10.6k ThomasRoderick Comments

  • Per Aspera Ad Astra VII 4.9 years ago

    @Treadmill103 New update: the mortar will be replaced by a 5" railgun with a muzzle velocity of mach 10 - because hitting anything other than a ground emplacement with a mortar is hard, and you don't really need to use a 16" gun to fire a tactical nuke with the yield of 30 tons anyways. Plus, now we can get more rounds inside that thing and that I have a cyberpunk-looking 120mm railgun since quite a while (as in 2.5 years) ago.

    +2
  • SP-02 4.9 years ago

    Nice to see you again, Kako!

    +2
  • Per Aspera Ad Astra VII 4.9 years ago

    @spefyjerbf What I'm thinking is that a searing reentry would damage the weapons, so they need to be stowed, but I sorta like the Vol Noor's outline, so...
    Also, I'm starting to wonder whether I should keep the gauss mortar or should I simply use a bomb bay and stuff it with missiles that functions both as atmospheric cruise missiles and space torpedoes. The latter one is more sane of a solution (and shows off more coding), of course, but there's a je ne sais quoi about snapping a capital ship in half with an unguided TACTICAL NUKE... (yes I'm thinking about star-age dive bombers)

    +1
  • Per Aspera Ad Astra VII 4.9 years ago

    @Treadmill103 @YourCrush @Spefyjerbf One quick question: should the front railguns be retracted into the hull when they are deactivated?

    +1
  • Per Aspera Ad Astra VII 4.9 years ago

    @Yourcrush Thanks!

    +1
  • Per Aspera Ad Astra VII 4.9 years ago

    @Ferrolon Used to. Loved the aesthetics of the Tyrant-class gunship (yeah I call them gunships as for me battleships need to have multiple turrets, so Overlord and Megalodon counts but Tyrant does not). And I might make a build inspired by it one day.

  • Per Aspera Ad Astra VII 4.9 years ago

    @spefyjerbf But IIRC you still need to manuver in space to actually fight... How I wish that we can get longer radar ranges in SP...

  • Per Aspera Ad Astra VII 4.9 years ago

    @spefyjerbf Not necessarily extra parts, given this thing had four drive units by itself... That said, I'll add more levels in between for the next update to get six forward levels and a reverse. And that you only need one cannon for each level, but a baseline "Nelan" impulse thruster requires three parts (a fuselage and two gatling guns, my own designs actually use four gatling guns for each level), so cannons are much more part efficient. The reason why I don't use cannons? First, because the drive designs were there with me since two years ago so the tech is mature; and second, cannons cannot be used if you're using missiles as well: instant relock missiles like the IMPULSE and the IMPULSE PRIME would stop functioning the second you switch to a cannon-based thruster, and frantically switching between rail repeaters and thrusters is not quite my idea of fun either. The capacity to shoot on the move with a cannon-thruster means a gun-based approach, but that also meant you now need separate AGs for each and every type of weapon.

  • REALISTIC FUEL CONSUMPTION 4.9 years ago

    So, another one have found the "spef" method independently. Good.

  • Per Aspera Ad Astra VII 4.9 years ago

    @WrongFlyer Thanks!

  • Per Aspera Ad Astra VII 4.9 years ago

    @Treadmill103 @YourCrush @TomekHellFire Now with dogfighting abilities! Note: use slow motion, and be easy on the controls.

    +2
  • Per Aspera Ad Astra VII 4.9 years ago

    @spefyjerbf Now with throttable impulse drives! Three forward thrust levels and a reverse!
    That said, the impulse cores on this craft are accumulative (Throttle > 0 on the first one, Throttle > 0.5 on the second, Throttle=1 on the third), but IIRC that won't do on a cannon-based approach, so the codes actually need to be exclusive instead of accumulative.

  • RJ EE Wasp FGR1 5.8 4.9 years ago

    First!

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf
    Something like this?
    "The control softwares, originally designed by Nelan Drive Yard to control their distortion impulse drives - a design abandoned by SPE Corp after the Grounding but refined by Nelan Drive Yards, is modified to control the SPE Corp pulsed atomic thrusters."


    Also, let's just say that trig thrust is a shoddy design for anything remotely related to orbital travel.

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf Cannons... So a pulsed atomic drive! Looking forward to it.

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf Not necessarily a crossover, more like "the technology, revised by Scarlet Crimson, CEO of Nelan Drive Yard" and something like that. Note that Crimson left human space before she revised the impulse drive so actual collab between Nelan and SPE Corp is rare if not simply unheard of. And that her company makes alcubierre drives first and foremost, but SPE Corp use slipstream drives, so there's even less collab.

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf Also, IIRC a twenty-metric-ton starfighter is not exactly a voidframe... So you don't really need to use inertial dampeners (aka XML the mass) to achieve high speeds.
    And please make sure to mention Crimson (full name: Scarlet Crimson) and Nelan Drive Yard if you're ever to make another impulse-powered craft.

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf Also, the repulse drives on the Ethos of Settlement- class freighters and the Partemidon raiders are explained as "Slipstream" drives, or warp drives that "dives" into subspace/hyperspace to achieve high velocities (Starfire ships use jump drives that simply wormhole the ship through two locations, and Nelan ships use accelerated alcubierre drives). Because trust me, nobody is going to survive that much acceleration without being turned into a fine paste on the cockpit wall - assuming the craft did not disintegrate first.

  • Per Aspera Ad Astra VI 4.9 years ago

    @CenturiVonKikie It is an ambi-atmospheric (so fully capable both in and out of the atmosphere) starfighter with designs inspired by UFOs, built by a crazy astro-shipwright / inventor who watched too much TV and anime. Also, the vestigial tail fins are supposed to look like a vampire's collar.

