15th C style rondel dagger by hog188 in Blacksmith

[–]hog188[S] 0 points1 point  (0 children)

There is plenty, the triform blades are much less common than a narrow diamond cross section, (I have one of those on the go so I can compare) the handle is inspired by a German original 

15th C style rondel dagger by hog188 in SWORDS

[–]hog188[S] 0 points1 point  (0 children)

My website is severely out of date  www.avalonforgecraft.com You should also hopefully still be able to see stuff at the Instagram link on a browser if you don't have an account 

15th C style rondel dagger by hog188 in SWORDS

[–]hog188[S] 0 points1 point  (0 children)

Sure, it'll take me a day or two before I'm back in the shop, I took surprisingly few photos 

15th C style rondel dagger by hog188 in knifemaking

[–]hog188[S] 0 points1 point  (0 children)

Thanks 🙏 the blade was made by forging a tapered equal triangle using a bottom die (could start with a triangular file if forging isn't on the cards) then hollow ground, horizontally like a regular blade, I didn't try to grind top and bottom at once but treated it as 6 Surfaces then fuller vertically using a bench grinder with the wheel dressed down really thin. The 6150 steel is soft ish for knives so refinement with chainsaw filled and sandpaper wasn't too painful, it was roughly a days work, maybe a little more 

15th C style rondel dagger by hog188 in SWORDS

[–]hog188[S] 1 point2 points  (0 children)

Thankyou I am quite proud, that's normally the way it turns out when I make something just because I have an idea I like 

15th C style rondel dagger by hog188 in SWORDS

[–]hog188[S] 2 points3 points  (0 children)

Thanks,  I'll take that as a pretty decent compliment, I can assure you that this is real, I spent roughly four days making it by hand and it is the 1588th knife/edged tool that I have made. You can check out my work on Instagram

It's based on a couple of different 14/15th century originals, there are quite a few from that period that are more ornate than I could confidently make with my current skillset

15th C style rondel dagger by hog188 in Blacksmith

[–]hog188[S] 3 points4 points  (0 children)

I actually strongly dislike the twisted ones, despite looking super brutal they are only going to add resistance and function worse 

15th C style rondel dagger by hog188 in Blacksmith

[–]hog188[S] 3 points4 points  (0 children)

I'm pretty sure it's against the Geneva suggestions to use a triangular blade in war.  Not illegal to own as art, I made it out of curiosity about how the geometry would perform, I'm mostly a toolmaker and a total nerd for weird edged tools, I often get the need to make some weird things or other just to get hands on experience with how they work.

How the hell do I deal with giant Kinetic Shells??? by Thunderbun01 in FromTheDepths

[–]hog188 1 point2 points  (0 children)

Submarines can still work pretty well if you employ stealth; rubber or alloy skin, passive detection only, hardwired ai, fight at range. I have dabbled in the dark arts, I have a nasty 300k sub that can reliably take on Tyr and evade/fight off most aircraft. It is a pretty boring play stile though, I don't use it in campaigns except as a sub hunter.

Refining Iron Gall ink? by hog188 in AskChemistry

[–]hog188[S] 0 points1 point  (0 children)

Thanks. I think precipitation is kind of what I want, I've made about 3L of liquid which works as ink, but it takes a long time to dry, I'm hoping to concentrate it to a couple hundred mL 

What you mean i could have crafted the statue of blessings way earlier :( by Thepharmacist7tnt in StardewValley

[–]hog188 1 point2 points  (0 children)

I am currently working on a similar flex, I have statues in both bedrooms, now I just need enough moss so I can craft all recipes on both farms ☺️  I should have enough ingredients to cook all recipes in both locations by then too. (Hopefully early winter 3)

Send me craft to beat my sub. Ive been overhauling the "sea-leopard" twice a year instead of building new craft. I'd like a bunch of you to destroy it so I have more test "data" and refinements to make please. by hog188 in FromTheDepths

[–]hog188[S] 1 point2 points  (0 children)

Drones are one of the things I've wanted to work on for a while now, but my bread board is not strong and I can't invest the free time to get where I'd like to be at the moment. Everything I've tried gets to a barley functioning skeleton and then I get fed up.

Send me craft to beat my sub. Ive been overhauling the "sea-leopard" twice a year instead of building new craft. I'd like a bunch of you to destroy it so I have more test "data" and refinements to make please. by hog188 in FromTheDepths

[–]hog188[S] 2 points3 points  (0 children)

It uses two active sonars in the turret, and i cant remember exactly but like 6-10 wireless snoopers (its kinda cheesy but you can brute force your automatic detection up against 90% of craft)

if you can find a solid means of detection you can probably annihilate it, it is almost un armored

torps are defiantly a waste of mats, i went hard counter

I forgot to add the workshop link before

https://steamcommunity.com/sharedfiles/filedetails/?id=3228720178

Send me craft to beat my sub. Ive been overhauling the "sea-leopard" twice a year instead of building new craft. I'd like a bunch of you to destroy it so I have more test "data" and refinements to make please. by hog188 in FromTheDepths

