Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
I Greyhound
Apr 22, 2008

MusicKrew Dawn Patrol
Poked around in the editor. Looks like RCS is based on the product of max width and max height of the ship.

As a result, the lowest RCS/volume ship will be a cube for any ship size, and long thin masts will blow up your radar-detectable range without adding much volume.
Of course given the large number of modules that need to be external facing to work, there will be some compromise.

For example, these two structures have the same RCS.




For infrared detection, it looks like each engine type contributes a fixed km to the detection range, per engine. So more engines==more IR signature.

Adbot
ADBOT LOVES YOU

RestRoomLiterature-
Jun 3, 2008

staying regular
which folder do I drop these awesome custom ship designs? I can't seem to have them reflect in my starting choices

deep dish peat moss
Jul 27, 2006

There's a reason that advanced cultures in science fiction always arrive in flying saucers and it's because they loving own




Featuring:
Heavy armor across the top - just stay below enemies! Or move the armor below and stay above them. (There's armor on the bottom of the thrusters I should probably just remove)
Six 100mm cannons that can fire in all directions
Guns are aligned across the top and you can easily knock one out to add a radar antenna up there
Small target
Decent thrust/weight, can evade missiles
Lots of room for flares, evac pods, fuel tanks, whatever
Very stable flight
Lots of parts that can be safely removed (some guns etc) to lighten it up


e: I beat the test fight in the ship editor with this ship after switching to 57mm cannons, six of those babies put out enough bullets to screen against incoming missiles. With AP ammo it would have been a breeze





https://drive.google.com/file/d/1zuWL4fOfYotASN7StncwiM8l65vvRnoL/view?usp=sharing


edit 2: Notably this ship has no landing gear so either add your own or don't get your armor blown up. It also has kinda bad horizontal movement so maybe switch some thrusters out for mobility thrusters

deep dish peat moss fucked around with this message at 05:39 on Jul 31, 2021

ErKeL
Jun 18, 2013

RestRoomLiterature- posted:

which folder do I drop these awesome custom ship designs? I can't seem to have them reflect in my starting choices

Just pop both the png and .seria straight into
\Steam\steamapps\common\HighFleet\Ships

The png is the icon for the ship.

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
:dukedog:


Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
I laughed so hard the first time that popped up

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!

Larry Parrish posted:

I laughed so hard the first time that popped up

there really should be confetti

god drat this end game is nuts. Carriers seem really favored since you can scout everywhere with them basically.

deep dish peat moss
Jul 27, 2006

Two lightnings vs. an entire Fleet HQ, you say?



:clint:

The maneuverability on this thing is absurd and the two 100mm guns are more than enough to take down anything given enough AP/proxy fuze ammo




e: It turns out the secret to making the campaign 10x easier is to just land your flagship out in the desert somewhere and use it as a mobile base of operations for strike groups sent out from it

deep dish peat moss fucked around with this message at 12:45 on Jul 31, 2021

Perestroika
Apr 8, 2010

Wow, y'all weren't kidding about the Lightning. That thing is murder on thrusters, even if it leads to me spending half the battle in black screen :allears:.

Also, is there a good/reliable way of gauging a city's defenses before you commit a task force to attack it? I just kinda keep throwing ships in there hoping for the best, but it's slightly unnerving to not know whether you'll face a couple aux corvettes or a several cruisers with escorts.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Perestroika posted:

Wow, y'all weren't kidding about the Lightning. That thing is murder on thrusters, even if it leads to me spending half the battle in black screen :allears:.

Also, is there a good/reliable way of gauging a city's defenses before you commit a task force to attack it? I just kinda keep throwing ships in there hoping for the best, but it's slightly unnerving to not know whether you'll face a couple aux corvettes or a several cruisers with escorts.

shoot a cruise missile at it?

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

Perestroika posted:

Wow, y'all weren't kidding about the Lightning. That thing is murder on thrusters, even if it leads to me spending half the battle in black screen :allears:.

