From The Depths

From The Depths

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"Tanto" Torpedo Boat
   
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2019 年 1 月 11 日 下午 9:23
2019 年 1 月 19 日 下午 1:12
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"Tanto" Torpedo Boat

描述
-Overview-

The Tanto is a walkable, small, and inexpensive craft capable of delivering two powerful torpedoes along with a barrage of deadly 30mm autocannon fire. Inspired by the Design of the torpedo boats of World War 2, It has proven to be extremely deadly when facing targets armored with wood.

-Armament-

2 x Quad Mount AKM-30R Omni-Purpose Autocannons
2 x R110 Cambered High Explosive Torpedoes

-Features-

Walkable
Lights
Semi-Stabilisation
Ion Turning for In-Water pivoting
Painted without fleet colors, allowing easy customization

-13000 Resource-

-News/Info-

I think I'm going to do two different styles of building - my faction builds will be more cookie cutter and less intricate allowing for quicker building, while with factionless builds like this I'll try and make them walkable, decorated, etc.
9 条留言
Lord Fuzzle 2019 年 9 月 9 日 上午 2:29 
You should make one though if havn't already william
Zyme  [作者] 2019 年 1 月 19 日 下午 1:12 
fixed a couple errors with the build, thanks for all the feedback
RandomNOOBY 2019 年 1 月 18 日 上午 3:54 
awesome, little build, has a few minor issues, but every build does, and very few are as cool as this little thing
Zyme  [作者] 2019 年 1 月 17 日 下午 5:00 
lol walkable means it has some space on the inside you can walk around in, not that it's a cybran land battleship.
MJRAHOLE 2019 年 1 月 17 日 下午 3:12 
Zyme
THE F*CK DOES WALKABLE MEAN?!
Ahem, just I thought it had legs, cuz you can walk on designs already.
G777GUN 2019 年 1 月 15 日 下午 11:58 
Nice and cheap. Great for starter campaigns.
Zyme  [作者] 2019 年 1 月 13 日 下午 3:39 
@FourGreenFields thanks for the advice man, i really was just building this to build it and my brain wasn't quite fully functioning. for designs in the future i'll spend a bit longer on optimization and take into account some of the things you said. also for this build I just liked the look of the exhaust coming out of the top, wasn't really going for maximum combat effectiveness
FourGreenFields 2019 年 1 月 13 日 下午 1:17 
Comment was too long, part 2/2

Last I tested, required accuracy didn't work for missiles. Need fireing arcs for that as well.

The torps have more fuel than necessary. 75s thrust duration vs 40s lifetime. Increase thrust, or swap some fuel tanks for other stuff.

The ACBs setting spinner-angle for the torps is probably not necessary. IIrc spinner-angle gets saved with the BP now.

It looks like you're trying to use applique armour for spaced armour. Applique is currently quite weak (to the point of being nearly entirely useless). Consider using e.g. alloy slopes instead.

You can vent exhaust out of the bottom of the ship. Reduces IR-signature a bit, making the thing tougher to kill with IR-seekers.
FourGreenFields 2019 年 1 月 13 日 下午 1:17 
Comment was too long, part 1/2

Some unsolicited advice:
Remove the propulsion "balancing" card. On your design it seems to have done nothing, but if it does anything it breaks designs.

You probably want to replace the ions with props. Same thrust, half the power needed, and can both push and pull. For pitch you can often use hydrofoils instead. Allthough a single ion to push the nose down in case it leaves the water might be usefull, I generally just cut power in that case though.

Limit the fireing arcs on the turrets. They can get stuck on the superstructure, effectively disabling the rear turret if the target passes in front, and the front turret if it passes on the rear.