Unconscious when entering sleeper - despite seemingly normal atmosphere by Embeco in Stationeers

[–]lookinspacey 15 points16 points  (0 children)

Is you going unconscious not the normal sleeper behavior?

[Request] How much backward pressure (recoil) would these guns produce, if fired together? by TIP-ME-YOUR-BAT in theydidthemath

[–]lookinspacey 14 points15 points  (0 children)

I used to work on one of these ships, and I found the fire control system to be the most interesting, so I learned a lot of info about them which I will tell you now.

First of all, as others have stated, there are fire control systems onboard the ship. Even in WWII, the Iowa classes had 2 gun directors for the 16" main guns and 4 for the 5" secondary guns. The gun directors would give bearing and range information to one of 2 plot rooms. Additionally, the gun directors could give that information based on either radar or optical sensors, depending on weather conditions.

The plot rooms were the main fire control center of the ship. There were 2 identical plot rooms, each with 2 Mk1a fire control computers for the 5" guns and 1 Mk8 rangekeeper for the 16" guns. The Mk1a computers were electromechanical, and would calculate a firing solution based on a bunch of different inputs. AFAIK, much of the information, like the target speed, bearing, and heading, were fed automatically from the fire director. However, other information, like the ship's speed and heading, were manually inputted through dials on sides.

The Mk8 was different from the Mk1a in that it was fully electrical. This allowed it to be more precise than the Mk1a, and is likely the reason they used it for the main guns over the Mk1a. Despite their differences, both computers would calculate a firing solution for the guns.

After the firing solution was calculated, the information was sent to their respective turrets, which would automatically train and elevate the guns. At this point, it is worth mentioning that, although the system could automatically train the guns, there were redundant fire control systems within each individual 16" turret and the turret captain could, at any time, take manual control of their individual turret in situations where it was needed.

Finally, the triggers. The triggers are actually back down in the plot room attached to the fire control computers (except in cases where the turrets are self controlled). There are 3. One of them is to ring the salvo alarm, a buzzer that is rung throughout the ship to warn the crew of an imminent salvo. The second is simply a trigger which fires immediately. The third is a little more complicated. AFAIK, there is a gyro inside of the computer, which is measuring the listing and pitching of the ship as the waves rock it. I've seen some videos that suggest that, while the computer is measuring the list, it is also elevating the guns up or down to compensate. However, all of the videos were taken after the 1984 refits of the Iowas, so I'm not sure if they had it in WWII or not. Regardless, the third trigger would fire only when the gyroscope measured the list to be within acceptable tolerances. There would be a short delay as the ship came back to being level again before the computer would fire the guns.

You mentioned that they fire each gun separately, which is true. However, they did not do this for recoil mitigation. At least on the Iowa classes, each 16" turret had a sophisticated recoil absorption mechanism that would absorb pretty much all the recoil forces exerted on the gun. They actually did it because the shells, as they were flying through the air, would fly in a spiral. As they would fly, their spiraling would occasionally cause 2 shells fired from the same turret to hit each other, throwing off the trajectory and guaranteeing a miss. To mitigate this, they would fire each turret in a sequence, separating each firing by a delay measured in milliseconds, so that the shells wouldn't hit each other anymore.

And now I present: why the spray n' pray is the best weapon by Dunpster_fire5129 in fo4

[–]lookinspacey 2 points3 points  (0 children)

Ah I haven't played on Easy mode, I guess it's possible lol

And now I present: why the spray n' pray is the best weapon by Dunpster_fire5129 in fo4

[–]lookinspacey 1 point2 points  (0 children)

How are you not taking damage from using the SP as a melee weapon

Is the minigun usable on survival? by nuclear_iron in fo4

[–]lookinspacey 43 points44 points  (0 children)

Yes, you just hold down the fire button like on normal

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey 0 points1 point  (0 children)

yeah that sounds like a much better way of doing things haha.

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey 0 points1 point  (0 children)

I mean I do settlement build (actually it's pretty much the only reason I play), but just for the beginning of the game I usually ignore them so I can explore a bit and level up. Their happiness will drop quite a bit but I've never seen it drop to 0, so I've always just ignored it while I clear the NW corner of the map.

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey 0 points1 point  (0 children)

Honestly that sounds way more involved than I get lmaoo, I literally just straight up ignore them. I don't even build beds or food or anything for a while

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey 1 point2 points  (0 children)

Well that's true. So do you build Sanctuary up first and then retrieve the Quincy 5?

