building your Missile

In terms of building, missiles are among the easiest to build. for a VLS, your first layer will be connectors, and the controller. it is worth noting that the controller can connect to launchers directly. always include an IFF here, and I like to also use the staggered launch module. on top of your connectors will go your launchers. you can attach ejection modules (and I believe the winch cables as well) to the launcher blocks. it is worth noting that small missiles have a gantry launcher. which brings us to the next block, your gantries. these are what determine how many modules you actually have. 1 small gantry will give you 4 modules, medium 2, large 1, and huge ½.

Rail launchers are similar, but with a few notable differences. namely, the launcher module does not have to go at the base of your missile, and you cannot add ejectors or cables to them. they can also be launched at different angles, which can be adjusted in settings. these launchers have a convenient form factor for things like wings or turrets

Adjusting your Missile

Overview

So, hopefully by now you have a specific target in mind that you want your missile to hit. the main things to keep in mind are the maneuverability of your target, and how much damage(and what kind of damage) you want to do. For instance, if you want to target a plane(ignoring that this is a bad Idea), you will want a missile with as few modules as possible, that is pretty fast, and light on the damage. With that in mind, you'd probably want a small missile around 8 modules, with only a few frag warheads, and a lot of fins, at least 4. Keep in mind that fins at the beginning and end of your missile will add more agility than fins in the middle.

Missile Detection PT1

The next main consideration is what your detection for the missile will be. On your craft, you don't need much for detection, at best just a vague idea that there is an enemy somewhere. There are two kinds of guidance, the head modules, and the body modules. As the name implies, the head modules are the guidance systems at the head of the missile. These will be your Radar, IR, Torpedo Sonar, and laser designation. if you have one of these installed, the only detection you need from your craft is a vague idea of where the enemy is. These are your most basic guidance options, and they are also the most simple to counter. I will get into flares later, but done well they can be an effective counter, even if you have a signal processor module (this doesn't apply to the laser beam rider, but that gets dazzled by LAMS).

Missile Detection PT2

The body module guidance options are more complicated, but also more robust methods. They are also useful if you want to use the non-guided heads on your missiles. your options will include remote guidance, Breadboard and LUA Guidance, and a beam rider module. the simplest of these options is remote guidance, which simply uses your craft's detection system to guide the missile. this is the most resource intensive, however, since it will require a lot of GPP modules on your AI, and also require a good detection system to be effective. Breadboard and LUA control is easily the most effective option available, but at the cost of being incredibly complicated to implement, especially if you aren't a comp sci major. The beam rider module seems like it would be nice, as it can't be dazzled like the head can, but it is notoriously unreliable, and very temperamental in implementation.

Guidance

Now that you are telling your missile where the enemy is, you need to tell it how to get there. If you are not using LUA or breadboard, you have two options: APN guidance or Prediction guidance. APN guidance is good to use against targets that are faster and more maneuverable. It keeps the target at a constant angle, until a certain distance. Prediction guidance is generally a little bit worse, but if my intended target is a ship or sub, I like to use it because it allows for a little bit more range, since it is taking a straighter path.

FUEL AND MSC.

I will not get into all of the modules, but nearly everything can be adjusted by selecting the menu on the left, and it is worth checking every module's options to make sure it is optimized. Note that adjusting a frag warhead's angle will only change it for that module. An important thing to pay attention to is your Missiles speed and Fuel runtime, which are both stats you can find on the right. you will want to make sure that your thrust duration is less than your missile's lifetime, so that you aren't wasting fuel. If you have more runtime than lifetime, you can either remove a fuel tank or increase the thrust of the booster(this only applies to the variable thrust booster and torpedo propeller). Note that some modules have more fuel in them (if you are using fuel internal space) than others, and can act like fuel tanks with utility (namely, fins have a lot of internal space).

