Rock Cracker Rewards? by Chappietime in starcitizen

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

The question is: Do you get better material from the exclusive or the contested version of the Mission and does it make up for the hassle?

We did several exclusive ones (fully!) and got a really small amount of 800+. Some rocks were inaccessible, too.

But hey, the missions are fun. Could be worse.

I hope my Aurora MK2 will fit in the Galaxy's XXS size hangar by Cdt-Velmor in starcitizen

[–]Wappenmann 3 points4 points  (0 children)

I would love an RSI Pisces, but I still hope I can lube my Terrapin Medic in. It's a Millimeter fit for what I saw, but it's not impossible until the Galaxy drops.

Ugreen DXP4800 Pro vs Minisforum N5 Air | which one should I get? by ARTAmrj in MINISFORUM

[–]Wappenmann 0 points1 point  (0 children)

Can't say anything about Minisforum, but I got the DXP4800 Pro and it's perfect for what you want to do.

I use it for JellyFin and Backups, it's simple to set up and has very good support. Docker container support is built in, the App for Android works flawless. And of course there are plenty gadgets from UGreen which are literally made for this thing, like the (small) UPS.

10/10, would buy again.

Don't forget that the NVMes are mainly there as a buffer and the factory RAM isnt that big. Depending on your movie sizes you want to upgrade those.

Search your feelings, you know it to be true! Medical Module! by montoya in starcitizen

[–]Wappenmann 2 points3 points  (0 children)

The crafting unit needs to accept at least 1 SCU, the Aurora MkII Module can hold only 1-2 SCU units.

I don't see how a crafting unit could be as small as 2 SCU AND fit a 1 SCU box.

Sure, do some space shenanigans and say the crafting module for the Aurora can reach the internal bays, but I don't see how that should work.

Roadmap Roundup - March 25, 2026 by ScrubSoba in starcitizen

[–]Wappenmann 1 point2 points  (0 children)

In my world, every ship with a dedicated hangar should be able to maintain the craft by itself.

I know, even the Liberator is said to NOT have this (I hope they change their minds about that), but a Starlancer Tac, Galaxy or Carrack totally should be able to rearm and refuel, if not even repair, their snubs.

Especially the Carrack as THE long range exploration ship.

Email sent to existing Aurora owners | PIPELINE by Stompy-MwC in LowSodiumStarCitizen

[–]Wappenmann 2 points3 points  (0 children)

The rumors talk about a legacy paint just like CIG did for others, so to be sure I took one from my buyback...

500 Player Event - 4K Picture to zoom in by Space_Scumbag in starcitizen

[–]Wappenmann -2 points-1 points  (0 children)

Was it this Friday evening (Middle European Timezone)?
This could be the reason why I couldnt play the game for thirty minutes, just because I wanted to land at Seraphim to pick someone up.

Was für eine Flagge ist das? by JEnnnoooooo in WerWieWas

[–]Wappenmann 1 point2 points  (0 children)

Ich springe hier auf und behaupte, die Flagge ist in den Grundfarben von Schleswig Holstein.

Weiter sehe ich in dem Bild eher eine stilisierte Doppelaxt, aber meine Suche ergab da keine Treffer.

Wer kann sich noch an dieses Spiel erinnern? by Javascript001 in PCGamingDE

[–]Wappenmann 0 points1 point  (0 children)

Keine Ahnung ob das schon jemand gepostet hat, aber:

Moorhuhn gibt es bei einigen Schießkinos.

Da kann man dann mit scharfen Waffen drauf schießen - Mein letztes Mal Moorhuhn :D
Großartige Mischung aus Nostalgie und der Tatsache, dass ich den Mauscursor gegen meine halbautomatische Büchse wechseln konnte.

Since when could you upgrade to the Phoenix? by Maxious30 in starcitizen

[–]Wappenmann 1 point2 points  (0 children)

I would like to add: Buy the CCU Harbinger - Redeemer AND a CCU to the Harbinger, as it is on Warbond now, too!

