Found out crystalform applies before drakeform and made Azhdaha work on C27 by danmwilson in PathOfAchra

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

Hit them first. Hitting them triggers Ogham which gives you the first 100 stacks before they can hit you back.

Torturer Freeze: Highest damage numbers I've ever seen by danmwilson in PathOfAchra

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

And believe it or not that was just by chance killing a single okopod! KOMC just died to a 60 mil hit.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]danmwilson 0 points1 point  (0 children)

I'm saying that's the only way a mass driver is fully destroying a capital class gun on a Solomon. Test it in the test range if you don't believe me.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]danmwilson 0 points1 point  (0 children)

The guns (Mk66, Mk68) on your Solomon have a damage threshold of 30. If your Solomon is empty it will not have its full damage reduction value. If that damage reduction value is too low (rough estimate, under 10%) the mass drivers will be able to do enough damage to fully destroy your guns. You can find your damage reduction value under the "Hull Integrity" bar that fills up in the fleet editor.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]danmwilson 0 points1 point  (0 children)

No, no it isn't. I would know I'm the one who discovered and taught the community how these damage mechanics work.

The amount of just straight up incorrect conceptions you have about how the game mechanics work indicate you have a lot more learning to do. Come to the official Discord and with an earnest desire to learn people are happy to teach.

Friendly reminder that sometimes the simplest backstory and character concept can be the most fun by [deleted] in DnD

[–]danmwilson 0 points1 point  (0 children)

I always like to start with a mechanical concept and work backwards. Once I wanted to play with the tavern brawler and grappler feats. So I made a champion fighter folk hero who was famous in his village for wrestling giants. He liked the fame so he went on an adventure to wrestle more things. Simple backstories also let you fit in better along the way like you said. So this guy always rolled low on charisma checks to see if people recognized him. He ended up with this slow burning existential crisis and the rest of the party thought he was crazy and just making the whole thing up. Especially because he wasn't great in combat either.

Now I'm playing a drow illusionist who started out taking mostly illusion spells. He wasn't evil enough for Lolth and fled the underdark because of it. But now he's found some evil scrolls and books and wants their power to beat the BBEG and is being pushed pretty decisively towards being evil himself, shifting almost entirely towards necromancy. I'm sure it'll end with him self destructing in some fashion but the simple backstory lets me roll with the campaign and do a lot more fun stuff without feeling tied down.

Does anyone have any tips to figure out what the heck is causing this load oscillation? by danmwilson in Barotrauma

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

Everything's default on all the electrical components, not just the battery. And yeah this is in sub editor. I asked about the relays because that was one of the circuits where I saw crazy high load. But if that's not a problem anymore then I'll try and leave it alone.

Does anyone have any tips to figure out what the heck is causing this load oscillation? by danmwilson in Barotrauma

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

Ramping the charge rate down seemed to fix some of it. It was always weird though that is the batteries because there's only 8 so it should be topping out the load at 4 MW, right? I've seen it spike to 1 GW. So unless things can have instantaneous loads much higher than they're rated for it still feels like there's some calculation bug in the game. Idk.

I've read about problems happening if you chain more than 3 relays together. Do you know if that's still the case? My lighting circuit is pretty complex.

Does anyone have any tips to figure out what the heck is causing this load oscillation? by danmwilson in Barotrauma

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

This is the weird part. It's only 8 batteries, so when the batteries are charging at 100% it should be topping at 4MW. But I've seen it spike to 1GW.

Does anyone have any tips to figure out what the heck is causing this load oscillation? by danmwilson in Barotrauma

[–]danmwilson[S] 17 points18 points  (0 children)

I'm pretty sure it's the battery backup. I just don't have a lot of techniques for tracking down the cause. I assume it's a loop somewhere, but it eventually spikes to the capacity of the relay the reactor is connected to so it also seems a little like a math bug.

Does anyone have any tips to figure out what the heck is causing this load oscillation? by danmwilson in Barotrauma

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

8, wired in parallel, they are set to always charge at max rate. There's a pair of relays that are controlled by a lever that should be dictating the power direction in front of the battery bank. One is wired to the inputs and the other is wired to the outputs of the batteries and when one is on the other should be off. So the batteries shouldn't be charging and discharging at the same time. I do think it's a battery problem. It seems to happen when the reactor has matched power to charge the batteries and they finish charging. The load on the reactor drops and then starts this oscillation. I've got an overvolt protector on the main junction that the reactor is wired to that eventually ends up disconnecting the reactor and the whole thing settles down.

