From The Depths

From The Depths

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Brimstone Rain
   
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1.296 MB
Jun 7, 2022 @ 7:21am
Jan 17, 2023 @ 8:56pm
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Brimstone Rain

Description
A ship built to defeat any other ship in a similar cost range that doesn't attempt to hard counter it with extreme amounts of ECM jammers, CIWS, and LAMS.

This ship can defeat every sizeable AI factioncraft and all ships I found on the workshop of similar and often far greater cost, most flyers if they don't run away to 4km+ or dodge excessively, and even submarines if they are within 100m from the surface. Still looking for ships in this cost bracket than can defeat it. Only loses to enemies that stay too far or too close for missiles currently (below 1000m it struggles and above 4-5km missiles cant reach).

Notable player ships it defeats are: HMS Ragnarok V2022, BBS Fifth Season, AAS Normandie, Tyr2022, Every current TitanSlang variant, Turtlelord, Northedge, Volner S4, Rhyne-O.
(Sorry for beating on your ships E Lord, they are the most formidable thus far.)

The design philosophy of this ship was to make the most of the ability to protect missiles inside the hull of a vehicle. As a result, the health must often be lowered to around 70% or below (depending on RNG) until any missile firepower begins to be destroyed. Ideas were also used from all-or-nothing armour schemes in order to keep the internals very low and well protected in the vehicle while the upper hull in the front and rear acts as massive spaced armour and decoy blocks. It was decided to forgo a LAMS system for the trade-off of being cheaper and more protected internals.

When fighting against strong opponents, it usually loses health faster than the opponents at the start but it doesnt lose missile firepower while the enemy loses deck weapons and such. This results in the enemy getting de-weaponized and destroyed while the Brimstone Rain has only lost a couple superficial CIWS guns and spaced armour.

Features:
- The main armament is 48 10-module large missiles controlled with top attack LUA script.
- Secondary armament is 8 kinetic CIWS guns.
- Dual redundant AI compartments. (has never been AI deaded or disabled)
- Has ECM jammers and chaff emitters.
- Has smoke.
- Has pivoting shields to keep optimal angle to enemy.
- Breadboard controlled AI.
- Strong armour
- Dead-end EMP protection (Essentially emp-immune for key systems)
- Around 50m/s top speed in strait line, around 40m/s during combat.
- Moderate quantity of torpedo interceptors.
- Smoke triggering decoy lasers.
- Small missiles continuously firing to excessively trigger enemy missile defenses.
- Slightly positively buoyant in combination with PID altitude + stabilization. Also hull and weight distribution tilt the nose up slightly while in forward motion so it can stay on the surface still if the PID props are disabled.

In general I just wanted to make a showing of how strong missiles can be currently if done right.

Notes:
- I also still want to improve the LUA by making the missiles spiral on approach to evade CIWS and missile interceptors.
- For testing, ideally start at a broadside. (will broadside switch every 120 seconds)
- If building vehicles to counter it with ECM, it sometimes helps to change a warhead to a signal processor (After further testing, the reduction of 3 to 2 warheads is not always better vs some ECM targets)(All the vehicles it defeats are without using signal processors).
- No repair bots used.
-If the LUA missiles do not guide immediately, go into the 2 duplicate LUA boxes and click apply changes then re-save the ship.

THE LUA AND BREADBOARD CONTROL OCCASIONALLY BREAKS AND LAUNCHES UNGUIDED MISSILES TO SPACE OR TURNS OFF PID AND SINKS. THIS APPEARS TO BE CAUSED OR EXACERBATED BY CLIENT DOWNLOADS FROM THE WORKSHOP AS I DO NOT HAVE THIS ISSUE ON MY LOCAL SAVE. UNFORTUNATELY I DON'T REALLY KNOW THE ROOT CAUSE OR HOW TO FIX THIS.

Update Notes:
-Added better breadboard control in tandem with AI waypoints to allow pathfinding around terrain.
-Modified some armor layout
-Added front azipods
-Added a couple more backup engines (primarily to power more props and ECM)
-Improved LUA range bracket logic for missiles.
7 Comments
ARK_Angler  [author] Feb 21, 2023 @ 1:55pm 
As I mentioned, it is very clear what needs to be done to beat it (adding lots of anti-missile defences and/or dodging + extreme close/long range). People just don't usually build ships so heavy into anti-missiles though because it makes them less useful against other designs.
ses Feb 19, 2023 @ 9:20am 
Love this ship. Also I feel personally challenged by your comment that nothing has beat it yet :)
billyzbear Jul 28, 2022 @ 4:29pm 
Works great.
FYI, I put your ship against Borderwise new ship Titanslung. It was an easy win for you.
billyzbear Jul 28, 2022 @ 4:07pm 
Thank you, I'll give it a shot.
I have no idea. This game is odd at times.
ARK_Angler  [author] Jul 27, 2022 @ 1:03pm 
Here is a pastebin for the code in this ship, hopefully the link works. It has some WIP stuff commented out but it functions the same. https://pastebin.com/VcZ7Tef1

Dunno why you couldn't see code in the LUA boxes (they both are identical), especially if it was functioning fine.
billyzbear Jul 26, 2022 @ 2:16pm 
The missiles are no joke. I tried to find the LUA code for how they go so high and hit the way they do. The two LUA boxes I found didn't have any code. Can you share the code?
MEGA-MINDED Jun 12, 2022 @ 5:46am 
Damn these missiles hit HARD. Put it against my airship of similar mass and this destroys. Put it against a flying battlecruiser that mains a death laser and at the end of the day those missiles put in work. Very nice design!