Trouble with the Luddites
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- Star Pilot
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Trouble with the Luddites
I used the quick money cheat to get a goddard milispec, best weapons i could get, it is fresh out of the box, gleaming, get the picture? I come across a luddite ship, i start to fire missles when they get locked and fire my main guns, the best energy i could by with the best damage, i have gotten sheild upgrades and hull upgrades, but it shoots 2 bullets at me that i saw coming and im dead. what the heck are those that they shot at me and where can i get some? this happends frequently.
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- The Shepherd
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And welcome scouto2 it was probably a Dumbfire missile one hit will take out most ships no guidance system at all so a lucky shot i usually mount some as they are fast and cheap with the auto-tracking upgrade deadly
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- Star Pilot
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probably is, its just a redeemer luddite ship. that gets me, and nearly all of them get me. Do you know of a way to hack it so i get a capship in my inventory of ships or as my main ship?
thx loki, ive had this game for a while, so i thought it was time to get aquainted with the community that made this game so good.
thx loki, ive had this game for a while, so i thought it was time to get aquainted with the community that made this game so good.
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- The Shepherd
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There are several articles in the wiki on creative game play(hacking ) you add an entry to your save game file and a ship file to the proper serialized_xml folder.Which version are you running the beta or our old stable beastiie.
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@scouto2 check the how to add ships to the game that should start you off and explain what your edits do. And capital ships are a pain to control all that mass and inertia does not go away think of your Goddard full cargo hold and multiply by your frustration index they look nice have lots of fire power but you can't fly the dame things there are several threads about the frustration.
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Quoted for truth. At least with 4.3.0. I bought an OIX the other day but the problem was that the reactor was so bad (and for some reason I couldn't boost it and get another one) so I wen to test it out, even if my guns could only fire for 1.34 seconds continuously. But it was like tryinging to drive a large ball of geletinous, congealed tar with a nine thousand pound weight on it's back.loki1950 wrote:@scouto2 check the how to add ships to the game that should start you off and explain what your edits do. And capital ships are a pain to control all that mass and inertia does not go away think of your Goddard full cargo hold and multiply by your frustration index they look nice have lots of fire power but you can't fly the dame things there are several threads about the frustration.
Enjoy the Choice
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0.5 is probably worse the mass and inertia where turned off in 0.4.3
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As a player i don't think so at least not till fleet engagements become possible for the player to control in some meaningful way.
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man, you guys were right. this thing handles like a brik! i love it still though, its an awesome merchant vehicle with good defense against pirates. i worked it a couple days and got enough money from a mining ase/agriculture planet run and agri (beer)/military run to upgrade the shields, i love it, i restarted the war betwen luddites and purists. purists hate me and luddites love me! i inadvertantly did that killing a mining base, making them hate me, so i destroyed most of their things in the system. i was looking for some Aera worlds for a nice challange, and am now lost in deep purist space. but still, the tesla is an overall good ship. i havent died once in it and made alot of cash. this is an awesome ship, if not like a cow with a nuke strapped on it. no a brick with a nuke...a really fat brick...
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Just think about launching wings of fighters while you come in with the clean up crew
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- Elite Hunter
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It seemed fine to me... I liked it... But though, it does take a lot of patience.loki1950 wrote:@scouto2 check the how to add ships to the game that should start you off and explain what your edits do. And capital ships are a pain to control all that mass and inertia does not go away think of your Goddard full cargo hold and multiply by your frustration index they look nice have lots of fire power but you can't fly the dame things there are several threads about the frustration.
Enjoy the Choice
"The bullets come out of the slim end, mate!"
Sniper after dominating another Sniper
Team Fortress 2
Sniper after dominating another Sniper
Team Fortress 2
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See I tried to fly my tesla, and you know, got to warp and could not change direction because of reidiculous amount of inertia that just carrid thing forward. basically turning is not possible. You just keep on sliding. Also they don't have a good enoug reactorto deal with the amount of firepower they hold. 2.45 seconds or somthing, and then recharge is stupid.
Cap ships are not worth the effort. I'd rather just stick with a Goddard or just somthing that can turn for now.
And what is this "fleet engagements" Loki is talking about?
Cap ships are not worth the effort. I'd rather just stick with a Goddard or just somthing that can turn for now.
And what is this "fleet engagements" Loki is talking about?
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- The Shepherd
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from earlier in the thread
liki1950 said:
Enjoy the Choice
liki1950 said:
not possible ATM so till then if we ever get thereAs a player i don't think so at least not till fleet engagements become possible for the player to control in some meaningful way.
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Actually, I find that the Tesla is one of the best handling and best equiped of the human cap ships. (I haven't tried any of the extra-terran ships yet...) The trick to maneuvering the Tesla, or any big cap for that matter, is to remember the forward, aft, and ortho accel.