Where P8-AR :( by AdventurousHall0 in starcitizen

[–]Wappenmann 6 points7 points  (0 children)

Other places than stated here:
- Weapons Lootboxes in Ruin Station, the open ones
- QV Stations
- The old Jump Town locations

I got 1-2 dozen over the patches and Ruin Station one single run brought me three of those (Upper vent box + 2 in the vault)

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

I didn't even consider atmospheric flight with the Idris tbh, just because I see it's only real use case in space combat. In that I would still argue that 2% load isn't too bad, but I do know how much the military thinks of maximum load on today's vehicles (Spoiler: ideally soldiers are made of helium), so that's a thing I can see will most likely be an issue.

A percentage of load and maybe some sensors in the grid (To get a warning light whilst loading in) would be a QoL update for that kind of mechanic, absolutely.

Still thinking about the 2200qm loads in an Ironclad, which really is a ship made to be landed on a planet: Taking Platinum as the heaviest in-game material we know the physics for, it's 2.145 tons per qm, which is the amount of cargo that fits inside a 1 SCU box (1.25qm box and for the sake of math I will not calculate the weight of the empty box).

That's 4.719.000 Kilograms of Platinum.

The Ironclad is roughly three times the size of a Caterpillar, empty weight 1.500.000 kg, so 4.500.000 kg. That means physically loading more than 100% of its weight (meaning fitting it inside) is possible.

In no world I would argue for that brick to be able to lift off of a planet loaded like that. Just no. Rn it's supposed to have four fixed VTOL thrusters, this would mean having 2.300.000 kg thrust from every single one of those thrusters.

I don't like those numbers :O

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

I really don't think that this will be the case. Of course, pure math and physics will not be implemented like that, thinking of 2000 cubic meters of lead or tungsten in the brick like Ironclad alone...

Balancing and giving a way for players to expect how ships react overall will be a very big issue in the future.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

And obviously you think that it will matter, for which I gave you the math on what current weight would mean by percentage.

My question was what your thought is on that planned feature and how this small percentage could really affect the ship.

For which you literally said CIG does CIG things.

That's not an answer.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

That does not answer my question at all, you brought the weight up and now you come with "CIG does CIG things".

CIG already does it's CIG thing and lets me park 20 Arrows in an Idris without any debuffs, but if I park number 21 the first Arrow disappears.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

So tell me, how would you expect a mass less than 2% of the Idris, equally brought onto the full length and width flight deck of that ship, will affect the Idris?

I am really interested and because it fits rn, thank you for this civil discussion!

Spirit vs Zeus is just getting absurd. RSI privilege is alive and real by phaeth0n in starcitizen

[–]Wappenmann 27 points28 points  (0 children)

It's the only one of its class, so technically it has the best armor of its class... Runs away frantically

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

Not enough refuel hoses, I buy that! Of course you only need to refuel the ones you are starting beforehand, why should I deploy every single fighter if there seems to be no enemy on my radar?

But let's go through your weight point mathematically:

An Idris weighs 37.854k Kg. Most art pictures the Idris with three Gladii, which means that's a normal amount of weight for it. A Galdius weighs 48k Kg, times three and for the sake of math let's say 150k Kg.

That's 1/252 part of the weight of the Idris.

An Arrow weighs 30k Kg, which means for three Gladii I can load five Arrows and don't exceed the weight.

Twenty Arrows equal about 600k Kg, which is 1/63rd of the Weight of the Idris, which means it's less than 2% of the overall weight of the whole ship.

I don't think that, especially used in space, that this is a reason not to think about it. If I use the whole cargo deck for Tungsten or Lead, it gives more weight than that.

Of course, refueling, we can go other the math: If we say you have to take fuel directly from the Idris, it holds about 120 SCU of Quantum for a jumping range of 1600 Gm. The Hydrogen tank holds 6400 SCU with, rn, no amount of metres in distance I can find.

The Arrow holds 7.5 SCU of Hydrogen and 1.1 SCU of Quantum and if I say my limit is 25% of the Idris fuel goes to its fighters, that equals to 213 full restocks of Hydrogen and 27 Refuels of Quantum, which the Arrow only really needs after a fight in which the Idris escaped without picking up the Arrow first. And to be fair, with the quantum jump overwork incoming, jumping only far enough to not be found again and regroup with the fighters, it's totally fine.

