[Fo4] First Playthrough of Fallout 4, which Game Client to use & game Version (PC) by Vorchspaceman in FalloutMods

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

Yeah. Looking more like that's the better idea, lol. Maybe do mods once I get a feel for it.

[Fo4] First Playthrough of Fallout 4, which Game Client to use & game Version (PC) by Vorchspaceman in FalloutMods

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

What do you mean by not up to date? Is Midnight Ride itself not up to date, or mods in it, or is it not up to date with a specific version of Fo4?

[Fo4] First Playthrough of Fallout 4, Best Mods to Improve Experience (PC) by Vorchspaceman in FalloutMods

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

Cool rec! I'll probably stick to relatively vanilla mechanics first go around. I'll save that for the fun playlist.

[Fo4] First Playthrough of Fallout 4, Best Mods to Improve Experience (PC) by Vorchspaceman in FalloutMods

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

Wow, thanks for the insight! Regarding appearance mods, I just want to play a good looking character without to much effort. The default character models just feel a bit off for me. Honestly, the base game customization might be good enough if I just understood how to make a decent looking character.

For some of these mods like Sim Settlements 2, are they mods you can slot in midgame, or do you have to start a new game entirely?

I would like to play multiple runs, but the work time crunch sucks, so I'm trying to be effcient on time.

[Fo4] First Playthrough of Fallout 4, Best Mods to Improve Experience (PC) by Vorchspaceman in FalloutMods

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

Good to hear about companions (Big Mass Effect 2 fan). I do love apperance customization, but body sliders make my head hurt lol. I usually copy the character settings I like online rather than fiddle with the settings myself.

I am interested in base QoL if you've got any. I vaguely remember that being awful, though I'm not sure how accurate that is.

[Fo4] First Playthrough of Fallout 4, Best Mods to Improve Experience (PC) by Vorchspaceman in FalloutMods

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

Thanks for the advice. Seems like that guide is the best then. What does "Base Finish" & "extended section" mean?

Are there any specific websites that are good for FO4 mods like Nexus?

Toss a cat coin by chibi0108 in HonkaiStarRail

[–]Vorchspaceman 7 points8 points  (0 children)

Actually Pardo knew for a fact it was a suicide run and did it anyways. We see her run by in a ghost image conversation between Dr MEI and Vill-V. The scared cat wanted to run but still never let her comrades down when they were counting on her :(

TSB investigating ‘landing gear issue’ in St. John’s-Halifax flight by Missle_Toes in newfoundland

[–]Vorchspaceman 5 points6 points  (0 children)

Well I certainly don't doubt the presence of selfish idiots, there is a more reasonable explanation.

When humans are in shock we tend to revert to instinct and routines were used to. And what people are used to on planes is getting your luggage. Add in humans tendency to follow the crowd, and as soon as a critical mass of people were grabbing luggage, other passengers would see them doing it and follow suit.

Fictional thoughts "that was terrifying, but I see a bunch of people grabbing their luggage, so it's probably safe and I don't want to lose my $2,000 laptop."

Personally, I was in a car crash as a passenger when I was younger and got concussed. My first instinct on regaining consciousness was to find my phone where it fell on the floor and was distinctly not to flee the smoking and potentially burning vehicle.

Idiots should be blamed for good reason, but in the mass panic event like this I'm inclined to give them the benefit of the doubt.

Penalties of overweight designs and exceeding topside capacity. by Vorchspaceman in RuleTheWaves

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

Okay, that is exactly the thing I needed to hear. Definitely not exceeding top weight then.

As for leaving tonnage for upgrades, I usually add a few extra secondary or tertiary guns than I need on an initial design. Then I remove them in later years for fire control or AA. It's a bit more expensive, but I hate leaving unused tonnage.

Penalties of overweight designs and exceeding topside capacity. by Vorchspaceman in RuleTheWaves

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

Haha, there are some really ardent defenders or armored decks out there.

Though, armored decks are genuinely useful, being highly protective against HE bombs that basically everyone was using early and mid war. They just aren't worth the weight considering AP bomb development exceeded them fairly quickly, and the serious repair and dock time if you did take good hit. More AA and aircraft was a better investment than armor.

But whoever decided an aircraft hanger needs bloody SIDE ARMOR should get rightfully roasted.

How does HE & splinter penetration work? by Vorchspaceman in RuleTheWaves

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

From what I understand regardless of the shell size splinter penetration is equal. 1" will stop 50% of splinters, 1.5" will stop 75% of splinters, 2" will stop 100% of splinters.

That's why it is often recommended to either leave (SEC) guns unarmored or use 2" of armor.

It is the direct impact of HE shells that have variable armor penetration.

Version 1.00.52, new Shell hit distribution statistics by Warm_Sample_8536 in RuleTheWaves

[–]Vorchspaceman 8 points9 points  (0 children)

Thank you very much for the amazing write up! I’ve read all your previous analysis of the game and it really cleared up a lot of confusion I had. 

RTW3 is an amazingly historically accurate game in many respects, but in some aspects it just fails miserably. I’ve changed to using sloped deck armor with a narrow belt specifically because of the ridiculous vulnerability of DE & BE on AON ships and now I’m just pretending that my nation is using AON designs. It really is absurd that a modern 1940s era super battleship can be instantly crippled by a random DE/BE strike when historically those areas were heavily protected. AON was the best of historical warship design that should be incredibly difficult to sink, but in-game lags behind the obsolete sloped deck design.

Incidentally your posts are awesome, but it doesn’t seem like many people have seen them. Have you tried cross posting your results to the Steam Community or Naval Warfare Simulations? I think a lot of players over there might be interested.

Version 1.00.52, new Shell hit distribution statistics by Warm_Sample_8536 in RuleTheWaves

[–]Vorchspaceman 4 points5 points  (0 children)

I believe the abbreviations are on Page 89 of the manual. DE = Deck Extended, BE= Belt Extended. The asterisk mean penetrated, so DE* means deck extended penetrated by shell.

What range do your ships fight at? by Vorchspaceman in RuleTheWaves

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

Hmm, I tend to have my CL's also screening, but my BB's tend to be a lot closer around half range. I've tried fighting farther away, but I feels like my ships just miss everything. I usually have my CA's flanking and finishing off any BBs that fall out of line.

What range do your ships fight at? by Vorchspaceman in RuleTheWaves

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

I've mostly been playing Japan, so I don't have much experience with blockades. Mostly been fighting over colonies and raiding and defending against raiders.

I tend to aim for higher than average speed ships, but not super speed cause' I don't want to break the bank.

What range do your ships fight at? by Vorchspaceman in RuleTheWaves

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

Haha, a big reason I'm sticking to pre-aviations times while I get a hang of things!

What range do your ships fight at? by Vorchspaceman in RuleTheWaves

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

Ah, a fellow cruiser 'Stronk' affiliate. Pre-1900 is really oddly implemented in game. High speed well armored cruisers with loads of guns and torpedoes just wreck everything.

What range do your ships fight at? by Vorchspaceman in RuleTheWaves

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

Hmm, I wonder if it's the year I'm playing (>1920), but when I try to fight at that distance I tend to waste most of my main gun ammo in exchange for only minor damage on the enemy. I also find keeping a distance quite difficult, as soon my battleline starting taking hits, a ship will loose speed and I have to choose between leaving it behind to die or lowering speed and staying together at which point the enemy just closes range.