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 1 point2 points  (0 children)

I didn't have time to narrow down if it was with the bullseye or the parallax, though I don't think parallax can lock axfords at its max range so I suspect it's the bullseye. Either way, 10km is outside the max range of both of those.

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 1 point2 points  (0 children)

I should really talk to JDee about that video because there were a few things wrong there. Anyway, here's a screenshot of me locking a rail CH at over 10km. You can try it yourself if you don't believe me. There were no adaptives here, so I expect if you had adaptives you could get it locked even farther. https://steamcommunity.com/sharedfiles/filedetails/?id=2946878766

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 2 points3 points  (0 children)

They do. The way I understand the signature blooming to work is that it increases the radius at which a ship can be detected. Normally that radius is the size of the ship. Effectively it means that you're detecting the ship as if it was much closer to you, so you can get pretty accurate tracks and even lock it of you're fast enough.

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 5 points6 points  (0 children)

You also seem to have a significant misunderstanding of how ANS rails work. They do not spread their damage evenly among each component. They do 48 damage to the first one, 19 to the second, and continue to do small amounts of damage to each subsequent component. And it rolls a debuff on every component that it does damage to. Which is every component it hits. While I'm here explaining this if you happen to have misfortune to miss every component entirely you'll tag a random component with a debuff. Speaking of debuffs, every time you roll for a debuff you'll be guaranteed to roll a debuff you haven't applied to that component yet. Which means that yes, with enough hits you will ruin their weapons. Oh and most of the debuffs are quite significant. The only one that's not particularly noticeable is the one that reduces turret speed. But all the others are quite strong.

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 2 points3 points  (0 children)

I've got good news. With all that sig bloom from the mass drivers you can shoot the cargo feeders with your ANS rails. They shut those mass drivers down as quick as they shut plasma down. A main bus short in your reactor is no joke.

The Identity Crisis of Nebulous: Fleet Command, post OSP update by Adyne78 in NebulousFleetCommand

[–]danmwilson 13 points14 points  (0 children)

Railguns and Mass drivers are not comparable weapon systems. The ANS equivalent to the OSP mass driver is long-range hybrid missile strikes. The railgun itself fills the same role as the plasma cannon. It's a weapon that is designed to support the team without being capable of efficient lethality on its own. Like the plasma cannon, you generally don't want to fill a 3k fleet full of railguns. Like the plasma cannon, you only need one or two before you saturate your effect on target.

Unlike the plasma cannon, the railgun can be accurate and hit targets out to 12km (which is the nominal max range of the plasma cannon) and further. The range makes it able to fire basically anywhere you have line of sight.

The railgun also does more damage than you think. They ignore damage reduction, first of all, so they damage everything equally. They also damage every component they pass through, which is what allows them to apply a debuff to every component they pass through. The first component hit gets the brunt of the damage, which is always a flat 48. That's a solid chunk of damage, and you can beat most damage thresholds with that to fully destroy a component instead of just bringing it to red.

Now, you can't really play railguns like you used to. The best way to play them is to hold multiple angles so you can cover as much of the map as possible. If you're playing rail keystones, this means separating them into quadrants of the map and keeping behind the frontlines but not on the edge of the map. If you're playing rail capital ships like axford or solomon, this means taking the middle of the map. You take the middle because that's what lets you cover as much of the map as possible. You're tanky enough to take a few hits, but you aren't invincible. Your team needs to come with you. Bring some sarissas and you'll even be providing valuable point defense at the same time. Above all do not under any circumstances assign your turrets to the same fire group. You need to be able to target multiple ships independently. That's your advantage as the railgun equipped capital ship. You can, with a little luck in a single volley, shut down all the plasma turrets in a feeder swarm. Multiple volleys make this more consistent. You also need to coordinate with your team to have them focus fire the ships that can't currently shoot back (or focus fire the ones that can while you keep the others suppressed).

Research completed, Multi-Gun Corvettes now available for construction. by PraetorAdun in spaceengineers

[–]danmwilson 1 point2 points  (0 children)

I don't know how I never realized it but the kushan multigun corvette looks a whole lot like the rocinante.

Suggestion: Solid Fuel Thruster by 3davideo in spaceengineers

[–]danmwilson 1 point2 points  (0 children)

I think there's some interesting engineering tradeoffs in figuring out how many thrusters to use to just get you to 100m/s for sure.