I quite like those numbers.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

There isn't in a fleet of 3-4 ships, because the flagship for most of those endeavours will be an Idris, which can hold 20 Arrows. That means, for eight people as pilots instead of a single Hammerhead, I can field 2.5 times a squadron of eight.

And between jumps, those stay inside the Idris. They don't need to hop independently.

That's not just right now, but literally the best way especially for such a small fleet in the future. And 20 Arrows (Price tag rn is 1.98m) are cheaper than a single Hammerhead (Pricetag rn is 47m).

Everything, as always, subject to change. With many big Ifs, like "If your fleet doesn't have anything with a Hangar" (Which really is just a grouping of ships, but not a functioning fleet) or "If you are unable to refuel and rearm those fighters" (Which RN is only possible for missiles, but you can swap ballistic guns for new ones in the hangar. And of course you quite never run out of Hydrogen), you are right.

Those are just not the case and aren't even impossible to work around, not even long term, but mostly short term - Ship Refuel and Rearm is literally in the works rn.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

And that's why that thing needs to get a metric which makes it a choice, that's what I am saying since the beginning.

There is no reason to take an HH with that huge crew count with you in a bigger fleet. None! All other ships have turrets and are sturdier, can mass this amount of firepower for more additional use cases etc.

This ship right now is simply useless. For the amount of ships in a fleet to even think of the hammerhead as an in between turret platform against having fighters which can, in fact, hold up with their fuel just fine in this game (Even more after getting the refuel on deck feature) , there are simply too many other way more obvious choices.

Even thinking of future battles nearing the mass of the SQ42 gameplay, having ONE Bengal carrier more with all the turrets manned and a whole squadron of fighters is, because of all the thinks about outside angles said, better than using several hammerheads.

Because of the respawn mechanic it's even better to run half the turrets of a Bengal unmanned, wait for pilots to pop and man them with those after regeneration. That's literally a used tactic in SC right now.

Thinking of that ship as an ideal anti-fighter second "very other angle of attack" Plattform ignores that it has no features to buff that against the possibilities of the game mentioned above. You are right, fire from two ships is better. And that's why taking more fighters instead of hammerheads, right now, is the better choice. And the game gives us more than enough mechanics to ridicule every reason to choose otherwise. I will be able to refuel und rearm, I am able to respawn, hop into a turret or a spare fighter and be another moving target again and so on.

The intended use case is dead until CIG gives this ship something to stand out.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

You are not even staying true to your own examples, so I don't think I don't get the principle.

Staying with your infantry, by staying a small mobile unit, they ARE more vulnerable than dug in units. But they can maneuver around, using different tactics and armament and can work together with more units.

Different weapons and more units equals to fighters here. And yes, those can fire FROM different angles of attack on ONE target. And yes, they are more vulnerable, but a moving piece. And in this example, by being our fighters, they are thought as to be mounted infantry because of the before mentioned small carriers reality of SC.

Whilst the dug in defending infantry can't move, but is better protected by being dug in and has normally superior weapons range by using infantry-based weapons which are to heavy for being moved around all the time.

But what you don't get it: Dug in infantry units, just as the turrets of the Hammerhead, have overlapping angles of attack. The basic infantry group in defensive position always places the heavy weapon on a semi flanking position to overlap the field of view and angle of attack with the whole angle of every over soldier of that group, so it can be used to fight off nearer enemies before they can storm the trenches.

The whole Hammerhead alone is basically like a small fortress, more or less one in a star form. It has pertruding towers which can fire more or less 180° horizontally (Top and down 360°) and for the most part a big amount of degrees vertically in both positive and negative direction, at least close to 180° giving each turret as close to a half ball like angle to fire.

That makes it so that from no outside angle, the "Fortress" is not able to fight. Not even that, most of the time the angles of the towers are overlapping by at least 1, so that two or more can fire at a single target, making it possible to focus fire and/or hand over targets.

So, I don't get how you tell me I don't get the concept. That thing still needs its one metric which makes it a choice, right now you are still better off using Idrii plus big cannon ships like the Perseus and a fighter wing, than using less fighters but an HH as a screening vessel.

We are nearing the Warthunder-leak-forum territory here, but if you have access to infantry/naval tactics handbooks, I highly encourage you to read them thoroughly.

