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Alphasus

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Everything posted by Alphasus

  1. Hello, and welcome to my collection! Modern Vehicles Space Classifications Core 3 Nano Destroyer(Space)(Stock) 2100 m/s DV .2 TWR 52 tons 380 parts The anti-ship missiles are guided, and pack a punch that is rather strong for their light weight. The armor is also rather strong, but the range suffers because of those strengths. CR-01 Pico-class Corvette 3,091 m/s DV .08 TWR 23.257 tons 248 parts An optionally manned scout ship equipped with a big punch: 4 unguided i-beams that can launch simultaneously. These i-beams can subdue lightly armored capital ships, other corvettes/frigates, and fighters. It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. FR-01 Atto-class Frigate 2,823 m/s DV .09 TWR 18.978 tons 201 parts An optionally manned scout ship equipped with a strong punch: 4 unguided short i-beams that can launch simultaneously. These i-beams can subdue lightly-armored sub-capital ships and fighters.It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. CR-02 Pico S 3,463 m/s .07 TWR 25.1 tons 263 parts This is an enhancement of the original Pico class. It has improved delta-V, improved engine protection, reloadable firepower, and improved pilot view. It comes in 3 variants, which have different armaments, one with the standard 4 long torpedoes, one with 3 small guided anti-ship missiles, and one with a single large anti-ship missile. CR-03 Pico 2 3096 m/s .11 TWR 28.891 tons 286 parts A redesign of the recent Pico-class, with 8 more engines and increased reaction wheel control. It also has extra RTGs and extra solar panels to accommodate the extra ion engines. Air Unmanned stealth fighters coming soon. Land Striker Tank Chassis(Ground Support)(BDArmory) Top Speed:30 M/S 9.5-13.8 tons 131-175 parts Armament varies, but armor, countermeasures, and electronics are consistent among all Striker models except for radar. The armor is enough to deflect most .50 cal shots, be breached by 20mm rounds, and to have 30mm rounds cut through easily. Large caliber fire can be absorbed slightly. The Striker AFV is the most effective variant for anti-tank combat, and works well in CIWS or anti-air roles when another craft has a radar. These were designed to replace outdated and high part count Ezequiel tanks, but lost some armor in exchange for firepower. Sea Legacy Ezequiel Tank
  2. So, if you did one post per user, then how would you find people who update their craft repositories? EDIT: Are you still looking for tanks? If so, the Striker AFV could replace the Raven that was bugged and didn't make it into the platoon. The Strikers are much better vehicles.
  3. I have kept pics off this thread so far, so that people can't see any of the planes unless it is done so voluntarily. Thanks for the update PM by the way.
  4. I think quasarr doesn't really use fighters often.
  5. That is the minimum requirements. Try to refund the game... people with i7 5960x's and dual 980ti's can't hold 60 fps. That is 40 times faster than an hd 4400 GPU wise. If Ultra is 5 times more intensive than minimum, you will get less than 7 fps at best. A GTX 480 is 6 times as fast as your iGPU, and its minimum. Don't expect much above 5 FPS ever, and expect to be below it.
  6. Wouldn't matter because the GPU is too slow.
  7. Nope. In a cargo bay where the bay opens, and they become visible, that's fine.
  8. Firing interval also changes the chaff and flares launch rate, as well as how often a plane will scan to see if a missile has missed or hit. It doesn't only affect missile launch, but the timing of when the AI checks for a target's location and status. At 1, you can run out of countermeasures fast, but are more likely to avoid a missile, as well as more likely to fire again after noticing that a missile missed.
  9. I know. What I was saying was that the only setting in the guard mode panel that may be changed is firing interval. Since missiles/target isn't firing interval, you can't change it from the default of one. Sorry about the sorta patronizing way this sounds. It wasn't intended that way.
  10. Yes, as all guard mode stuff stays default except for firing interval(which you can change).
  11. Yeah, the AA Striker had that issue. You likely need more wheels. Also, wheels aren't always over stressed. Try between 1.5 and 3.2 tons per wheel, as well as messing with damper settings. I use 1.2 damping so that highly stressed wheels don't break as easily when going down hills. The trade off is that they can be blocked rather easily in said bumps so you have to watch their clearance.
  12. AlphasusProductions-Combat(GMI) After Sharkman Briton left SAP-C, I continued on and re-acronymed the name. He was the one with loyalties to HKA. GMI offered the best price, so these crafts go to them. Ezequiel Tank Chassis(Ground Support)(BDArmory) Core 3 Nano Destroyer(Space)(Stock) 2100 m/s DV .2 TWR 52 tons The anti-ship missiles are guided, and pack a punch that is rather strong for their light weight. I acknowledge that I have read the rules. Striker Tank Chassis(Ground Support)(BDArmory) Top Speed:30 M/S 9.5-12.5 tons 131-175 parts Armament varies, but armor, countermeasures, and electronics are consistent among all Striker models(except some have radar, and others don't). The armor is enough to deflect most .50 cal shots, be breached by 20mm rounds, and to have 30mm rounds cut through easily. Large caliber fire can be absorbed slightly. The Striker AFV is the most effective variant for anti-tank combat, and works well in CIWS or anti-air roles when another craft has a radar. These were designed to replace outdated and high part count Ezequiel tanks, but lost some armor in exchange for firepower.
  13. Album Sorry about the link. 3 MD-01 Core 3 Nano destroyers were deployed(Aera, Nauta, and Spacia) to Gilly. Aera intercepted Sagitarrius, a missile slammed into her cargo bays, and bounced off. A second missile was fired, and the missile phased through. Missile fragments were stuck inside Sagitarrius, fuel in 1 cargo bay was destroyed, and the fuel was disconnected from the ship in the other bay. All the solid missiles were also detached by the hit(you could see them before they crashed into Gilly). Sorry that this took so long, and that the ship crashed. I request that if one of my ships is going to crash into Gilly(and has either missiles or fuel), please hyperedit it into a stable orbit. I'll do the same if the conditions are the same. Persist
  14. Minimum specs.... a 480 is 3x as fast as an HD 520. I compared those GPUs via UserBenchmark, so I know that iGPUs got faster. They aren't as fast as a 480.
  15. OS: Windows 7/8.1/10 (64-bit versions) Processor: Intel Core i3 Memory: 8 GB RAM Graphics: nVidia GTX 480, AMD Radeon 7870 Storage: 10 GB available space System Requirements Minimum @SpaceXray That's a desktop i3. and your GPU is far too weak to run it. Also not enough RAM. @Robotengineer You will be fine, barely. Your GPU is a bit better than minimum.
  16. I'll move as soon as I can. 66 tons you say? Maybe its time for a test of the Core 4 Mini 2, alongside the Nanos.
  17. I think that's the fact that its Enterprise. That and the free upgrade is gone now.
  18. From reviews, I've noticed that people sorta dislike the lack of proper instanced multiplayer.
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