From The Depths
Javelin99 Jul 5, 2017 @ 4:16am
Multi-barrel issue
I apologize if this is already a thing, but I am quite curious... I wish to know how in the current stage of the game (The last guide I know of basically is extremely outdated by ths time...), I can construct a turret/cram cannon with more than one barrel.

However my issue is with that alone, as I've made quite some handy things by making individual firing pieces/cannons inside a single turret. Albeit with a strange firing pattern, more space being taken up, and strange behavior such as one gun aimed down and another up (This causes it to break for whatever reason when firing.).
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Showing 1-9 of 9 comments
FourGreenFields Jul 5, 2017 @ 4:53am 
Place several fireing pieces, and make sure no block you place can connect to both.
On dual turrets, that often means that the middle will be unused (or used exclusively by clips for the autoloaders, or recoil absorbers and stuff - or by armour), allthough it's possible to place some gauge increasers/coolers there, if you turn off symmetry.

Keep in mind that it's usually a bad idea to use several types of guns on one turret (as their lead-angle may vary too much, and the turret will only be able to aim properly for one of them).


If you want to, I could try and upload some examples of multiple fireing piece turrets later today.
Javelin99 Jul 5, 2017 @ 6:02am 
Originally posted by FourGreenFields:
Place several fireing pieces, and make sure no block you place can connect to both.
On dual turrets, that often means that the middle will be unused (or used exclusively by clips for the autoloaders, or recoil absorbers and stuff - or by armour), allthough it's possible to place some gauge increasers/coolers there, if you turn off symmetry.

Keep in mind that it's usually a bad idea to use several types of guns on one turret (as their lead-angle may vary too much, and the turret will only be able to aim properly for one of them).


If you want to, I could try and upload some examples of multiple fireing piece turrets later today.
That actually just sounds like what I've been doing but with extra steps. :/ And generally just sounds like it'd take more room than what I've been using, since it implies not using the middle except for certain things.
p3st|cIdE Jul 10, 2017 @ 9:02am 
I don't know much about CRAM. For APS cannons, if you look at the firing piece assembly and press Q, on the lower right of screen there is an option to configure the number of barrels on that firing piece (1-6). Increasing barrels reduces effective gauge by splitting the available gauge obtained from gauge increasers, and increases ammo use. There is also an option for allowing barrels to spin, and to fire a time before the gun is fully cooled off!
Last edited by p3st|cIdE; Jul 10, 2017 @ 9:03am
Javelin99 Jul 10, 2017 @ 9:09am 
Yep, but I wanted to use crams for making cool realistic ships, since despite using it in extremely tight spaces, I have no idea if I could make a APS as big as a basic cram cannon can with guage increasers. So thus while both have their benefits, CRAM is overall the best looking for a actual battleship turret.
p3st|cIdE Jul 10, 2017 @ 9:32am 
Somehow I started with APS first and kind of bypassed learning CRAM, now I am not sure the relative benefits over APS, if any. They look nice, and beat up my ships pretty good. APS tops out at 500mm iirc, which is still a pretty fat cannon.
Javelin99 Jul 10, 2017 @ 9:39am 
500MM is probably good enough.

APS also lets you directly modify the shells you fire. While I started with CRAM first, I learned APS immediately after. Quite simple when it functions nearly the same with only a few more components needing to be added. Autoloader, ammo controllers, the input feeder, and clips. The rest is basically just like the CRAM except without taking as much room.

APS also as said above, in of itself takes less room than a CRAM does. Since you place the ammo creator/controller pretty much wherever you want to, and only need the gun itself. It also has many ammo benefits that the CRAM doesn't have, and such.
FourGreenFields Jul 10, 2017 @ 9:51am 
Originally posted by Javelin99:
500MM is probably good enough.
500 megamiles is not "good enough", it's absolutely overkill :steammocking:

I have never really bothered with CRAMs anyway. I may do so when using them as bombs, but I'm more interested in realistic-ish warships - and the slow-flying ridiculous-calibre CRAMs aren't really suited for that. Not to mention that CRAMs, for whatever reason, don't blow up nearly as violently as advanced cannons do, which takes a lot of fun out of turret-design.
Javelin99 Jul 10, 2017 @ 9:59am 
Originally posted by FourGreenFields:
Originally posted by Javelin99:
500MM is probably good enough.
500 megamiles is not "good enough", it's absolutely overkill :steammocking:

I have never really bothered with CRAMs anyway. I may do so when using them as bombs, but I'm more interested in realistic-ish warships - and the slow-flying ridiculous-calibre CRAMs aren't really suited for that. Not to mention that CRAMs, for whatever reason, don't blow up nearly as violently as advanced cannons do, which takes a lot of fun out of turret-design.
Yeah that is true.

I personally enjoy watching my U-boat violently explode when the gun gets hit.
But then again, the gun is literally also built in the torpedo AND ammo room [The same room], so thus it makes sense. Good thing it has 3 AI mainframes.
captain gimmick Jul 10, 2017 @ 10:17am 
Originally posted by p3st|cIdE:
Somehow I started with APS first and kind of bypassed learning CRAM, now I am not sure the relative benefits over APS, if any. They look nice, and beat up my ships pretty good. APS tops out at 500mm iirc, which is still a pretty fat cannon.
500mm is still bigger than the guns on the Yamato.
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Date Posted: Jul 5, 2017 @ 4:16am
Posts: 9