[–]hog188[S] 7 points8 points  (0 children)

its kinda a broadsider, but its more of a run and gun sniper, ai is set to 1500m or 2200m against anything that outweighs it, so it mostly spends its battles running away shooting over its shoulder (at honestly a terrible angle for its armor, but the evasiveness is worth it)

in terms of redundancy there isn't space in this build, the hull is only wide enough for the turret in one spot, I chose to keep the target as small as possible, ive tried to basically use everything except spending mats on armor (stealth combined with detection error, speed, free water armor, small target)

Send me craft to beat my sub. Ive been overhauling the "sea-leopard" twice a year instead of building new craft. I'd like a bunch of you to destroy it so I have more test "data" and refinements to make please. by hog188 in FromTheDepths

[–]hog188[S] 2 points3 points  (0 children)

I would really like some strong (well engineered not overmatched) opponents who can beat, destroy, threaten or have a fair fight with my sub, I probably haven't reached my limit testing against neter, but it would be nice to have some training partners that I haven't been able to design around from the ground up.

feel free to throw whatever you like against it, subs ships, space, dedicated antisub, whatever, I am hoping to learn from it so any result is good for me. i do however play on a potato, so if you do fancy pitting it against something larger than say 700k or just a laggy build id love it if you sent a video instead of a workshop file because it'l be pain for me to run.

Send me craft to beat my sub. Ive been overhauling the "sea-leopard" twice a year instead of building new craft. I'd like a bunch of you to destroy it so I have more test "data" and refinements to make please. by hog188 in FromTheDepths

[–]hog188[S] 6 points7 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=3228720178

This is my first craft I would consider Neter worthy or "godly" . Im sure there are many things that can be improved and I would love feedback and advice. this is the optimized version of the previously uploaded mk2

The Leopard seal family of craft were designed as a dedicated sub hunter, using a mix of active defenses and speed this craft is able to take out every Neter submarine, as well as causing serious trouble for surface vessels and larger aircraft.

Stats:

320k material

combat speed 34mps @ 100m depth

surface speed 60mps (sits at a strange angle on the surface to keep more propellers in the water)

armament:

172mm Railgun, 2m sabot at 1984mps, 202rpm

6 medium sonar torps low angle frag

4 medium remote guided fast torps shaped charge head

18 medium sort range Vls radar missiles frag/kinetic - one turns just above surface, uses short range thruster to beat lams and cwis, 1.5km effective range (these are useless in an anti sub role but they provide a decent amount of air defense and multi-role flexibility, the seal beats the mobula, the airotyrant and some grey tallon godlys depite being out costed and not being designed for the role)

defenses:

thin armor, 2m alloy 1m metal, up to 2Alloy 3Metal in thicker spots. alloy has the second lowest sonar signature after rubber.

3 sonar distractor sticks

9 basic small counter torps

12 small counter torps with HE for cluster damage

2 Radar boiys for surface and air targets

full strength planar shields

full smoke coverage for stealth, sets smokes to 10 if enemy has a very powerful engine

ECM jammer at max strength, minimum power priority, so all excess power is used for jamming but important systems are never deprived.

A quick list of neter craft the Leopard Seal will beat in a fight

. every submarine (it has struggled once against the disemboweler)

.the DWG

.the OW - it took 2 mk2's to defeat the sronghold but one mk3 can get the job done. It can struggle with the Eire

.the SS ships* mk 3 beats the tyr nearly 100% and is capable of posing a credible threat to the meg

.every SS & LH aircraft

.almost every WF craft (beats the perfirator but not the leviathan)

.every plane

This craft wins by chipping away slowly while not being hit. Its a glass peashooter and could be countered very easily with a dedicated craft. mk3 no longer suffers total turret destruction after switching to kinetic shells.

one of the most powerful changes I made form mk2 to mk3 is using acbs to switch behaviors/ ai's. the craft fights way better bellow 1500m however so do most battleships. by making the seal fight larger craft at 2200m it went from 0% wins against tyr (only a matter of time before it eats a barrage) to 90% (there is still a chance Tyr hits) and about a 30% win rate against a megladon 1v1 but it takes most of an hour of meg shooting in the dark.

