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Messages - RAMJB

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1
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 06, 2014, 07:08:14 PM »
Bismarck, Yamato, both very fine ships, both of which met cruel ends, they should totally be salvaged and restored (i'm not paying for that tho)

I would argue that both were pretty horrendous from the cost/effectivity side (50.000 and 68.000 tons at full displacement would warrant some qualitative superiority over their contemporary pars, the Bismarck was objectively inferior to the pretty much contemporary North Carolinas/South Dakotas displacing 10.000 more tons, and the Yamato's lack of proper radar guided control and underperforming AP shells meant that for 15.000 more tons it wasn't really any superior to an Iowa), and from the operational standpoint (Germany didn't need a surface battle fleet at all, nor it could use it in any long-term cost effective way, so essentially both the Schanrhorsts, Bismarcks and Hippers were a huge waste of resources) and the japanese were so mind-stuck in their "decisive battle" mentality that the Yamato class BBs never did anything but cruising around the Pacific, being engaged nowhere, and moving as little as possible because they were massive fuel hogs)

I'd add that in the particular case of the Bismarck it was essentially an overweight, underpar, focus-lacking and extremely expensive actualization of a Mackensen class WW1 battlecruiser, outdated in many details, extremely complicated in many others. That hardly justifies a ship that for it's time was the largest in the world.
And that, just like the Scharnhorsts were little more than confused full size battleships with pitiful weaponry that had a hard time against tinclads as the Renown, the Bismarcks paid in the shape of some pretty major design blunders the cost of a political class that couldn't decide what they wanted a fleet for - nor why did they want battleships for. Other than for the sake of having them, of course. Which barely justifies 84.000 (Bismarcks) + 63000 (Scharnhorsts) + 48000 (Hippers, and the seydlitz was given to the russians!) tons of strategic materials, expensive manpower, millions of Reichmarks, and holding a pretty big chunk of Germany's industrial capacity and resources at a time when the III Reich was massively expanding their armed forces, and the Panzerwaffe had to make do with coca-cola tanks with machine-guns, or czech captured tanks, because the german tank production couldn't cope with the expansion rate because they lacked the manufacturing capacity and the vital materials to mass-build proper battle tanks.


In the case of the Japanese, when such a hard-headed, immobile, inflexible and proud class as the Imperial High Command, with so many battleship defenders in the navy's headquarters, decided that they didn't want a fourth Yamato because it would take so much to build it, and that the third one would be more useful as a logistics carrier than as a battleship; and that the two existing Yamatos were not to be deployed in battle because they took so much fuel and because they feared losing them before their predicted never-to-happen "decisive battle", you only can conclude that the two Yamatos that got to exist as battleships must've been really not worth it. Those ships were always held back in reserve, only to be used when the situation was so desperate for the japanese that they just didn't mind sending them in suicide runs. Was that worth more than 120.000 tons of materials, millions in currency, and stretching the not-that-great industrial output of Japan?. I'd dare say not, even if they had been the best battleships ever - and I honestly don't think they were, which just adds insult to injury.


Both were pretty (Bismarck class battleships must be the most handsome ships ever made), but both were a waste of resources and in the end they costed their nations a lot more than what they offered in return.


anyway, enough of the offtopic. Sorry for dragging it out. I just get worked on each time I see the Bismarck class named as something it was not XD

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 06, 2014, 01:54:09 PM »
And on a slightly off-topic...


But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P

 Thats what they WRONGLY said about the Bismark, and of course it led to it being hunted down, swarmed and sent to the bottom of the sea as Cthulus new chew toy.
 Theres strength in numbers as well.


There. Corrected it for you ;)

3
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 06, 2014, 01:50:19 PM »
Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tool, probably even internet.



4
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 06, 2014, 07:26:16 AM »
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.

5
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 05, 2014, 11:39:57 AM »

And here is a little something i`m working on right now... I think you all can guess what this is.


twice the size of a Moscow?...What.The.Heck

o.O

O.o

O.O

6
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 03, 2014, 09:11:15 PM »
@RAMJB
Stay away from Tigersharks in your exploits.  I'm not sure if any AI loadout uses them, but they will most likely overload your shields, and if not, bring them very close to overloading.  And since they come in packs of fours (2 per rack + 2 more from the hull mod) to eights, you won't last very long, especially with the AI's liberal use of them.

Those monsters are default loadout on the american battleship, if I'm not mistaken, so I'm going to find them sooner or later. In fact I'd say I know them too well given that most of my big-ship simulations with the RSF ships to see how certain loadouts work (or not) are done pitting my, let's say, cruiser, vs an american battleship. So I know very well that if I dare to overload vs one the salvo of missiles I'll eat will obliterate my ship.

I don't rely on shields on my russian ships anyway, popping them on only in brief occasions to block some damage for a brief time, but little else. As a result I rarely get overloaded. I put my trust on PD weaponry to stop incoming missiles for the most part and worse comes to worst, in the insane russian armor to just stand a couple hits and keep on kicking. 

7
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 03, 2014, 07:22:13 PM »
Same with missile weapons. I had been very used to vanilla missiles which I never found terribly effective. Starting to put them into use though, and to great effect.

Vanilla missiles are quite inneffective. PI missiles are battlechangers, quite literally, however. I have lost the count of the times that a battle that was looking really bleak was solved by a mass-volley of missiles targetted at an overloaded enemy capital ship. Of course I only learnt that after I was subjected to exactly the same medicine by the AI. Specially so with american ships: you can allow yourself to eat one or two big missiles in a russian destroyer, but in american ships armor is as good as nonexistant and if you manage to overload their shields missiles just obliterate the naked hulls.