Also, is there a good/reliable way of gauging a city's defenses before you commit a task force to attack it? I just kinda keep throwing ships in there hoping for the best, but it's slightly unnerving to not know whether you'll face a couple aux corvettes or a several cruisers with escorts.

I think you can send a plane sortie? I haven't used them much yet but I think you don't get alerts generated by that.

Sipher
Jan 14, 2008
Cryptic

Sipher posted:

Captured Kiva

Thought that was the end of the game, but LOL NOPE. I'm not sure what I'm supposed to do now though? I keep getting nuked the instant I fly to the nearest city to refuel.

Bumping my question. I immediately sold some of the bigger ships so I could refuel enough in a couple hours to fly out of Kiva, but I keep immediately getting 10 nukes thrown at me, with some inevitably hitting the city and causing an immediate game over.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Perestroika posted:

Wow, y'all weren't kidding about the Lightning. That thing is murder on thrusters, even if it leads to me spending half the battle in black screen :allears:.

Also, is there a good/reliable way of gauging a city's defenses before you commit a task force to attack it? I just kinda keep throwing ships in there hoping for the best, but it's slightly unnerving to not know whether you'll face a couple aux corvettes or a several cruisers with escorts.

Have your passive scout (RWR + Thermal) fly ~200km out and if it picks up anything on the RWR you know there is a frigate or cruiser parked there. I then park them near the next city while I assault the one I just scouted to listen for southbound strike groups. So I can decide if I need to fuel and move or if I can get in a few extra hours of repair and morale.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Sipher posted:

Bumping my question. I immediately sold some of the bigger ships so I could refuel enough in a couple hours to fly out of Kiva, but I keep immediately getting 10 nukes thrown at me, with some inevitably hitting the city and causing an immediate game over.

You can use a lightning in individual fleets to cause missiles to acquire and turn, then juke to send the missile continuing off into the desert. If you don’t juke right and the missile still gets you all you’ve lost is the lightning.

Top Gun Reference
Oct 9, 2012
Pillbug

Username/post combo

lets hang out
Jan 10, 2015

Larry Parrish posted:

I think you can send a plane sortie? I haven't used them much yet but I think you don't get alerts generated by that.

They will send an alert up (at the town, not where your carrier is) I guess unless you manage to take out all of the enemies in a single bombing run. Basically you're giving up on a sudden strike.

Also you run the risk of getting caught in the bug where your airplanes keep flying over their target instead of returning to the carrier, triggering attack runs with no ammo that end instantly, over and over and over. Which really sucks!

TescoBag
Dec 2, 2009

Oh god, not again.

Does adding more ammo pods than required mean I can load in more rounds at once?

I Greyhound
Apr 22, 2008

MusicKrew Dawn Patrol

TescoBag posted:

Does adding more ammo pods than required mean I can load in more rounds at once?

I played with that question this morning, in the ship editor and I don't think so. Excess ammo feeders does not increase feed rate or capacity. The only thing they would do is give redundancy in case you get one blown up (but getting your ammo blown up is not a winning strategy so you should match your ammo needs exactly.)

lets hang out
Jan 10, 2015

I swear one of the level up bonuses increases HE shot speed. Like how quickly the bullets travel.

a fatguy baldspot
Aug 29, 2018

This game is so weird. I’m just a few missions in, is it going to teach me how to use the ship builder at some point. How do I get more money. Should my repairs be taking 50+ hours

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

a fatguy baldspot posted:

This game is so weird. I’m just a few missions in, is it going to teach me how to use the ship builder at some point. How do I get more money. Should my repairs be taking 50+ hours

No

Capture freighters and bring them back to a town you hold, or sell the guns and ammo you salvage after winning fights (do the salvage options with the coins on them). Or butter up prince ponce and beg him for cash with the help button in the upper right.