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf I'll try to see which works best.
    A snippet from the lore of the starfighter:
    "Never again shall the flyers of SPE Corp be chained by gravity and bound by air, forever longing for the stars they can never return to. I rebuilt the drive from ground up, and the end result is here. Ships bearing the mark of SPE shall once again soar through the endless void with majesty and grace. May SPE Corp grow ever stronger, and may the spark of human innovation never die. Your eternal friend, Crimson".

    Note that Crimson (an OC) is the one in-universe who refined the impulse drives after the "Flashout" incident (aka. the upgrade that broke old impulse drives), and her company, Nelan Drive Yard (yes, that's an OC and a star wars reference) along with her old company, Starfire Tech (another OC) are the ones building FTL drives and capital ships, and SPE Corp is the one building sublight engines for many Starfire ships along with their usual products. Vira is explained in-lore as ambi-atmospheric (fully capable both in and out of the atmosphere) scout crafts carried onboard Starfire FTL science ships when humanity first explored the stars.

  • Per Aspera Ad Astra VI 4.9 years ago

    @spefyjerbf Thanks. Spoiler: the lore will mention SPE Corp. A lot.

  • Per Aspera Ad Astra VI 4.9 years ago

    @CenturiVonKikie That massive schlong on the bow should give you a hint... Yes, that's a one-metric-ton-and-a-half HE shell fired by a 16" coil gun, capable of turning an entire convoy into scrap in three shots... Perhaps I should actually put a tactical nuke (like a dozen metric tons in yield) in that thing? I'm not sure...
    And also yes, that's a plasma shield turning incoming missiles (and probably luckless starfighters) into slag and cinders.

  • Per Aspera Ad Astra VI 4.9 years ago

    @ACEPILOT109 Thanks!

  • Per Aspera Ad Astra VI 4.9 years ago

    @Treadmill103 The part count will most likely rise when all weapons are installed... And I might actually install a custom cockpit (not gauges, but more or less indicator lights for weapon/thruster selection) inside this thing...

  • HELLkeska 4.9 years ago

    Tomek, what in the seven hells (I don't even know where I came up with that) are you trying to do?

  • Per Aspera Ad Astra VI 4.9 years ago

    @LucasNicky But I still can, right? "no need" does not imply prohibition.

    +1
  • Per Aspera Ad Astra VI 4.9 years ago

    @LucasNicky Thanks!

  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire @Treadmill103 One question: how many shots should that massive mortar have? I'm going with five on the finished model, but do you guys have any better ideas?

  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire Thanks for the upvote!

    +1
  • Per Aspera Ad Astra VI 4.9 years ago

    @Treadmill103 Thanks, hows the flyer?

  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire IIRC there is trim... And also, Please go easy on the controls...

    +1
  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire I mean the controls...

  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire Hows the ship?

  • Per Aspera Ad Astra VI 4.9 years ago

    @CenturiVonKikie Sorry the WD-40 have to go... Turns out that the new ones are barely controllable if you're actually trying to perform strafing/bombing runs.

  • Per Aspera Ad Astra VI 4.9 years ago

    @TomekHellFire Update on the saucer! The engines currently broke the fourth commandment due to its still a prototype. They would not on the final model.

    +1
  • Per Aspera Ad Astra VI 4.9 years ago

    @Treadmill103 @YourCrush With new lights installed for shields.

    +1
  • Per Aspera Ad Astra VI 4.9 years ago

    @Spefyjerbf With my repeat-sum functioned lights installed, and a new accumulative impulse core

  • Lamborghini Egoista (CUSTOM) 4.9 years ago

    ... and congrats on copper.

    +1
  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf
    like constant1 * sin(time * constant2) + (constant1/2) - (constant3 - Throttle)?
    or perhaps the same function but cosine?

  • VoidFrame Vira 4.9 years ago

    @spefyjerbf
    wierd things happen at high altitude with these,
    making them explode without any logical reason.
    I'm SO writing that into the lore of my impulse flyer...

    +1
  • Lamborghini Egoista (CUSTOM) 4.9 years ago

    @TomekHellFire Well, it's just that you've said that you used up your upload limit for the day so I meant I'll wait for your upload and it's looking good - at least that's what I assumed what that "T" is supposed to be used for.

  • Lamborghini Egoista (CUSTOM) 4.9 years ago

    T for tag me when it's done.

  • B47 Stratojet with JATO rockets 4.9 years ago

    45 rockets...

  • Nobody will remember me... but... 4.9 years ago

    Welcome back kiddo! (Sorry for speaking like that, I'm 19 BTW)

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf That's why I gave you that code in the first place...


    The Generic Form:
    repeat(sum(constant1), constant2) - (input)

    The code means that the each "cycle" is (constant2/constant1) seconds long, and in (input/constant2) of the time the light will not be turned on - at least on paper...

  • Per Aspera Ad Astra V 4.9 years ago

    @LucasNicky Thanks!

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf Ok... sorry for bothering! The point is that the time for the entire cycle is fixed but the time for the "pulse" is differentdepending on the throttle to make it looking like a pulsed plasma thrust.

  • CatNap 4.9 years ago

    :3

    +2
  • EIGHT MINUTES OF SAUCER SHENANIGANS 4.9 years ago

    LMAO... Did you find out how my gyros work?

  • Per Aspera Ad Astra V 4.9 years ago

    @spefyjerbf How's the beacon light code I gave you? Shove it in the "input" part of the light and its flash rates should change according to the throttle input. The thing is that the beaconlight exhaust plume cannot change in length, so I'm thinking: if length cannot be changed, how about the flash rate to simulate pulsed plasma thrusters? And there is the prototype code.