Re: Custom ships

#131
Warhawk wrote:United Colonies Navy Ship Pack: 0.4.1.5b.

Updated version. After experimentation with depth charges, I found the setup to be inadequate; lacking charge drift, timed fuses or proximity fuses, and noting that the regular unloaded charges do virtually no damage whatsoever, I made do: All charges have been swapped with nuclear ones, and multi-tube launcher systems now have a chain-fire delay computer allowing you to use the drift of the boat and delayed shots to spread charges over an area.
How effective are depth charges with c4/IC4/that new explosive thing

Re: Custom ships

#132
Rick wrote:How effective are depth charges with c4/IC4/that new explosive thing
They're as effective as the explosives you put in them. Honestly it's a glorified way of shoving those explosives overboard with a contact detonator. Outside of carpeting alien ruins or endworms, there isn't a meaningful function outside of cool factor. I also modded my game to have them drop directly down; currently they lob forward, and good luck aiming that by gut intuition, especially since you can't see them on sonar.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

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United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#133
Do submarines even use depth charges? I always thought they just torpedoed eachother whilst the ships above who obviously cant shoot down 5000 feet of water dropped them. IIRC they would drop like 10 at a time too.

Perhaps in time they will have more use, like High Explosive, with a massive radius (but same damage), or cluster, or something.

Perhaps even deployable mines if PvP comes out, but for now, oh well

Re: Custom ships

#134
Rick wrote:Do submarines even use depth charges? I always thought they just torpedoed eachother whilst the ships above who obviously cant shoot down 5000 feet of water dropped them. IIRC they would drop like 10 at a time too.
They don't, and never did. In fact DCs are barely used anymore, replaced by missile-launched homing torpedoes like ASROC.
Perhaps in time they will have more use, like High Explosive, with a massive radius (but same damage), or cluster, or something.
Currently they have the same yields as railgun shells. And since they are contact fuses, not timed or proximity, this really puts a damper on their use. My compromise was to mod them to drop straight down and to have much more explosive force and radius, nuclear only since it uses its own explosive values. To aim them, use the known reference point on your hull, and to carpet an area, rig the tubes to chain fire with delays, then change delay or boat cruising speed to adjust the spread. Again, outside of bombarding a ruin or saturating a narrow passage occupied by an endworm (or if you're lucky a moloch) there really isn't any use at this point.
Perhaps even deployable mines if PvP comes out, but for now, oh well
Honestly mines would make far more sense because they can cover your retreat. Historically they were also carried by submarines and deployed in shallow waters to engage all kinds of targets, other subs included. But to add mines to Barotrauma would also require the supporting infrastructure for it: If they are not homing, then a proximity fuse, and in any case the ability to disarm them somehow so you don't destroy yourself. But if you made them homing, it would be too easy, and if you gave them a proximity fuse, then why not give depth charges that fuse?

I realize Regalis added DCs because he wanted to expand a sub's combat abilities, and that's great. But the current DCs are borderline useless; either they need to be improved or an entirely different weapon system has to be created. My vote was for a wire-guided torpedo, which is big and cumbersome but gives you precise accuracy against large targets at safe ranges. Considerably harder to implement, though.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

Image

United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#135
Warhawk wrote:
Rick wrote:Do submarines even use depth charges? I always thought they just torpedoed eachother whilst the ships above who obviously cant shoot down 5000 feet of water dropped them. IIRC they would drop like 10 at a time too.
Mines could easily just drop out like depth charges, but slower, then slowly raise up back to the depth they were dropped. There's no need for them to be anything but contact (sure you could say the animals would avoid them but they go directly for hulls by slamming into them, so why not mines).

Re: Custom ships

#136
Made a few modifications to the NR1. Gave it some more firepower with a one time use depth charge system (thanks to Warhawk for the delay idea), nuclear railgun shells, and a locker full of explosives for modifying the railgun shells as people see fit. Hooked the remote airlock activation button up to the buzzer while I was at it.

NR1 MKII
http://s000.tinyupload.com/?file_id=483 ... 8254476375
Last edited by MaverickSTS on Fri Jun 10, 2016 9:35 pm, edited 1 time in total.

Re: Custom ships

#137
Warhawk wrote:United Colonies Navy Ship Pack: 0.4.1.5b.

Updated version. After experimentation with depth charges, I found the setup to be inadequate; lacking charge drift, timed fuses or proximity fuses, and noting that the regular unloaded charges do virtually no damage whatsoever, I made do: All charges have been swapped with nuclear ones, and multi-tube launcher systems now have a chain-fire delay computer allowing you to use the drift of the boat and delayed shots to spread charges over an area.
Ok wow, me rob and frost tried out your subs yesterday, and whilst we didn't have a fucking clue what anything meant at first, we eventually worked it out (why is depth and engine on different nav termials lol). The only thing that brought us down was rob loading nukes into the wrong side

A++ Subs warhawk, they look magnificent too

Re: Custom ships

#139
Warhawk wrote:The split command consoles on the Spearfish are intentional: It's a boat meant to be crewed, top to bottom. No flobs allowed.
I'm still trying to figure out a way to hook the nav terminal up to logic gates and lights back aft that tell someone in maneuvering what to do with the engines and whatnot. Would be complex and slow to control, but cool as fug.

Re: Custom ships

#140
MaverickSTS wrote:I'm still trying to figure out a way to hook the nav terminal up to logic gates and lights back aft that tell someone in maneuvering what to do with the engines and whatnot. Would be complex and slow to control, but cool as fug.
An engine telegraph system would be neat. I've thought about it. In fact I can make one. Problem is, the sea is too small. Give us a much wider ocean, without the constant need to avoid smashing into things, and consider it doable, and done.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

Image

United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18