That's how long repairs take, yes. Try to get shot less (note: getting shot less is not possible if you deploy the Sevestapol. Try sending other ships instead)

Ceebees fucked around with this message at 18:02 on Jul 31, 2021

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
seems like flares are bugged? like if i put them on my ship they are always out of ammo. hmm.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

a fatguy baldspot posted:

This game is so weird. I’m just a few missions in, is it going to teach me how to use the ship builder at some point. How do I get more money. Should my repairs be taking 50+ hours

No, it will never teach you the ship builder.

After the prologue is over, you'll be able to capture enemy transports or scavenge parts from enemy ships you destroy.

Yes, it's real easy for those repair times to pile up to dangerous levels, especially if your bigger ships get battered. So far, I've been doing partial repairs at each city, slowly building my ships back up over time, and if one gets too badly mangled I'll just sell it. You can take more time to repair early on, but once the strike groups start getting close, spending a ton of time in one place becomes very dangerous.

Back Hack
Jan 17, 2010


Top Gun Reference posted:

It seemed like a bad idea for your flagship to be a big, slow, dumb brawler like the Sevastopol, so here's my take on a hybrid fleet carrier/guided missile flagship, the Moskva. It's loosely inspired by the real life Moskva and Kiev-class carriers. :v:



So ended up doing something similar your design.

Mayflower: She is armed with 9xchain-guns, 10xAA missiles, 4xmissile tube, 5xbombers, 5xfighters, 5xlarge missile (two which get pooped out the back), 8 APSs, and boat load of armor. She can take a hit or two, but don't push your luck.

https://drive.google.com/drive/folders/17b71noS25QXrzWKw2_KtQzcg8rM-xeMq?usp=sharing

Also here is my version of the Brick.

Badger: Equipped with 2xchain-gun, 6x100mm autocannons, 1xMK-6 185mm cannon, 6xAPS, and four flare launchers. Surprisingly fast for a giant lump of armor.

https://drive.google.com/drive/folders/1Mwo8Vb6Ii8kH1c5SA77g_QmJVzbSiVNs?usp=sharing

punishedkissinger posted:

seems like flares are bugged? like if i put them on my ship they are always out of ammo. hmm.

I think you're confusing the APS with flares. :v:

Back Hack fucked around with this message at 18:25 on Jul 31, 2021

I Greyhound
Apr 22, 2008

MusicKrew Dawn Patrol

a fatguy baldspot posted:

This game is so weird. I’m just a few missions in, is it going to teach me how to use the ship builder at some point. How do I get more money. Should my repairs be taking 50+ hours

Armor is both fast and cheap to repair compared to ship parts, my thick-armor-on-all-sides brick ship normally only takes 1-10 hours to repair on the early enemies unless I have a real bad battle.
It is definitely possible to hit a state where you've lost the campaign, but haven't hit literal game over yet if your fleet gets heavily crippled but not destroyed.

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!

Back Hack posted:

I think you're confusing the APS with flares. :v:

It seems to be just bugged in the editor's tester for some reason.

Gaj
Apr 30, 2006
I finally figure out the logic in this glitch Im experiencing. I dont know if its working as intended but its hugely annoying.

1. When I try to repair a ship, it will show damaged components such as full, missiles, and legs.

2. I dock said ship in town, and it says "repair". Money is gone, and time is spent in town to let repairs finish completely.

3. The minute that same ship enters combat, it shows the same damage on the same modules before repairs. When docking the ship it shows the same components having damage

4. In new town I cannot click repair, even if it shows a wrench icon flashing on the docked ship.


Now heres some other things

A. The repair slider seems focused on replacement, not repair. Empty missile and bomb racks get restocked.

B. The repair slider only "replaces" destroyed hull parts. If your leg is damaged but not blown up, the repair slider does nothing.

C. To actually repair damaged components you have to hunt them down on your ship and right click them. Since there could be multiple items stacking in a hullform, this means you have to hunt for small damaged components in a possibly huge construct.

This means my Sevastopol has permanent engine damage despite docking and repairing. To repair any single ship I have to painstakingly righ click over every inch of the ship making sure I tag every damaged item, and not double click it taking it off the repair que.

a fatguy baldspot
Aug 29, 2018

Any way to improve performance? I easily meet the min specs but it feels really laggy especially the in game menus. And the actual fights drop the FPS a lot.

