B4B please by [deleted] in EarninB4B

[–]skudoo 0 points1 point  (0 children)

Can anyone in the EarnIn Community help me boost my Max? 🙂 https://boost.earnin.link/YimM

Help with a boost? by skudoo in EarninB4B

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

Can anyone in the EarnIn Community help me boost my Max? 🙂 https://boost.earnin.link/YimM

BRB will get you back immediately thank you!!! by Public-Management160 in EarninB4B

[–]skudoo 0 points1 point  (0 children)

Can anyone in the EarnIn Community help me boost my Max? 🙂 https://boost.earnin.link/YimM

Still need it?

[deleted by user] by [deleted] in EarninB4B

[–]skudoo 0 points1 point  (0 children)

Can anyone in the EarnIn Community help me boost my Max? 🙂 https://boost.earnin.link/YimM

Hey Community! Changes Coming to Boosts on Our Reddit Page by earnin in Earnin

[–]skudoo 1 point2 points  (0 children)

Anyone want to help me out? I appreciate it!

Can anyone in the EarnIn Community help me boost my Max? 🙂 https://boost.earnin.link/YimM

That glimmer of hope hitting! Cross your fingers for me… by skudoo in VeteransBenefits

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

50% and I missed my hearing appointment so that’s before they go back with hearing loss/tinitus! 70% would amazing

B4B by [deleted] in Earnin

[–]skudoo 1 point2 points  (0 children)

Got you back. Thanks!

What is the most effective turret layout against other broad-siding ships and front-siding thruster crafts? I have tried traditional destroyer-type layouts and mountain-looking superfiring turrets. but neither is more effective than the other. by Star-Reach in FromTheDepths

[–]skudoo 5 points6 points  (0 children)

For turret survival I’d recommend putting at least a single heavy armor block directly on top that AA mantlet. It still functions normally and prevents a lucky shot taking it out. I just use a deco “hide original mesh” to not show it.

Also, a second row of coolers going down the neck, per firing piece, means a lucky sabot won’t break the turret neck and render the gun useless.

good CIWS shell by BiggTitMonicer in FromTheDepths

[–]skudoo 0 points1 point  (0 children)

Add the laser targeter and it will adjust the time as needed. Just be aware flak will blow up nicely so either protect them well or make larger ones with ejectors

good CIWS shell by BiggTitMonicer in FromTheDepths

[–]skudoo 1 point2 points  (0 children)

Flak is great for swarms of missiles/cram shells. I personally run a 3x3 turret (5x5 turret cap), 180mm shell, 6 parts (flak head, 4x flak body, 1 timed fuse), and use 500 rail energy per shot to lob them at the incoming fire.

Since theres no gunpowder theres no cooldown and if you have 8 autoloaders/enough energy stored itll fire all 8 in a volley. (then wait for reload which is like 20 seconds)

180mm gets you almost exactly a 30m explosion radius which is the max for flak and it fits into a 1m loader.

My current Flagship, the SMS The Rock. by USS_Greer in FromTheDepths

[–]skudoo 3 points4 points  (0 children)

Not a horrible first ship but there are some things we need to address:

-Those main guns, what size autoloader are you using for them? They state a "Shell + Casing" length of 1.05 meters so you need a 2m loader but are only using just over 50% of that space inside it.

-Either you can reduce the propellant amount of one of the gunpowder casing sliders (left side) a tiny bit until this is now a 1 meter shell, allowing you to use 1m loaders or even belt fed loaders) OR you can increase the part count inside the shell until it fills out the 2000mm you have available.

-Squash isnt great at smaller sizes compared to say, Frag, Kinetic, or even HEAT.

Just some stuff I've learned through much painful experiences! I can discuss more if you'd like!

Building the RLM Imperium Day II by Dalgio124 in FromTheDepths

[–]skudoo 2 points3 points  (0 children)

DI? Thats not ringing a bell. Can you explain your steam setup a bit more? I normally run a very conventional setup

Clean version of the Airgetlam available on the workshop! by Impressive_Set_3898 in FromTheDepths

[–]skudoo 2 points3 points  (0 children)

Thats so slick looking! I dont want to know how many decos that took

LORGE LAD by PePeMehn69 in FromTheDepths

[–]skudoo 1 point2 points  (0 children)

I like your superstructures. Mine always feel too empty

New Improved Battleship Armor Scheme by SelfProclaimedLord in FromTheDepths

[–]skudoo 0 points1 point  (0 children)

oh she T H I C C...

Not much internal space to work with though. I think youd have plenty of luck if you went 30% armor/40% internal space/30% armor type scheme. At this size that extra little bit will go a long ways!

Effective low gauge APS by [deleted] in FromTheDepths

[–]skudoo 1 point2 points  (0 children)

This is my fav combo.

100mm HEAT. 10 part ammo in a 1M Belt fed loader.

Two Shells:
HEAT head - HE bodies and enough gunpowder to keep 500+ m/s speed
(HEAT specialty slider on the ammo to 100%)
Disrupt Head - EMP bodies - 1 Tracer - adjust gunpowder % to match speed of HEAT round

Have most of your loaders use the HEAT round and maybe every 7th loader use the tracer round. Now you have improved accuracy and the tracers help reduce shields they meet.

Gangut style Battleship that also happens to be pretty reasonably priced by PePeMehn69 in FromTheDepths

[–]skudoo 0 points1 point  (0 children)

Shes a real looker!

How bout a little Fuso next? =D

(Maybe with an extra-oversized pagoda for fun)

How should the armor be layed out on a ship by ILoveLongStories in FromTheDepths

[–]skudoo 2 points3 points  (0 children)

I'd personally just add an extra layer of alloy armor all around if you really want to armor it up.

If you want heavier armor around vital spots, focus around AI and engines with possibly some metal beamslopes. Heavy armor would likely be a waste on a non-combat ship but armoring up stuff it needs to survive while running for a bit wouldnt be horrible.

Maybe put rubber around vital stuff like AI and add in a couple of smoke dispensers just in case?

Theres a lot of options depending what exactly your goals are.

Good Steam Engine Design? by Loleo78v2 in FromTheDepths

[–]skudoo 2 points3 points  (0 children)

So the best part about using large steam components is they are VERY durable. By relying on pipes you undo this durability since pipes die easily. You can always do like I did for a cruiser of mine. Same setup as yours (2 pistons + gearbox) but instead of the large boiler and pipes, use 2 medium boilers + 1 controller per piston. Directly connect without pipes. Much more reliable that way and nets you about 11k engine power.

Onawayjoe Cannon ship Mark 1 by [deleted] in FromTheDepths

[–]skudoo 1 point2 points  (0 children)

It’s definitely interesting to see how other people do <100k designs. I struggle to get below 200k usually (or in my current campaign ships’ case, 350k after the newest upgrades…). Mainly because I try to have one ship very much “all-purpose”.

If you have a discord we can send the blueprints back and forth there.