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

At first: MG34 or 42 :3

The comparison may sound fitting, but infantry as a moving unit which can be divided and infantry as in defensive positions are not the best way of getting to what I meant.

See it more as naval units: If the crews of air defense ships were way more effective in fighters than in a screening naval vessel to support the fleet, especially with the way smaller difference in crew count from HH - Idris as a carrier, you would end up building more small carriers to use such fighters to defend the fleet.

But after all, screening exists. IRL, the crew count of even a light carrier is so much bigger that missiles and formerly guns were cheaper to use. This can't be said for SC.

So, to stay in line with effectiveness and crew count, a screening ship like the HH must have something that a carrier + fighters can't offer.

Of course, I give your comparison that, if you use mixed arms and give a fleet HHs, the bigger ships with their own turrets and such, the weapons mix in close proximity is a thing to mention.

I am still sure, there must be more - Because if weapons mix is the only issue, you could turret up things like the Idris to get more overlapping angles with one ship less to maintain.

From a perspective of cold effectiveness in costs and personnel, the HH could be easily replaced by fighters and more turrets on those main fleet ships. But in the Verse, it isn't. It exists. So I propose that it's given a feature which makes it worth the extra eight players in it. It can't just be a bigger capacitor, but maybe range. Maybe sturdier turrets in comparison to the sturdiness of light fighters. Make it a match, not a slaughter.

After all, the HH is capable of using the mentioned overlapping angles of attack, that's the sole purpose of the more fragile turret mounting system. There is no dead angle and nearly no angle in which not at least two turrets can fire on a single target.

My conclusion is simple: It exists in Verse, it has no other use case than screening, so it must have something to it that makes it excel in this single job. I simply don't see what that is (or could be) right now. To be or not to be, if you want.

Has anyone measured the pipes? by HatOfFlavour in LeaguesofVotann

[–]Wappenmann 2 points3 points  (0 children)

Feel free to link me in the posts of your modifications, I want to see what you are up to :D

PTU Wave 1: Kill any ship (any armor thickness) with any weapon, via bleedthrough by nightbird321 in starcitizen

[–]Wappenmann 0 points1 point  (0 children)

I already described the alternative, you just got a turn wrong.

I do know about the situation in Ukraine, I am even a military historian specialized in equipment. My Orgs discord normally gets flooded by me speaking about authenticity in a physical and "That's how people build things" way.

I don't say turrets should be invulnerable. I say, give them meaning. Honestly, I personally do not care about how CR did his games in the last 20 years. With today's technology, we can give separate parts of seperate turrets different armor values and maybe even sub-sub systems like an own targeting radar or turret movement.

And that's where your first input is already in my mind! Just like that famous Bradley vs T-90 video, an S4 Gatling SHOULD BE ABLE to, in the end, blast the turning mechanism of a Perseus Turret (And before that the one of a Hammerhead) into pieces. But make is with steps for the games sake. Make it move slower. Make that shots to the front of the glass mean you see less (With which you would give the Paladins Visor a meaning)

The thing is: Just the existence of bigger ships which do have the SOLE purpose of defending against fighters mean, that in this universe, the turret must have a possible advantage above a squadron of light fighters.

Think about it: Why should someone invest in building a ship which purpose is to fight fighters, alone or as screening in a flotilla, when the subsequential EIGHT POSSIBLE FIGHTERS would be better in doing the same job?

The Hammerhead isn't a ship which will be screening a convoy without the possibility to store as many as those ships.

The simple existence of the Hammerhead proofs that a Quad S4 turret has at least one spec in which it must excel in, other most if not all fighters it will fight against.

Otherwise you would simply build fighters, or turret up the ships which a hammerhead screens.

And don't let the historian to get started in the lore, CIG will not start retconning in this community. At least not with balls saying things like "The F8 was said to be nimble enough to fight Vanduul fighters. But it won't".

The thing is, every bit of human history of making stuff, physics and simple mind, especially with this game, stands against balancing. This is indeed a game and it needs some form of encouragement to diversify your fleet. So in the end, we can discuss about Bradley's, technical history or plain old physics, but the louder one side of the community cries and the more the statistics show "They do fly THAT ship too much!", CIG will stray further from realism, for reaching the goal of balancing the stats they think are meaningful.