RSF ships don`t use much missile weapons

AI don't use a lot of big missiles (I think they focus too much in Strela launchers in their loadout configurations), but there's nothing like a line of battle of three Kursk mod 3s with three Barracuda LRM batteries each (and extended missile racks) opening fire more or less at the same time to understand what a russian missile spam looks like, and what it can do  :o

8
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: June 01, 2014, 02:06:34 PM »
Waiting for a friendly fleet to pop in to ask for some fuel is an option. Has saved my butt before. Of course the chance of a friendly fleet to pop in randomly in a forgotten system in the middle of nowhere is not very high, but the chance always exists...

9
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 30, 2014, 07:42:55 AM »
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.

Well I can answer that. It's very flux efficient for a destroyer, and able to fire his Large Energy mount for long periods of time without overloading. That's something uncommon for the russians, which tend to be quite flux inneficient with bad flux disipation and are almost forced to use low flux producing ballistic weapons as a result. If you take a closer look at my videos you'll see that the Kursk 2 and 3s have a base flux dissipation of 250...the prototype Kerch has a base of 900. That's 50% extra flux dissipation from the russian battleship (which has 600). It's actually pretty sick all things considered.

 Not only that, it actually has four energy mounts (one of them large, three mediums), when again energy weapons are extremely rare for the russians at the destroyer level (and very hard to fire efficiently due to flux buildup).

And finally, like all russian ships it sports a fixed front shield, which as all russian shields is pretty costly to upkeep in flux terms, and has a quite mediocre flux per damage stat. But is a 360 degree shield (!!!!!!!!!!!), while almost every other russian ship has a 180º frontal arc shield. This one covers the whole of the ship, including the very vulnerable engines, and mixed with how effective in flux this ship is (for a destroyer, and for russian standards), that means you actually have a viable shield for once. Not to mention that including hull shield related mods (omnishield and stabilized shields work wonders with this ships) things get even better and you shield is no longer just viable but actually very strong.

But the best of all, it does all that while having the strongest armor and hull ratings for any in-game destroyer sized vessel. Only downsides are the lack of a missile mount and it's horrid burn speed. But the ship is a fearsome ship, easily as powerful as a cruiser while retaining destroyer level agility and speed, and well worth being as rare as it is.

10
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 29, 2014, 06:50:37 PM »
I just realized that the Scrambler Device is basically a license to be an a-hole and get away with it.

Oh yeah it is. But that's the thing, open sandbox game. If you feel dirty by using it, don't ;). I've had games with a scrambler device being an absolute backstabber, but in those I always restricted my fleet to four combat ships at the most, and only one destroyer,rest frigates or gunboats. And doing so being out of the military (so most ships you'll be using will be civilian grade, but if you capture a military one, hey, put it to good use! :)). Kind of role-playing an "invisible" pirate, who's nominally part of a faction, but not in the military (one would guess that members of the navy would have their combats under check by their high command, and bringing back their ships with combat damage would need some explanation).

It's an absolute blast, because you can even massacre massive fleets if you catch them on low combat readiness, which is not hard if you enjoy preying on the spoils of big battles between any of the warring factions. Yet if you miscalculate the strenght of your ships, your whole fleet will go down.

However using it when you're deploying a full fleet with even a battleship is too much for my taste. Heck of a scrambler device if it's able to hid those behemoths in action :P. But the beauty is that you can use it...if you want. And you can avoid using it...if you want. Your game, your rules. I just love games that allow for that :).

11
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 29, 2014, 07:44:30 AM »
Guess that i`ll have to name some star system after RAMJB for his dedication :)

lol. Glad to see some people became aware of both Star Sector and Project Ironclads thanks to me. Love the game, love the mod, so what else could I ask for? :)

12
The reason this happens is because my version is not what's in exerelin. that corvette doesn't exist anymore, you're gonna have to wait for Zaphide to update on his end, which knowing him won't take long. =)



Sounds cool, thanks for the help! :)

13
Hey there!.

Nice mod.Loving the ships thus far. Man, those frigates are just awesome!.

However I'm repeatedly being CTD'd. When watching the game's log this is what comes up:

Quote
4046365 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [valk_ancord_hcorv_wing] is not a valid fighter wing id
java.lang.RuntimeException: [valk_ancord_hcorv_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at exerelin.utilities.ExerelinUtilsFleet.buildRandomFleet(ExerelinUtilsFleet.java:547)
   at exerelin.utilities.ExerelinUtilsFleet.buildWarFleet(ExerelinUtilsFleet.java:416)
   at exerelin.utilities.ExerelinUtilsFleet.createFleetForFaction(ExerelinUtilsFleet.java:300)
   at exerelin.fleets.WarFleet.<init>(WarFleet.java:49)
   at exerelin.StationRecord.updateFleets(StationRecord.java:311)
   at exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:98)
   at exerelin.SectorManager.updateStationFleets(SectorManager.java:134)
   at exerelin.TimeManager.runDaily(TimeManager.java:115)
   at exerelin.TimeManager.doIntervalChecks(TimeManager.java:199)
   at exerelin.TimeManager.advance(TimeManager.java:191)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


any ideas on what's causing it?

14
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 22, 2014, 06:17:18 AM »
Hi there.

Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.

I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)

I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86

So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.

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