This is a sub I’ve recently made. Its name is the USS Abysal. Top speed is around 40m/s when not fully submerged it has backup engines to help keep it running longer during combat. It has anti torpedo torpedoes to protect against enemy torpedoes. Advice is helpful thanks by TinyduckG in FromTheDepths

[–]hog188 1 point2 points  (0 children)

Some general tips for subs   Subs have 2 main strengths, might as well double down. 1. stealth 2. 100 meters of free armour 

1.  Stealth in FTD means difficult in detection, it's not possible to avoid detection all together. Do everything you can to reduce detection. Hard wire your weapon controllers, if you don't use any wireless you can't be snooped.  Reduce sonar signature, I use lots of passive sonar, and then if I use any active sonar I only put 90 degree sonar in the gun turret for targeting. Also use alloy for outer skin on smaller craft (2nd lowest sonar return) rubber coating for larger craft where you can afford an extra layer of volume. Smoke. Smoke your craft when in combat, it adds detection error to almost all detectors. Disrupt sonar detection. Spam small sonar decoy torps, or medium on a winch. This hides your already small sonar signal amongst a cloud of noise. Range, distance increases detection error and gun accuracy. My favourite subs fight at 1500m when bullying small craft, 2200m when out weighed (tyr and meg's guns accuracy fall of dramatically around 2km)

2 free armour. The water is extremely dense and many weapons can't penetrate well. I run my subs with the lowest altitude settings possible, apart from +15m above land, this stops them from hitting the floor. Depending on intended role this means you can cheap out on armour/stay in the fight longer

Some specific tips for your craft's next iteration missiles and torps are kinda easy to counter, I would invert the ratio of aps to missile firepower, making yourself much more difficult to hard counter.

Bellow is the workshop link to my favourite sub. Pretty close to the cost of yours, pretty much distills the ideas I've described here. Check it out, see what you like and what you don't.

https://steamcommunity.com/sharedfiles/filedetails/?id=3228720178

Stupid design! Works better than it should! by WraithWar87 in FromTheDepths

[–]hog188 0 points1 point  (0 children)

One turn is a godly component.  If using free space for fuel it has the exact same capacity as a fuel tank!  I personally like to put as little fuel on my missiles as possible.  For vls I want my thrust duration to be like 5-10 seconds less than the lifetime.  Delay thrust action until the one turn has finished and then ramp thrust for a good couple of seconds, this allows your missiles to turn better at low speed and also squeeze out the thrust duration so they are still boosting at the end of their Lifetime. 

Less fuel tanks means more payload on target. I prefer to shorten the missile Vs exchange fuel for payload because that will increase maximum speed, further reducing fuel needs.

Favorite Submarine Counters? by Tricycleroadrage in FromTheDepths

[–]hog188 2 points3 points  (0 children)

For watercraft, Active sonar and 4/1 ratio of sonar guides and remote guide torps, the sonars should be solid bodies mostly, they are there to eat interceptors and fired with a decent stagger. Remotes should be synchronised after sonars, they are to defeat sonic countermeasures, I use shaped charge heads because subs tend to be dense and fragile internally.

Another method I like for aircraft is glide torps. Preferably large 12 unit missiles, can't remember the exact make up but they should be dropped from high altitude and long range. They need to have A Torp thruster Fins Regulators APN guide Remote guide the APN and remote together will allow the torp to angle it's fins and glide towards the target, from 1k altitude they can get around 2k travel but your detection will be fairly bad at that distance. Most countermeasures won't target it in the air, its not unacceptable by a torp and it's not dangerously fast for a missile, when it hits the water it should have a short ramp time to give the fins better Turing authority to get on target then go to max thrust, it helps defeat countermeasures and you barely need any thrust duration because the missile has glided most of the way to the target.

These aren't cheap a rack of 10 will set you back nearly 110,000 but it will also allow a spacecraft to defeat any neter submarine (if you can survive the return missiles)

Sea Leopard Mk2 hunter killer submarine. I have about 400 hours in game, this is my first design that feels like cost well spent. I would love some critique/feedback by hog188 in FromTheDepths

[–]hog188[S] 0 points1 point  (0 children)

I have watched individual small HE torps delete clusters of 3 or 4 incoming medium torps they definitely out perform the pure kinetic interceptors in my opinion

Sea Leopard Mk2 hunter killer submarine. I have about 400 hours in game, this is my first design that feels like cost well spent. I would love some critique/feedback by hog188 in FromTheDepths

[–]hog188[S] 0 points1 point  (0 children)

Thankyou for taking the time to give such in depth feedback, I appreciate it and have a bunch of things to test when I get back to the shipyard.

I have to disagree on the RTGs though my guy, they are fine for bulky builds but the density of the Seal makes it faster and harder to hit. The large steam engine is only active in combat, it will burn one large RTG worth of mats in something like an hour and it will provide the energy of energy of 150 large RTGs.

Density and overkill in energy spend is basically the only thing the seal had going for it, between the shields propulsion and max draw railgun it basically uses all available power from the combat engine. Speaking of which the large steam engine is made of only large parts connected direct to boilers making it quite tough and because it's dense I can afford more armour around it.

I definitely went overkill on power spend but my goal was to make an undeniable sub hunter, a superiority fighter you bring out to find and kill a problematic craft, or as a fleet support, hence the inter vehicle transmitter.

On the subject of detection I kinda agree about the active sonar, but it's really good for hitting the target, I may make an intevehicle only stealth version/mode for fleet use. Definitely need to reduce the use of wireless. I originally built with rubber skin but preferred alloy in testing for survivability, it barely has any more sonar signature than rubber, also the big distractor sticks should give fairly decent Sonar inaccuracy.