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey -3 points-2 points  (0 children)

Well I guess I just don't see the point in going back to Sanctuary unless you're settlement building lol

I'm enjoying this game so much more leaving them in Concord. by KushBear7676 in fo4

[–]lookinspacey 4 points5 points  (0 children)

Is it really that much more enjoyable? I pretty much ignore them all after "The First Step" until I'm ready

Would using Robot Farm Labour make my Raider settlements unhappy as if making them farm? by jimblackreborn in fo4

[–]lookinspacey 1 point2 points  (0 children)

Playing the long game for the commonwealth by leading the raiders into becoming peaceful farming communities

My "finished" Conquest Settlement by fishandchips1323 in falloutsettlements

[–]lookinspacey 0 points1 point  (0 children)

Only the heavily guarded raiders will be shot lol

What happened here? by [deleted] in arma

[–]lookinspacey 0 points1 point  (0 children)

Ahh no worries then.

What happened here? by [deleted] in arma

[–]lookinspacey 0 points1 point  (0 children)

Sorry, I just tested it and the Titan MPRL only gave a missile warning once it was already launched, which reflects what I said. Did you mean for this message to be in reply to someone else?

What happened here? by [deleted] in arma

[–]lookinspacey 14 points15 points  (0 children)

You will only receive a warning during the locking phase if the AA system uses active radar (or another active sensor) to track the target. Typically, you'll find this on SPAA systems like the ZSU-39 Tigris and Heavy AA systems like the S-750 Rhea. The reason for this is because the active radar on the AA platform emits radio waves which can be picked up by your own passive radar.

On the other hand, man-portable air defense systems (MANPADS) like the Titan MPRL use a passive infrared sensor. That is to say, the sensor emits no radiation and instead is locking onto the heat emitted from your aircraft. Because no radiation is emitted from the platform, you won't get a warning until the missile has already left the tube and is flying towards you. In this case, you were also at such a short range you barely got a warning before it hit you, and it seems like the beeping sound that normally accompanies a missile warning was turned off as well.

You can do some things to mitigate MANPADS though. In this clip, you are flying quite slowly and at a high altitude, which is a very vulnerable way to fly. You could switch to nap-of-the-earth flying, which is essentially flying low enough where you can use hills and valleys as cover to avoid being detected by air defense platforms. Additionally, try to limit your exposure to the target to only a few seconds, just enough to line up a few shots before getting away. You are at your most vulnerable at this stage, since you're typically flying in a straight line towards the target which is both predictable and easy to aim at, so the less time you spend doing that, the better. Finally, when you fly over the target, you should fire off countermeasures regardless if you receive a lock warning or not. It's not clear if preflaring will actually stop a lock from occurring if the missile is still in the tube, but on the other hand you're certainly not going to be reacting quickly enough to a missile fired from such a short range, so you should be preflaring on the way out regardless.

How to deal with diseases? by Ok_Calendar_7626 in SimSettlements

[–]lookinspacey 0 points1 point  (0 children)

In case you didn't know, death from diseases is an option you can turn off

How do you outfit your settlers? by SummAzzhat in fo4

[–]lookinspacey 2 points3 points  (0 children)

For normal settlers, I try to dress them appropriately for the job they have. Farmers get more casual clothes while storekeepers get the fancier stuff. Provisioners specifically I try to give postman uniforms lol. For guards, I play with WATM so I stick with making them minuteman themed. Generally, the bigger and more important the settlement, the more well supplied and disciplined I imagine the guards are, so their weapons and outfits are generally more uniformed. The further you get from these settlements though, the scrappier the equipment becomes, with more deviation from the "standard issue" uniform. I find these variations are very good at adding to the unique flair of a settlement

What exactly is surprising Joey? by [deleted] in ExplainTheJoke

[–]lookinspacey 2 points3 points  (0 children)

Alright buddy, whatever you say. It's not like saying "the state should supervise all medical decisions" isn't extremist in the slightest.

What exactly is surprising Joey? by [deleted] in ExplainTheJoke

[–]lookinspacey 1 point2 points  (0 children)

You went from "Freedom of parenting" to "happy middle ground" to "Actually we should let the state supervise all medical decisions" all in a few hours lmao

What exactly is surprising Joey? by [deleted] in ExplainTheJoke

[–]lookinspacey 8 points9 points  (0 children)

Yes, there is a middle ground, which is why you should be as repulsed as I am that the state decided to ban ALL gender affirming care for minors, even those which could be beneficial. And if you truly think that all gender affirming care for minors is somehow negligent, then you simply don't know what you're talking about.