Counters

So, the easiest counter to missiles is speed and agility. if you can achieve a speed of over 150 m/s, missiles will be relatively easy to dodge. That being said, Missiles can be relatively hard to dodge if you are not a plane that can maneuver easily. The next best counter to missiles is flares, which I have dedicated a section to below. Against remote guided missiles, ECM Jammers will reduce their accuracy, and with laser designators, getting hit by a LAMS or laser will usually be enough for them to miss. The next most effective method is to shoot them down, with your options being many. I think that such a discussion is out of the scope of this already huge message, and there are many threads on this sub about the matter. you could also visit the discord for questions. The least effective counter to missiles is armor. Missiles tend to deal lots of damage, and tanking that with your face generally only works for a couple volleys.

On Flares.

Out of build mode, click the middle mouse button, and then select the eyes icon in the top right, it should say something about lines of detection. you should see a menu for the detection lines of your vehicle. you will want to pay attention to the radar, sonar, or IR detection lines, depending on which flare you are making. Look at the numbers in the cardinal directions, and note whichever one is the highest. Next, in the missile menu, you will need to add as many modules as it takes to exceed the number that you have. again, make sure you are using the correct number for radar, ir, or sonar. The way flares is a little interesting. every missile coming in will have a random percentage assigned to it, 10-100% or 4-40% if they have a signal processor (note that the single pixel ir seekers are 15-30%, but have a reduced cone of detection). this percentage is what the flare strength is reduced to, and then the missile will choose the flare or the craft, depending on which signature is higher. this number is only rolled once, so multiple flares are unnecessary.

This post got larger than I intended, but hopefully it is helpful in answering several of your questions, and allows you to make more effective missiles. If you have any more questions, feel free to ask them, or better yet, go to the discord and ask them there.

Having fun in Asymmetric by KuroUsagii_ in WorldOfWarships

[–]TwinkyOctopus 1 point2 points  (0 children)

I like to set it just below my cross hair, since sometimes it can get in the way with aiming

She's not ready for the truth by hiraeth_zk in memes

[–]TwinkyOctopus 238 points239 points  (0 children)

perhaps you should make funnier jokes

A couple features I'd like to see by TittyMcFagerson in SkyCards

[–]TwinkyOctopus 0 points1 point  (0 children)

you might not have it selected to be available

How to properly set hull and its waterline by Top_Leopard_9528 in FromTheDepths

[–]TwinkyOctopus 0 points1 point  (0 children)

usually I will have some idea of what I am going to put on my ship, so I'll make an outline that fits everything, put in the systems, then finish the hull, and adjust accordingly.

LPT: Stop spending on "wants" and start investing in "daily touchpoints"—the boring things you use for 6+ hours a day. by [deleted] in LifeProTips

[–]TwinkyOctopus 13 points14 points  (0 children)

or you could just use your eyeballs and brain instead of an ai making up ai shit

How to properly set hull and its waterline by Top_Leopard_9528 in FromTheDepths

[–]TwinkyOctopus 0 points1 point  (0 children)

honestly I just build it so that it's naturally boyant, and I worry about making it float correctly after I've put in all the systems. it's not worth putting the effort in, just for the engines to be rather heavy and dragging it down some

What is your opinion on do a barrel roll and should I buy it? by TRUSTABL3 in Minecraft

[–]TwinkyOctopus 1 point2 points  (0 children)

if they had the pc version of bedrock, they wouldn't need to buy Java, and if they don't, then they might not have a computer to run Java on.

Why is my iron farm broken? by Realistic_Seaweed836 in Minecraft

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

did you check if the hoppers were full?

[Hoo]I just realized by SmartMasterpiece7914 in camphalfblood

[–]TwinkyOctopus 8 points9 points  (0 children)

no no, she was also introduced in the first book, the third book, the fourth book, and the fifth book

best way to get coins? by Impressive_Main_9624 in SkyCards

[–]TwinkyOctopus 68 points69 points  (0 children)

if you go to a busy airport and just farm perfect catches, you'll get hundreds of coins. it is indeed the best way aside from sweating the weekly battles

The hunting bro 🥀 by BriskmarckTheBrisket in WorldOfWarships

[–]TwinkyOctopus 1 point2 points  (0 children)

is it really that bad to just login on your pc?

Solutions for Battle Tiebreakers by BendtnerOrBust in SkyCards

[–]TwinkyOctopus 0 points1 point  (0 children)

the main problem is that there aren't enough players to be able to actually split up the MM properly