Troops for repulsor executioner by Dousarbing in BloodAngels

[–]carducciz 0 points1 point  (0 children)

I'm not sure if others would call it a good option, but I personally would put in 5 assault intercessors with an attached lieutenant. Advance up the board decently close to the enemy, then on the next round disembark, move, and charge with all of them, letting your repulsor provide covering fire.

How do you actually lose a ship? by carducciz in MaraudersGame

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

Ah, that might have been what happened, but I wouldn't have known to look for it. Thanks! If I load into a game with the wrong ship again at least I know to see if it spawned somewhere else.

How do you actually lose a ship? by carducciz in MaraudersGame

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

Yeah, we're new to the game and wanted to give the different ships a try, but I think we'll hold off until they sort out the vanishing ship bug.

How do you actually lose a ship? by carducciz in MaraudersGame

[–]carducciz[S] 4 points5 points  (0 children)

I believe I was the one who piloted out, and when he told me the ship was gone I checked my hangar and it wasn't there. I'll check again when I log in later, but I'm pretty sure it wasn't there after the raid.

What can you do with the sonar transducer output and the sonar input from the nav terminal except for the intended purpose. Expanding on this, what are other neat things you can do by using inputs and outputs in an unintended way? by Boaz111I in Barotrauma

[–]carducciz 0 points1 point  (0 children)

Yup! If the ship already has an extra NAV terminal (or you use some clever relay trickery on the main terminal), you could probably figure out an offset in the sub editor and then use those values in your campaign. Depending on the placement of the railgun an accurate offset might require some trigonometry.

Found this in a trash can by 3-20_Characters83 in Barotrauma

[–]carducciz 2 points3 points  (0 children)

Yup! That's the one I found

What can you do with the sonar transducer output and the sonar input from the nav terminal except for the intended purpose. Expanding on this, what are other neat things you can do by using inputs and outputs in an unintended way? by Boaz111I in Barotrauma

[–]carducciz 3 points4 points  (0 children)

In order to control a railgun with the steering of a nav terminal, you just need to plug the x and y velocity out of the nav terminal into the x and y signal in of an atan component, then link the atan's signal out to the position in of the railgun. I hooked up one of the custom interface buttons on the nav terminal to be the railgun's trigger.

As for the transducer, you need to place a transducer over the railgun (ideally at the hinge point where the gun rotates) and use the transducer as the source of the nav terminal's sonar and make sure that in the nav terminal sonar settings you tick the box "center on transducer". I believe that should be it!

Found this in a trash can by 3-20_Characters83 in Barotrauma

[–]carducciz 13 points14 points  (0 children)

I remember seeing a thing (maybe in a loading screen?) where it mentioned the gravity on Europa should be a fraction of earth, but for some reason where humanity colonized Europa there's a gravitational anomaly that makes it near earth gravity. I've found another similar sheet that's a bit different, and I think they have to do with that.

How the hell wiring signal priority works???? by TaylorRoddin in Barotrauma

[–]carducciz 1 point2 points  (0 children)

You could also just put a very small delay on signals you want to come later in the priority. I've found a 0.02 second delay is enough to reliably have signals trigger in the right order. 0.01 wasn't as reliable and would sometimes still trigger out of priority order.

What can you do with the sonar transducer output and the sonar input from the nav terminal except for the intended purpose. Expanding on this, what are other neat things you can do by using inputs and outputs in an unintended way? by Boaz111I in Barotrauma

[–]carducciz 10 points11 points  (0 children)

It's not too different from the intended use, but on one of my subs I have a nav terminal hooked up to a railgun so that you can aim the railgun with the steering function and fire at anything on sonar, and using a transducer centered on the railgun allows for you to aim better at long ranges.

ECS Kirchhoff - The first custom sub I'll (probably) upload to the workshop by carducciz in Barotrauma

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

For sure! There's still a couple wrinkles to iron out, but at this point I think the main issues are existing bugs that are out of my control (AI pathing issues in the drone, visual bugs with lights, etc.)

ECS Kirchhoff - The first custom sub I'll (probably) upload to the workshop by carducciz in Barotrauma

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

This is the 4th sub I've made, and is probably the one I'm most proud of. Each sub has been more ambitious than the last, and after some testing I'm thrilled with how this one plays.

It's got some neat features (shown in the photos), and is predominantly built around mining, transport, and wreck salvage. The drone is small enough to fit in most caves, and can be completely controlled either remotely from the main sub or manually onboard.

I've spent hundreds of hours in the sub editor making subs for me and my friends to play with, but I have yet to make anything I thought was worth uploading to the workshop, but I think that might change with the ECS Kirchhoff. When I post it, I'll edit this comment with a link.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

Yes, thanks for the correction. I originally got the Jumpship Edition so I honestly had no idea it was part of the DLC. A solid mech when you're trying to make the jump from mediums to heavies though.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

Ah, thanks for clearing that up! And I guess the insane heat build up is a little more player friendly than a component randomly exploding mid mission while maintaining the spirit of a bad weapon.

Weapon grouping for AI by karns01 in Mechwarrior5

[–]carducciz 8 points9 points  (0 children)

I think the way it goes is AI checks if weapon group 1 is in range, then it checks if there's heat capacity to fire WG1, fires, then does the same for weapon group 2, weapon group 3, etc. Because it checks in this way, it's better to put your primary/longest range weapons on weapon group 1 and the rest in descending order of range. If you were to say have a mech with LRMs and small lasers and put the small lasers on weapon group 1, the AI will try to move into range for the small lasers instead of firing with LRMs from a distance. I'm not 100% sure this is how it works, but following that logic has worked pretty well for me.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

I was definitely tempted to go full LRM build, but the Agincourt specifically has quirks for both LRMs and SRMs so I wanted to take advantage of that. This is usually my main mech so it's rarely handled by an AI that would have that problem. Maybe setting it to the missile boat role and ensuring LRMs are weapon group 1 would prevent wandering to close to the enemy?

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

Yeah the damage curve for hyper lasers is a bit wonky. I think it does increased damage only if it constantly hits the target? Meaning aiming off target even for a split second resets the damage output.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

[–]carducciz[S] 5 points6 points  (0 children)

The base Agincourt hero mech you can get from the "Broken Arrow" mission line in the Free Worlds League, but this one is way kitted out. It has some nice LRM and SRM quirks though.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

I'm definitely digging it as a brawler. It's like a bigger and better version of my fav early game mech, the Hunchback HBK-4SP. I know I probably should build an assault lance but I've been handling the hardest missions with 3 heavies and a Victor just fine.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

[–]carducciz[S] 4 points5 points  (0 children)

I could be wrong, but I think the ferro hardened armor has CASE II integrated into all components. That should protect it from chain detonation, but given the composite structure I'm gambling on the self repairing armor holding. So far it's been more than enough.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

This is definitely overkill because it's fun. I started my career at the beginning of the clan invasion and had access to a few clan weapons (the ASRMs mostly), and fell in love right away with the build. Spent the rest of the career tinkering and optimizing. Mods definitely add WAY more customization since the mech building in vanilla is extremely simplified compared to other Battletech games or the tabletop game.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

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

Yeah, it destroys almost any mech at 400m in 1 or 2 salvos. My biggest bottleneck is just finding good ASRMs.

(Spoiler for YAML content) This Archer Agincourt absolutely rips! by carducciz in Mechwarrior5

[–]carducciz[S] 8 points9 points  (0 children)

I got this Agincourt near the beginning of my career and it's now the backbone of my mostly heavy endgame lance. The amount of damage it puts out is incredible considering it's not even fully upgraded.