For example, my Tesla makes 2.07 g's forward, 2.74 g's aft, and only 0.13 ortho... That means that getting up to speed, or slowing down is no problem. But, if you leave the thrusters on during a turn, or try to turn while you have a high velocity, you are accelerating along a second vector. Essentially, your traveling in some given arc based on your previous velocity and your current thrust vector. The problem is, with such minimal sideward thrust, the ship is not capable of righting this motion very quickly. Theoretically, if you knew the exact heading of your direction of travel, you could make steerage to that precise heading and use your forward or aft thrust capability to reduce that motion much more quickly. However, as there is currently no indicator of exact heading, and using the stars' position is not likely to help much, this is currently nearly impossible.
Therefore, I've found the best way to maneuver a cap ship is to always reduce thrust to zero before making a steerage adjustment, unless it is a very small course correction, perhaps no more than a degree or two. Find your heading, presumably toward a point of interest which you have selected as a nav or combat target, then wait until your velocity approaches zero before reengaging the main thrusters. Don't get me wrong, its never going to handle like a Schroedinger, but with some thrust and inertia enhancement, it can be nimble for its size. And when you put those big LR Pminus MK IV's to work, its well worth it. 150 Kilometer range with staggeringly devastating damage will make quick work of light sub caps, and put major hurts on pretty much anything i've come across.
The Andolians really know how to make a cruiser. The Tesla is a cap ship killer. Though, I am still playing 0.4.3, so maybe I should see just how nimble the big monster is without the inertia nerf.
I have also played around with the Watson, attempting to use it within its aux carrier role. As has been stated, the limitation in command of 'wingmen' vessels is apparent. Still, if you wait to release your fighter payload until you are within striking range of a large group of enemy craft, you can have some fun watching your little squadrons tear the enemy to shreds. Its just kind of boring after a while, as you have no real positive control. Basically, you have to just let everyone go guns blazing and see what happens. Of course, I usually switch to a fighter so I can join the fun. And, invariably, when I jump back into the carrier, the AI has it all going sideways at several thousand km/h in some strange attitude...usually about to run into something.
For example, my Tesla makes 2.07 g's forward, 2.74 g's aft, and only 0.13 ortho... That means that getting up to speed, or slowing down is no problem. But, if you leave the thrusters on during a turn, or try to turn while you have a high velocity, you are accelerating along a second vector. Essentially, your traveling in some given arc based on your previous velocity and your current thrust vector. The problem is, with such minimal sideward thrust, the ship is not capable of righting this motion very quickly. Theoretically, if you knew the exact heading of your direction of travel, you could make steerage to that precise heading and use your forward or aft thrust capability to reduce that motion much more quickly. However, as there is currently no indicator of exact heading, and using the stars' position is not likely to help much, this is currently nearly impossible.
Therefore, I've found the best way to maneuver a cap ship is to always reduce thrust to zero before making a steerage adjustment, unless it is a very small course correction, perhaps no more than a degree or two. Find your heading, presumably toward a point of interest which you have selected as a nav or combat target, then wait until your velocity approaches zero before reengaging the main thrusters. Don't get me wrong, its never going to handle like a Schroedinger, but with some thrust and inertia enhancement, it can be nimble for its size. And when you put those big LR Pminus MK IV's to work, its well worth it. 150 Kilometer range with staggeringly devastating damage will make quick work of light sub caps, and put major hurts on pretty much anything i've come across.
The Andolians really know how to make a cruiser. The Tesla is a cap ship killer. Though, I am still playing 0.4.3, so maybe I should see just how nimble the big monster is without the inertia nerf.
I have also played around with the Watson, attempting to use it within its aux carrier role. As has been stated, the limitation in command of 'wingmen' vessels is apparent. Still, if you wait to release your fighter payload until you are within striking range of a large group of enemy craft, you can have some fun watching your little squadrons tear the enemy to shreds. Its just kind of boring after a while, as you have no real positive control. Basically, you have to just let everyone go guns blazing and see what happens. Of course, I usually switch to a fighter so I can join the fun. And, invariably, when I jump back into the carrier, the AI has it all going sideways at several thousand km/h in some strange attitude...usually about to run into something.
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It's much better in the beta micleal the new pseudo auto pilot gets you to from a to b of course the transitions could be tricky
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@swright:
Yeah, it really helps a lot if you keep both your inertia and your accelerations. Of course if VS told you what your inertial direction was, this would be a lot easier since you could slew around to compensate for the inertia.
When I first started VS, flying with a fully loaded Llama was very rough, so I created my own local patch set to display the inertial direction in the radar and HUD. [Actually the radar mod I picked up in the forums somewhere...]. (And I really need to fix the HUD one though, since the indicator doesn't always line up with the inertial direction for some reason -- like the FOV is off).
Anyway, if anyone wants a copy of my buggy patch let me know...
Yeah, it really helps a lot if you keep both your inertia and your accelerations. Of course if VS told you what your inertial direction was, this would be a lot easier since you could slew around to compensate for the inertia.
When I first started VS, flying with a fully loaded Llama was very rough, so I created my own local patch set to display the inertial direction in the radar and HUD. [Actually the radar mod I picked up in the forums somewhere...]. (And I really need to fix the HUD one though, since the indicator doesn't always line up with the inertial direction for some reason -- like the FOV is off).
Anyway, if anyone wants a copy of my buggy patch let me know...