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adder360~SPARTA~

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Posts posted by adder360~SPARTA~

  1. Yer they seemed to do it early. I played a bit, the build i had got completely randomised and isn't peforming the same, even after a rejuging stuff and recalbrating. But that was to be expected i tried to do a challenging bounty and gt wiped out 4 or 5 times before i did it, and it bugged and didnt complete so i left it.

     

    Max damage my build gets on the range is a lot lower with the sniper but also seems they rebalanced the health of the enemies so cant realy say if thats bad or just differnt.

     

    The recal station is cool and it is is a lot easyer to see if a bit of gear is good.

     

    Started the campaign with my gear set, did a cupple of missions on level 33 atm and still using the same gear. Will see how it goes, i recon the thing that will make me swap gear out will be to gt more armor. 

     

     

  2. So i thorght id jot down some info i read about the impending update. 

    UBI release notes link this gives a list of the changes.

     

    Cost:

    currently on u play you can pre order for £25.99 (can gt 20% off with 100 U creds) if you preorder itll let you fast track new caracters to level 30 and some sort of tac pack (asuming skins etc)

    the base game is also £2.50 if any one was wanting it.

     

    Gear:

    some from what it looks the gear 2.0 is gonna change a lot of stats etc. but it also increases the max level to level 40. so the main point is that gear score is geting removed and items will just be levels with the max gear level being 40. in regards to keeping the current gear from what it seems that the new gear will be a lot more powerfull than the current gear, level 31 gear being more powerfull than gear score 515 items so it seems that if you go for the expantion any gear + setups you have now will quickly become obserlete. 

     

    it also seems that when you start the warlord campain you will not be able to go back to DC untill you have completed it. i dont know how that works with playing with each other i geuss we will see.

  3. yer good games, i have been trying out a few differnt things my self and it does seem very much a cannon fodder game. end up hiting the pop cap quite often. it might be a case of trying to be more agresive early on instead of holding back untill it all builds up. im sure we will find out soon!

  4. Nice work man!

    Yer i had thought a gun on the top could be useful, maybe using short range charges and pulse as an anti ship defense weapon.

    There was an older version of the rotor mod which had looked at before. could be cool for building rotating stations you can fly though.

    looking big inside now, gonna have to throw up a few maps and some way to not get lost ha ha! 

  5. Nice! looking cool, could all ways add the refinery complex as a module on one of the arms.

     

    im planning to build a rotor turret for the gun so that would be cool, make it an orbital base strike station. very bond vilian!

  6. so was mucking about with zeno testing some of our combat ships.

    This is the one i was testing, it is my battleship but having undergone a major weapons refit and now will be classed as a dreadnaught (white and red on the right) 

    F94ADDC619414114126847E85966683F681948A2

     

    Vs. 3 of zenos uprated broadswords 

    79246689D89ACA353161C83FDC25C9174CB3117A

     

    The sizes match up and are fairly matched and we had good fun using different tactics to take down the big ship, and in the end, only ended up using 2 broadswords and they were doing very good and with the use of decoys we could take down the big ship with only one taking significant damage. and losing shields.

     

    Later on, I was testing a new mod I was working on so I sent the 3 broadswords at me and with them unpiloted, I ran into some power issues with my ship and overloaded my 3GW worth of reactors so was losing weapons and shields a fair bit. but I just survived........... back to the shipyard.......

    1F6C3299BA219026DE45500B2337C4571648DB7F

  7. Nice work. Intresting to see other peoples ships and the progression of designs. 

    Need to set up a test senario to give your new BS a test.

    The next projects i want to work on is a ship the simular size to your battle ship.

    And a fighter/bomber carryer that would be a little bigger. As the one im currently working on ended up a lot bigger ha ha

    Ill add them to the list of the mods i want to finalise, and the ships i need to finish off and give detail to.

    Just passed the 1000 hour mark, and i supose that dosent include the time ive spent pissing around in notepad ++

  8. That is very odd, the only thing i can think of is my game updated yesterday, maybe there were 2 small updates one breaking it and the other fixing it. at least nothing was lost properly.

    spent a bit of time playing around with scripts and displaying stuff on some LCDS. Thanks zeno for geting me started. 

    33B4A9F812E7581D4D2D41D4C7CEEAA89264BC0E 

    im using Auto LCD 2 as well as:

    Blarg's Fancy Flight Info for the displays on the cockpits

    Floor Plan Script Mk1 surprisingly for the floor plan ha ha

    (THYA) Shield HUD Script for the sheild status bar

     

    all of these can do a lot more so defo plently more playing around to do!

  9. I had a quick go with the mod and had simular results. But i think cos the script scans every block in the range of the turret for each turret. Its gets i to performance problems with the more blocks and more guns and more range. 

    As these modded guns have quite large range and as this adds so much more area is for the script to scan i dont think smart targeting will be suitable.

    As for the tracking speed i think that has been set in the info for the turret in the mod. As i note the bigger turrets take time to get on target. And if you move fast enough in say a smaller ship you can evade them.

    That being said if you want to get around that you can use a turret slaving script and a targeting turret. As when a script controls your turrets it seems to"jump" them to the target.

    Linked a turret and a script bellow.

    Im off work tmo should be on during the day hopefully will catch ya and can work on it. Will be cool to see what youve done!

    https://steamcommunity.com/sharedfiles/filedetails/?id=1686252385&searchtext=Ma

    https://steamcommunity.com/sharedfiles/filedetails/?id=672678005&searchtext=turret+slave

     

  10. Been doing some tidying up on the Large vector dropship and a modular base concept. basically, I'm quite lazy and CBA building massive bases that look nice so i thought id make a few base sections and then could paste them together as required. i wanted them Airtight with plumbing and lighting and everything grouped and easy to rename.

    5C3D5D60E10816E47487F856DA73D1FB6E40664F

    So there are a few basic modules ive made. and also adapted Zenos habitat POD to have a small ship hanger airlock and an interface for the modular base system.

    C3BD2AA3A10029803ECA24A8F56CAED1BE6CAD62

    the idea being that it can be either dropped on a planet or plopped somewhere in space and it can be the start of a base. (has a parachute so can be dropped safely from a height.)

    66918F719C80814F974775964FF9F83ACA26CC03

    Started to be used to make the fleet home base.

    5A33E6D95AD7151E946E7A7D6AB767A133523348

     

    Tunnels and life support modules to provide gravity and air to the base.

    A0415725327792C9DC3BAC584258CFD88CA97180

    And bulkheads to divide up the base in case of breaches/ block off sections for future expansions. 

    BA492CA6256BB5707AE14D066AF5BAE1A91D3543

     

    once im happy with it i think ill make a collection of the blueprints for people to use if you fancy. 

  11. Following on from Zenos vector drop ship this my take on it. I very much had thunderbird 2 in the back of my mind whole building

     

    Here it is empty

    CE4FC018BEE344AAD9F9F19C078F22D661FF5C1F

    And carrying Zenos Habitatpod

    740096AEA72D408D490385305D2B5FC18EA0FBF2

     

    and its small ship sibling 

    1E7B760B4AF084912E16993143E468C9FD15CC09

    279F45C8C24DBCFAB6B05ABBD6D10E7FE066A281

     

     

     

    All ships use the vector thrust 2 script and can fly in planets and atmos

     

  12. Started work on a docking platform for a collection of some of my and zenos ships.

    7C3AB4129A559A2DD30BB24DC685CCE719826051

    I was all going swimmingly until a modded door i put on the back of zenos eagle ship decided it was going to collide with the platform.......

    83153A358C89494AB20200A17EA0125EA1C319DE

     

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