MagicBoots
Mar 29, 2010

How about we pump the atmosphere full of methane?
You put me on Cargo handling optimization?! I am the premier defense specialist in the entirety of the UN!
Don't you dare pull my funding!
You can't cut back on funding!
You will regret this!
It's not very sexy and it's not particularly fast but it'll kill anything smaller than a cruiser and comes out of 99% of city fights with just armor damage.

The Wrecktangle


Point-blank CIWS fire shreds anything unarmored, find those gaps and start drilling. Also the game doesn't really tell you but CIWS will also hit incoming shells, not just missiles, so if you time your fire to coincide with the enemy's volley most of their shots will end up exploding in their face. I'm not sure if that causes damage to them, but it will stop them from hitting you.

MagicBoots fucked around with this message at 20:19 on Jul 31, 2021

Jamsque
May 31, 2009
I understand the appeal of the Brick of Death design but I'm not sure I'm willing to go there myself. It's almost inconsistent with the rest of the game that there is no kind of scaling morale penalty for being under 100% escape pod capacity , and I guess I'm playing like that penalty exists.

This game is very good.

deep dish peat moss
Jul 27, 2006

Gaj posted:

I finally figure out the logic in this glitch Im experiencing. I dont know if its working as intended but its hugely annoying.

1. When I try to repair a ship, it will show damaged components such as full, missiles, and legs.

2. I dock said ship in town, and it says "repair". Money is gone, and time is spent in town to let repairs finish completely.

3. The minute that same ship enters combat, it shows the same damage on the same modules before repairs. When docking the ship it shows the same components having damage

4. In new town I cannot click repair, even if it shows a wrench icon flashing on the docked ship.


Now heres some other things

A. The repair slider seems focused on replacement, not repair. Empty missile and bomb racks get restocked.

B. The repair slider only "replaces" destroyed hull parts. If your leg is damaged but not blown up, the repair slider does nothing.

C. To actually repair damaged components you have to hunt them down on your ship and right click them. Since there could be multiple items stacking in a hullform, this means you have to hunt for small damaged components in a possibly huge construct.

This means my Sevastopol has permanent engine damage despite docking and repairing. To repair any single ship I have to painstakingly righ click over every inch of the ship making sure I tag every damaged item, and not double click it taking it off the repair que.



All ship parts have a "Durability" which degrades over time as it takes damage. Ship parts appearing yellow/red in the ship editor are not doing so due to damage, but due to their low durability. When a part's durability is low, replacing it is the only option - you can't just repair the same part over and over.

Repairing never repairs durability, it restores HP to those parts, but they keep the same durability

It sounds like what you're seeing here is that some parts have lowered durability and look 'broken' (they're red/orange/yellow) but they're not actually broken, they're fully functional - they just have low HP because of the low durability. Replacing them with new store bought parts would give you full durability, which the repair slider seems to do only if the parts are straight up blown up, removed, or completely run out of durability.

Manually remove all red (/orange/yellow) parts from your ship before clicking the repair button, this will make the repair button replace them with new ones which should fix all of your problems. The affected parts flash yellow/orange/red on the shipyard screen so they're pretty easy to find. Yes, you may need to remove other parts to get to them if they are internals - and those other parts get replaced as part of repairing as well.

