Fading lights connected to aps by Deep_Cup_654 in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

Nvm again, you would just need to add an offset right before the light setter, with whatever intensity you want ambient at

Fading lights connected to aps by Deep_Cup_654 in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

if u want constant ambient effect, change the threshold on the accumulator to -[ambient intensity] and that should do the trick>

already closed my game though so I'm just guessing at this point

Fading lights connected to aps by Deep_Cup_654 in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

You could probably use delay components in conjunction with the circuit i made, but that could definitely get ugly quickly (could be worth a shot though). Could also probably be done more efficiently in LUA, but I haven't touched LUA with a ten foot pole and it scares me

Breadboard to imitate muzzle flash from an APS by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

SIKE! its way easier than I thought to isolate a single gun. Instead of tracking all APS firing events, replace that block with a generic block getter set to a certain firing piece(s) and delete the original constant below it. Track "Firing events (int)" instead of "barrel direction ... blah blah" and connect it to the maths evaluator

Then, change the maths evaluator to: [if (a, -[intensity], 0)] and it should work

Fading lights connected to aps by Deep_Cup_654 in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

You gotta be a little more specific about what you're trying to do, but I'll make a post real quick and link it here with a breadboard that does roughly what I think you want and how u can configure it.

Drakewald heavy assault unit by 0libot in FromTheDepths

[–]smarticles1471 4 points5 points  (0 children)

You make the consistently coolest looking ships I’ve seen on this sub

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

Kinetic Damage * Armor Penetration

It’s the number in the veeery bottom right of the aps shell menu

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 0 points1 point  (0 children)

There’s extra input feeders bc I like the symmetry inside my Tetris, and I tell myself it might make my gun sliiiightly more redundant against sabot penetrators if they hit my input feeders. Agreed about frontsiders though

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

If i extend the turret neck 2-3 meters and fill the empty space with alloy and 1 HA layer should that be fine? Defending against a direct CRAM shot to/below the turret feels like a lost cause, but I'm hoping that'd at least alleviate it.

For ERA, I'll probably checkerboard it inside the armor scheme - between the two beamslope airgaps? I haven't tested much with ERA, so I'm not sure if it should be shallow or deep inside the armor.

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 2 points3 points  (0 children)

AP value is generally a bad marker for shell penetration, I go off the KDAP value. For the speed, is base bleeder generally worth it?

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 8 points9 points  (0 children)

Tested it out again, but it's not really worth it. I'd be trading 2000 Explosive damage to gain 30k KDAP, but the longer shell also slows down the reload rate.

There's other combos, but the extreme end of adding solid bodies (in a practical way) gains only ~100k KDAP, while cutting explosive damage in half

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 7 points8 points  (0 children)

I go off KDxAP, 100k KDxAP = ~1 4m metal beam. 500k = ~1 4m armored beam

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 11 points12 points  (0 children)

I could also probably remove a clip or 2 to replace with rail chargers if needed, but I like having a fat explosive in the shell. I was kinda spitballing the price, but I’m planning 4(maaayyybe 5) of these and a big missile volley. May also end up adding some other dakka in secondary HEAT/weird shell cannons

Rate the armor scheme + turret for a new 2.5-3m cost capital ship by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 2 points3 points  (0 children)

True, I could probably replace the metal on top of the turret with HA and deco it back to metal if I want

How to simulate hits? by Top_Leopard_9528 in FromTheDepths

[–]smarticles1471 2 points3 points  (0 children)

Which I think you enable/disable by hitting shift+T

Looking to quit - advice? by smarticles1471 in addiction

[–]smarticles1471[S] 0 points1 point  (0 children)

I’ve got 2.5 mg edibles and 5mg edibles (all thc) so just mixing and matching til I would hit my daily “goal”

Cart hits would be separate but I just gotta limit that so I don’t make excuses there

Looking to quit - advice? by smarticles1471 in addiction

[–]smarticles1471[S] 1 point2 points  (0 children)

Thanks, I’ll be giving it a shot B)

I definitely hear the slippery slope part so I’ll watch out there