in vanilla Low Tech ships are too slow to ram, Midline ones are too squishy. You should try High Tech instead. Though I don't think you're going to ram anything bigger than yourself, or even equal. Cause Fury/Odyssey are pretty light. You can also ram with Aurora, but you are going to need increase its base speed a little.
If you have plenty EMP equipped, you can disable a ship's engine and throw it out of the map.
Spoiler
https://youtu.be/9oaCXtgD8O0
Answer:
It is calculated by the module at the point of impact, using the mass of the module, I tested this by minimizing the mass of the "parent" of the Leviathan offense and ram away at an atlas.
The Leviathan offense is a suitable ship for this test because it have frontal module and a system that increase the mass of its module to 24000 and ship class into capital ship. so we can know the effect of different mass during a collision.
Spoiler
if(!activated && parent.getSystem().isChargeup()){
activated = true;
MagicRender.objectspace(sprite, ship, new Vector2f(53,0), new Vector2f(), new Vector2f(206,218), new Vector2f(0,0),
180f, 0f, true, new Color(255,255,255,255), true, 2, 6, 6, true); //new Color(255,255,255,255)
ship.getMutableStats().getHullDamageTakenMult().modifyMult("sikr_offense_horn", 0.54f);
ship.getMutableStats().getArmorDamageTakenMult().modifyMult("sikr_offense_horn", 0.3f);
parent.getMutableStats().getHullDamageTakenMult().modifyMult("sikr_offense_horn", 0.5f);
parent.getMutableStats().getArmorDamageTakenMult().modifyMult("sikr_offense_horn", 0.1f);
ship.setMass(24000f);
ship.setHullSize(HullSize.CAPITAL_SHIP);
} else if (activated && !parent.getSystem().isActive()){
activated = false;
ship.getMutableStats().getHullDamageTakenMult().unmodify("sikr_offense_horn");
ship.getMutableStats().getArmorDamageTakenMult().unmodify("sikr_offense_horn");
parent.getMutableStats().getHullDamageTakenMult().unmodify("sikr_offense_horn");
parent.getMutableStats().getArmorDamageTakenMult().unmodify("sikr_offense_horn");
ship.setMass(1100f);
ship.setHullSize(HullSize.FRIGATE);
Spoiler
To those that don't speak java, it mean the module have 46% hull damage reduction, 70% armor damage reduction, have its mass set to 24000, become a capital ship. The parent ship have 50% hull damage reduction, 90% armor damage reduction. Then revert everything when the ship system are no longer activated.
Well, probably, because I don't exactly speak JAVA™ myself
The result are drastically difference when the system is on and Leviathan Offense ram as a 24000 mass capital, than when the system is off and it ram as a 1100 mass frigate.
If this is true, It can also explain why Leviathan offense sucked during the initial test because when the ship system is not activated, it is a 1100 mass frigate. And we all know frigate cannot ram.
The test result possibly mean the module ship in general are probably worst at ramming
than normal ship. And Cherry Vanguard probably only ram as a 6500 mass cruiser.
I will confirm this by increasing the mass of the Leviathan Offense to 30000 and see what happen.
Whoop, It seem I was wrong, this test show a 30000 mass Leviathan offense do a lot more damage to a poor altas than a 7 mass Leviathan offense
-> So collision damage are combination of mass of all module?
Module ship is saved! Huzzah!
POWAHHHHH!!!!!
Leviathan offense possibly do badly because it is a slow ship that don't have enough raw mass
Occam's razor™
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