I think "Repair Parts" (which let you self repair) might repair durability passively over time? I'm not sure on that, but I've noticed that when I have lots of repair parts my ships are always in good condition on their own.



e: How do I know when I'm ready for the end-game? :ohdear: My fleet is pretty big:


I have a lot of Tarkhans:


I have capacity to fire about 16 cruise missiles/nukes at a time and now the ships I'm getting are big behemoths like:



And I've taken out 4/5 of the non-Khiva Fleet HQs

deep dish peat moss fucked around with this message at 21:19 on Jul 31, 2021

lets hang out
Jan 10, 2015

^ holy poo poo so that's how it works lol

IME city fights, at least in the bottom half of the map, are pretty doable with a single lightning with some extra armor slapped on, it's gearing up for strike groups that I'm struggling with.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
My first run spectacularly ended when I found some free nukes in a city, dropped one on some assholes shooting cruise missiles at me, then landed to repair the damage from said missiles only for about half a dozen nukes to land my head

10/10 would escalate to nuclear war again

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

deep dish peat moss posted:

All ship parts have a "Durability" which degrades over time as it takes damage. Ship parts appearing yellow/red in the ship editor are not doing so due to damage, but due to their low durability. When a part's durability is low, replacing it is the only option - you can't just repair the same part over and over.

Repairing never repairs durability, it restores HP to those parts, but they keep the same durability

It sounds like what you're seeing here is that some parts have lowered durability and look 'broken' (they're red/orange/yellow) but they're not actually broken, they're fully functional - they just have low HP because of the low durability. Replacing them with new store bought parts would give you full durability, which the repair slider seems to do only if the parts are straight up blown up, removed, or completely run out of durability.

Manually remove all red (/orange/yellow) parts from your ship before clicking the repair button, this will make the repair button replace them with new ones which should fix all of your problems.

As far as I can tell, this isn't true. At the very least, it goes completely against what the manual says. Durability = HP, and damaged (yellow/red) parts can be repaired in the shipworks by individually right-clicking them. The repair slider is supposed to do that too, but it seems wonky. You can also leave the damaged parts be, but they'll have a penalty to their performance based on the severity of the damage, so you might want to prioritize fixing some parts over others.

deep dish peat moss
Jul 27, 2006

Also here are some key things that have really helped me a lot:


1) Plant the flagship out in the desert and turn off its radar and send around strike groups of 1 Lightning + 1 tanker/range-extending ship in its place
2) Turn off everyone's radar all the time, only turn it on if you're looking for something specific
3) With enough practice a single Lightning can defeat any non-fleet HQ city in the game on its own
4) Never stay in any city for more than a few hours at a time. Even if you're refueling or repairing - you can fly away and come back later (this is why small strike groups are important, they can refuel fast enough to stay on the move). Once a city gets the "Dangerous" tag it never goes away, and from what I can tell that tag escalates the difficulty of all future enemy garrisons. (Not 100% sure on that but it feels that way - on my recent run I have never got "Dangerous" marked on any city and even late late game, garrisons are still mostly battles that are against 1-3 light ships, the fights are literally over in seconds)
5) If you ever see an ELINT warning just turn around and fly away until the warning is gone.
6) Keep hitting and running, especially if you have 2+ strike groups going around you will significantly outpace the storyline events



Ironically the best way to play this game is to turn off and ignore all your radar/sensor bullshit except when firing cruise missiles :v: Even decoding enemy messages is a waste of time because the only useful info you'll gain from them are where Strike Groups are, but you can also avoid strike groups by just turning around any time "ELINT 1" pops up.

Also so far I can't see any point to cruise missiles because any fleet that's a threat to a Lightning is going to mow down any cruise missiles.


Based on what others have said I'm guessing I will need to take down the strike groups to avoid getting swarmed with nukes when I take Khiva

Vizuyos posted:

As far as I can tell, this isn't true. At the very least, it goes completely against what the manual says. Durability = HP, and damaged (yellow/red) parts can be repaired in the shipworks by individually right-clicking them. The repair slider is supposed to do that too, but it seems wonky. You can also leave the damaged parts be, but they'll have a penalty to their performance based on the severity of the damage, so you might want to prioritize fixing some parts over others.

I haven't read the manual so what I described may be a bug, but that is the way it currently works in-game from what I have observed. My hunch is that having repair parts on-hand is what lets you get them back to 100%/white durability, rather than from shipyard repairs.

deep dish peat moss fucked around with this message at 21:44 on Jul 31, 2021

Patrat
Feb 14, 2012

So another option I am trying in my current run? Spend almost all of your starting cash on a massively armoured and heavily gunned murder brick. Then sit for 'too long' in a town and kill everything that comes to mess with you.

