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smooth sailing captain
-The propellers probaply had a use like turning on the spot, i didn't try finding one tho.
-The ship is much more above the sea level with the helium pumps, if that's not intended or you don't want that try using ACBs to automatically increase the force of the pumps when over a certain roll value and decrese them when under that value
-I didn't try messing with the AI myself but it may be useful (I value my time just enough not to do AI shenanigans)
-The front is (in my opinion) too high/ the rear too low
-Some of the turrets are janky, only moving in one direction or even getting stuck in one position
If it still turns too fast remove the front 2 turning propellers and set the back ones further back.
I really don't want to be mean but there is lots of issues on this ship. It is going to take a lot of time to address them all.
We have all been there, the game takes a lot of time to learn.
Try not to use pumps as they cause lag. With some practice and understanding the building materials you can build a ship that floats unaided. Or you can have some propellers at the bottom to push it up.
There is some really good guides on youtube and ftd discord has lots of good people that can help.
In designer press x and spawn stuff on your team. Click b to build on it hold shift and press p x4 to see all the internals.
Alright, I'll try that and see if that will help solve the issue. As for the- "turning" propellers, that was not my intent of placing them, my brain was thinking the AI would somehow use them to keep Cerberus more upright?
Also I don't wish to take up too much of your time, so I am not requesting that you spell out the other issues that you found but I wanted to ask if the issues made her entirely unusable in a campaign setting or if they are more, flaws that can be tweaked out as I find them through the course of gameplay.
So just some basic stuff.
Looking at your ship tells me you still have a lot to learn about the basics.
I want to say you should start again but it may still help with learning to continue with what you have. I have 100s of abandoned ships and you will too at some point.
I put it in a fight with some medium ships and it did not do too badly so you are heading in the right direction.
When you select build you will see a blue and a yellow bubble mass and buoyancy. Mass pushes down buoyancy pushes up. If buoyancy is below mass your ship wants to flip over.
Your turrets are not very well designed. You have alloy for the head and bunch of ring shields inside them. Metal costs the same but offers more protection. They are also covered in single block alloy 1x4 blocks are much better. You are not getting much bang for you buck from them. Also 1 of your turrets can't move because the hole to put it in is not big enough.
However the torpedo's are good and working well.
Missile interceptors should only be 1 gantry for small.
You have all your resources together and up in the open. FYI Cargo containers hold a lot more than the same volume of small.
More random ring shields inside protecting nothing.
Spawn in an SS Paladin that seems like a good role model for what you want to build.
As for the turret that is stuck, that was caused by me accidentally placing the entire turret too far forward in the barrette, moving it back one or two blocks fixed that issue.
The ring shields, maybe I am misunderstanding how they work, but to my knowledge, they only need exist on the vehicle and they add armor value to the entire axis that they affect. So the intended effect of their placement inside the turrets, is to add redundancy incase the main body ring shields somehow go up.
The rest is stuff I will change and see how well she starts to work again.
Also! Looking at the SS Paladin, she does seem to be what I am trying to build so thank you for the advising me to look at her!
Note how they explode when damaged. You only have 1-2 layers of alloy protecting your ringshields in some places. Not sure if you are aware but heat and hesh can ignore the first block of armour.