I need to go to sleep and so need to wait until tomorrow see how this goes but at the current point my murder brick has killed all of the enemy strike fleets, they are gone, nothing left. That said thanks to missile strikes and aircraft all I have is a murder brick, a Sevastapol with missing bits due to airstrikes and a single Navarin corvette. The brick did demonstrate the ability to kill three strike fleets in a 24 hour period without repair though so I am hoping it can carry me to unsubtle victory?

Top Gun Reference
Oct 9, 2012
Pillbug
Broke: cubes
Woke: pyramids



Honestly, after experimenting a bit with spaced armor made of reinforced hull, I'm not sure what to think. It does make ships considerably more durable, but I'm not sure if you can justify the cost.

Also, rockets are fun and chaotic as hell.

lets hang out
Jan 10, 2015

lmao bizarre bug after reaching khiva: if you mash the skip button through your tarkhans' presentations before their presents are revealed you don't get them. fortunately there's a checkpoint save right there.

Gaj
Apr 30, 2006

deep dish peat moss posted:

All ship parts have a "Durability" which degrades over time as it takes damage. Ship parts appearing yellow/red in the ship editor are not doing so due to damage, but due to their low durability. When a part's durability is low, replacing it is the only option - you can't just repair the same part over and over.

Repairing never repairs durability, it restores HP to those parts, but they keep the same durability

It sounds like what you're seeing here is that some parts have lowered durability and look 'broken' (they're red/orange/yellow) but they're not actually broken, they're fully functional - they just have low HP because of the low durability. Replacing them with new store bought parts would give you full durability, which the repair slider seems to do only if the parts are straight up blown up, removed, or completely run out of durability.

Manually remove all red (/orange/yellow) parts from your ship before clicking the repair button, this will make the repair button replace them with new ones which should fix all of your problems. The affected parts flash yellow/orange/red on the shipyard screen so they're pretty easy to find. Yes, you may need to remove other parts to get to them if they are internals - and those other parts get replaced as part of repairing as well.

I think "Repair Parts" (which let you self repair) might repair durability passively over time? I'm not sure on that, but I've noticed that when I have lots of repair parts my ships are always in good condition on their own.


.......................

So parts basically have 2 hp pools? One for real time combat and repairs (HP), and a second pool (durablity) that acts like a long time non-replenishble damage meter?

So I can have a part at 100% HP but only 4% durablity and it may break the next time I enter combat? Jesus gently caress I may edit durablity to be infite.

Adbot
ADBOT LOVES YOU

deep dish peat moss
Jul 27, 2006

I just took Khiva. I managed to eliminate every Fleet HQ and all but two strike groups first so all I have to do is take out the two carriers and the remaining two strike groups and I have a fleet big enough to easily split into 4-8 smaller fleets, mopping up should be easy :shrug: I got every Tarkhan on my side and they all agreed to stick with me.

I'm a little disappointed in all the big bad carrier ships the enemies have, even the special story-related ones, they all sank into the sand like a sack of bricks with a few AP rounds. Whatever big gently caress-off cannon the Jaguar Mk.2 has literally one-shots most non-gigantic ships in the game with AP ammo.

Lightning is still the best ship in the game hands down. I doubt there's anything in the game that can beat it 1v1, it's far too maneuverable and it can dodge every missile and bullet you throw at it. It shouldn't be so cheap!

Gaj posted:

.......................

So parts basically have 2 hp pools? One for real time combat and repairs (HP), and a second pool (durablity) that acts like a long time non-replenishble damage meter?

So I can have a part at 100% HP but only 4% durablity and it may break the next time I enter combat? Jesus gently caress I may edit durablity to be infite.

:shrug: It's possibly a bug but that's the way it seems to work to me.

deep dish peat moss fucked around with this message at 02:09 on Aug 1, 2021

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply