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Highfleet 1.14 Shipbuilding: The Support Carriers 

Phrosphor
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Here is a quick video going over our new Support Carrier and Support Missile Cruiser! Give me some names for them!
Want to submit a ship? / phrosphor_ship_submiss...
I need heavy brawlers for my next build!
Eastern Thought by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
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Artist: incompetech.com/

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3 дек 2021

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Комментарии : 80   
@kwdblade4683
@kwdblade4683 2 года назад
The Highfleet guys really need to make shipworks a little more user friendly. Undo buttons, more hotkeys, etc.
@Phrosphor
@Phrosphor 2 года назад
It's actually just 'Highfleet Guy' a crazy Russian did most of this on his own!
@blackvulture6818
@blackvulture6818 2 года назад
Good old CVE. Combustible, burnable and expendable.
@wesleyvierra6576
@wesleyvierra6576 2 года назад
A good and cheap way for anti air is to make a starburst design: bridge, gen and two engines and fire control on the sides load 5 sprints each gives you defense for 5 missles or up to 15 planes depending on how they come in. After the sprints are used you can sell the ship or use it as a scout and it only costs you 9500. Cheap way to add anti air that can go with raiding groups or stay with the main fleet.
@Phrosphor
@Phrosphor 2 года назад
Good way to bring more equipment into the campaign too. You could take a flightless 'tool' ship and then dissemble it into parts to take with you. Interesting idea...
@BeKindToBirds
@BeKindToBirds Год назад
@@Phrosphor R-3 bulk carrier landed in a field until it's needed
@CinnibarNet
@CinnibarNet 2 года назад
In your initial engine comparison using minimal parts, one aspect you didn't look at was the cost. It was 4240 for the larger engines vs 6200 for the smaller. Even given that, I think the D30s engines were the way to go. The initial investment is trivial for the huge performance difference.
@Phrosphor
@Phrosphor 2 года назад
Good point, cost is a very important factor, especially since 1.14 increased the cost of a lot of engines.
@swb5816
@swb5816 2 года назад
Much like you my custom carriers always end up being a runway strapped on top of a fuel tank with engine spam underneath. Usually I just strap strat missiles to other ships rather than making a dedicated ship but they are extremely heavy and will greatly affect their speed and range. As for nitpicking...: The LA-29 is worse than the T-7 in every way other than on-map availability. For only 500 credits more, you get 2x the payload, greater range, greater speed, ability to carry A2A, and only 1.33x the runway requirement. So if I had 3 LA-29 vs 2 T-7, the T-7 would cost less (6000 vs 5000), would carry more (3x 250kg vs 4x 250kg), and would take up less space (4.5 runway vs 4 runway). I never bother with R-9 Sprints and AA defenses on T-7 carriers because the T-7 with A2A is superior in many ways. More reliable, engages away from the carrier so no chance of nuke splash or bombing, can go with IRST instead of FCR. Only problem is if you're in the habit of launching full deck strikes it can be a bit annoying to remember to reserve 2-3 T-7s for AA defense. Also weighs much more. For missile ships R-9 sprints make sense as you'll often have FCR to enhance A-100s anyway. Escape pods reduces morale penalty from combat deaths. So it's best to do escape pods on combat ships but noncombat can do without. Power only affects rotation speeds so someone truly cheesing a design only needs one small generator on noncombat ships, but it's exploiting silly mechanics. More importantly being slightly below like 90%-99% is something you can ignore if you want.
@coreliousc8915
@coreliousc8915 2 года назад
This is a really good break down and helped me redesign a bunch of my low cost small carriers. That said, founder argument to the sprints. They're dirt cheap cost of the fire control aside - I always throw 4-6 of them on most my combat ships during the campaign. FCRs are not terribly hard to come buy and aren't the most pricey equipment. I've had too many instances where a strike group has spammed me with 5+ missiles when my main AA corvette hasn't been able to restock.
@swb5816
@swb5816 2 года назад
​@@coreliousc8915 Yeah don't get me wrong, I love sprints, if you're using the default flagships I think you can pull FCR and sprints off of them at the start of the game easily enough for other ships. But the carrier is a perfect place for IRST since it's "always on" and lets you deck fighters to react to threats, and so mounting FCR there isn't my first choice.
@Phrosphor
@Phrosphor 2 года назад
This is a great post and needs more attention. I really wish I could make a more handsome carrier. I was going to argue with your LA-29 post but you are totally right. If they were around ~1000 I think they would be a lot more attractive to use, but they really are not worth it for the cost at all. The only thing they have going for them is availability.
@fightcancer
@fightcancer 2 года назад
RE: support ship's landing gear, I've read and found that landing gear is strongest at 90° angles. When you connect the chassis that way, you'll see a gray bar connect the 2 chassis pieces. You can also set the first landing gear piece (that attaches to the ship frame) at one click down (maybe up too) to get that gray connecting bar.
@Muffinut
@Muffinut 2 года назад
That gray strut is there no matter the angle - give it a look. Seconded for close-to right angle landing gear, generally. Otherwise the chassis is prone to buckling, and the ship tilts. Can see it in both crab-legged ships in the vid (and seems like Phrosphor likes crab legs). Issue is, the engines may protrude too much for good clearance. One tip I have, especially for larger ships: feather the thrust as the chassis settles on landing. Can get away with heavier tonnage before damaging the chassis. Would be great to have a throttle mechanic for landing instead, but spamming W is what we get.
@fightcancer
@fightcancer 2 года назад
@@Muffinut True. Thanks.
@Phrosphor
@Phrosphor 2 года назад
I do really like crab legs!
@Phrosphor
@Phrosphor 2 года назад
In my head 90 degrees can't be the strongest angle but it looks like it is in game for sure.
@henryhamilton4087
@henryhamilton4087 2 года назад
In Hard mode, aerial recon is a lot more important in identifying enemy strength in towns, even without entering battle as there are often multiple fleets in a town even near Ur.
@Phrosphor
@Phrosphor 2 года назад
You can also use city size (the diameter of the circle reflects population) to get a rough indication at how strong the garrison is going to be!
@Skimmerlit
@Skimmerlit 2 года назад
@@Phrosphor That’s a wild and useful observation. Thank you.
@Phrosphor
@Phrosphor 2 года назад
@@Skimmerlit it's not perfect, but it is a good general rule of thumb.
@emredeniz2
@emredeniz2 2 года назад
I got busted half way through my hard campaign run, the reason was the cost of the fuel. This video gave me some good ideas and it looks like i will be spending a few hours for new designs.
@Phrosphor
@Phrosphor 2 года назад
In the deserts of Gerat, money is one of your greatest enemies. I am very worried about the heat/fuel events later in the hard campaign. Good luck on your next run!
@GodOfGunz
@GodOfGunz 8 месяцев назад
I like to carry missilies on minimalist 4 kh15 carrying ships with 2 d30 and nothing else, they cost 9500 a pop so you can just throw a couple in when you are starting a campaign
@kwdblade4683
@kwdblade4683 2 года назад
43:15 Hahaha the missiles won't let you commit war crimes XD
@Phrosphor
@Phrosphor 2 года назад
Strange, the radioactive ones have no trouble with warcrimes...
@rafale1981
@rafale1981 2 года назад
Great vid, those support ships don’t get enough attention. And the shoutout to @caracal: nice!
@Phrosphor
@Phrosphor 2 года назад
Love me some battlefleet logistical planning! Thanks!
@TheReaper569
@TheReaper569 2 года назад
İ have some questions: Lacking crew has drawbacks in combat but does it have any affect in campaign map for ships that will never see combat? Can we get away with no crews? And how does the game decide which ship you control in air raids and cruise missile attacks? İ have been in positions where i wasn't controlling my flagship in them.
@Phrosphor
@Phrosphor 2 года назад
It doesn't really have an affect on a non-combat ship and yes you can cheese it.. but I feel like I should try and build to the requirements of the world. Make things 'realistic' in the worlds terms. It's why you don't see me building one giant doom brick to solo the campaign with. Limitation make things interesting. I believe it picks the most expensive ship in your fleet. Which is a weird way of choosing.
@kingsford6540
@kingsford6540 2 года назад
@@Phrosphor it's the one that's to the left in the shipworks
@danielefabbro822
@danielefabbro822 Год назад
For the missile cruiser, you can just make another linear fuel tank with the launchers on top of it. Propulsors on the bottom and some sensors to track targets. That's basically how I made mine. It works properly. I also have a missile corvette that have external launchers attached on a hull that is similar to that of a Skylark. You can easily add more missile launchers in game if you need it and it's open to... Uhm... I think a maximus of 8 missiles before becoming too heavy to move like a corvette. I usually keep just 4 missiles on that corvette so I can i a fast attack unit that come closer to the enemy, targets it with missiles and then can fastly escape. I love this kind of tactics.
@wolfiewoo3371
@wolfiewoo3371 2 года назад
You could mount the escape pods on the sides of the aircraft carrier if you use the square pieces instead of the slanted pieces. That way you don't have to use additional small hull at the bottom.
@wolfiewoo3371
@wolfiewoo3371 2 года назад
P.S.: You can name the aircraft carrier, Crazy Horse and maybe 5 missiles is overkill for the missile carrier especially if you're going for speed.
@Phrosphor
@Phrosphor 2 года назад
I always add them as an afterthought and I suffer for it in all my builds. Mechanically I don't have to add them.. but I want my ships to fit in the universe.
@Phrosphor
@Phrosphor 2 года назад
I like the name!
@Nortonius_
@Nortonius_ 2 года назад
Coming in late but “Hailfire” or “Typhoon” for the missile ship? (and were the legs uneven or just my unpracticed eye) Love the content! 🦾
@Phrosphor
@Phrosphor 2 года назад
Great names! The legs were uneven... oops... It got fixed before the campaign started. Glad you are enjoying it!
@FrigidFriar
@FrigidFriar 2 года назад
I keep hearing how important the radar antenna is but I can never find a video or guide where anyone explains WHY it's important! :( I thought they were just for radio intercepts (which is important) but is there something else they do?
@Phrosphor
@Phrosphor 2 года назад
If the ship hasn't got and antenna, and it gets split off from other ships you can not longer get information from it. Pretty sure you lose control until you link up again.
@FrigidFriar
@FrigidFriar 2 года назад
@@Phrosphor Thanks that's really helpful
@Trifler500
@Trifler500 2 года назад
Looking at your comparison of the D-30S and the RD-51, I didn't see you address the way the game changes the efficiency of engines depending on the overall weight of the ship. It's an obscure but very important factor. I definitely see it when comparing adding an RD-51 to a light ship vs. adding one to a heavy ship. For example, I can add five RD-51 engines to the Sevastopol for roughly the same fuel consumption I get if I add even a single D-30S, yet the D-30S is clearly superior on a light ship (whether one or numerous). If you really want to get into the details, Omicron posted an Excel table under the Steam guides called "Engine Details". I can't say I understand all of it, but the gist was very interesting to me.
@Trifler500
@Trifler500 2 года назад
What I tend to do is put everything I want on without any engines, and then compare adding D-30S vs. RD-51, because I can't use data from a ship with a (significantly) different weight.
@Trifler500
@Trifler500 2 года назад
16:45 - Cool. I see here that you did do a comparison after. I would suggest trying three RD-51 engines, to see if it brings your speed up since you found two do have better fuel efficiency. Or even four. I honestly can't say which is better just from watching this.
@jannese7392
@jannese7392 2 года назад
Wow, that's interesting. I always thought the game simply used a pyhsics-based approach to things. And even with a physics-based approach it would make a lot of sense that adding RD-51s to small/fast ships doesn't make sense. Sure, a RD-51 has the same thrust as 3 D-30S engines while only using 7/12 as much fuel But the thing is, an RD-51 and the hull part needed to hold it weigh a combined ~800t, whereas the 3 D-30S with hull only weigh ~120t. So let's say you have a ship that has a base weight of 2000t and you want it to be fast. If you add 2 RD-51s you are almost doubling the weight of the ship. Sure, those engines are almost twice as efficient, but that won't help you because your weight doubled. To get the same amount of thrust, you could simply add 6 D-30S. Your fuel efficiency will be approx. the same as with the RD-51s. But since your ship is only half as heavy, it will have twice the thrust/weight ratio, i.e. be much much faster. To get roughly the same speed, you actually only need ~3-4 D-30S. And 3-4 D-30S use the same amount of fuel (and less energy) as a RD-51s. Additionally, once you increased the weight of your ship by adding RD-51s, all your thrusters etc. have a lower effect too, so you kind of need to use RD-59 thrusters, further increasing the weight of your ship which in turn also reduces the effect of you vertical thrusters etc. If you are aiming for high speeds or thrust to weight ratios, don't use RD-51s at all. If you are aiming for low-medium (up to ~250 km/h or t/w ratios up to ~3) speeds, use them if you value fuel efficiency/range (over e.g. a low radar profile and lateral maneuverability). Combinations of e.g. a single RD-51 and a couple of D-30Ss are also valid in this case. If you are a aiming for Sevastapol-level (up to ~150 km/h or t/w ratios up to ~2) speeds, full RD-51s with RD-59 maneuvering-thrusters are 100% the way to go.
@Trifler500
@Trifler500 2 года назад
@@jannese7392 Yeah. I got 181 speed on the Sevastopol. I could do better if I didn't set it up for fighting.
@jannese7392
@jannese7392 2 года назад
I looked at the "Engine Details" guide and I think I understand where the whole "weird factor" comes from: The mass of an RD-51 was incorrectly assumed to be 200t, when it's actually closer to 800t, because you have to factor in the hull part for the engine as well. I redid the calculations myself and the math checks out. My results are always slightly off, but I assume that that's due to rounding errors and the factor by which I'm off is always very similar. To minimize rounding errors, I tried adding 2 RD-51s to the Sevastapol and compared the result to 4 D-30S, rather than just a single one. The formulas I used are: (v is speed, c is consumption, 3600 is hours->seconds, tpw is thrust/weight, fps is fuel per second, using the units used in game) speed: v = 90km/h * tpw consumption: c = (1000km / v) * 3600 * fps note that the speed formula used by the game ignores gravity and uses linear air resistance (in reality, air resistance is cubic) If you are interested, here are my calculations: docs.google.com/spreadsheets/d/1WutJ9KDCeCVq5FP04IxY32RWO-k8wwwfNNRqA4EmDck/edit?usp=sharing Note: Don't use only these calculations to determine whether you should use RD51s or D-30Ss, as RD51s look better on paper than they are in reality, as they increase your ship weight and therefore, with the same amount of gimballed thrusters, increase your inertia, thus reducing your lateral mobility and increasing your radar profile etc.
@s.sradon9782
@s.sradon9782 5 месяцев назад
I like phosphor's builds a lot more than capt. beans bc his are not a liability outside the combat screen.
@Phrosphor
@Phrosphor 5 месяцев назад
Thanks, mine tend to be a bit ugly though I really like my capships in the latest campaign.
@bigotedbill1546
@bigotedbill1546 2 года назад
Name idea for the carrier, the lucky lama maybe? for the missile carrier something like Taranis which I think is Celtic for thunder, might be lame might be good
@Phrosphor
@Phrosphor 2 года назад
Nice names Bill! I have added them into the pot.
@Irondrone4
@Irondrone4 2 года назад
Maybe the Longneck (carrier) and the Hunchback (missile boat)?
@Phrosphor
@Phrosphor 2 года назад
Good names! Thanks for the suggestions!
@TheReaper569
@TheReaper569 2 года назад
İ finished a campaign and i have 65k bonus money. For my next playthrough i will try to build most efficient fleet i can think of. The issue is is it more efficient to have a flagship with carrier modules or a flagship plus a carrier. One issue is that i want my flagship not for combat, it wont enter combat no matter what but i do want anti air defence for incoming missiles in case i screw up as last defence. İ have the same question for flagship with lots of cruise missiles or flagship plus a missile carrier
@TheReaper569
@TheReaper569 2 года назад
Efficiency is fuel and money. Not combat these ships, missile carrier, flagship and aircraft carrier will never enter direct combat
@TheReaper569
@TheReaper569 2 года назад
İ have seem some ridiculous designs for flagships, like a lot of them. All of them fall victim to "trying to do too much" Funny thing is the game doesn't take into account fuel weight. As fuel goes down your ships should go faster but it isn't. This makes shorter jumps and movement more efficient while the latter realistic version makes longer trips more efficient.
@Phrosphor
@Phrosphor 2 года назад
I think having a carrier flagship is efficient, but you need to be able to keep it out of danger or it's going to go down fast. Also congrats on completing your campaign! It's quite an achievement!
@Phrosphor
@Phrosphor 2 года назад
For efficiency you want to go with RD-51's, but only if your ship is big, like over 8000tons big.
@Phrosphor
@Phrosphor 2 года назад
Yeah feature creep is the anathema to good ship design. It's something I really struggle with.
@AzuraFurheroftheIRI
@AzuraFurheroftheIRI 2 года назад
General rule of thump, if a ship is 8000+ tons large engines start to become more efficient. Large engines (Mainly fixed ones) also can better in small ships if space starts to be an issue, and small engines would start bulking out the hull. (Project 12 I sent you is an example of this). Also found that normal legs are good upto about somewhere in the high 7000-7900 before starting to take damage from weight when landing (At least in my testing, and that may be from how I distribute the weight of my ships). Regarding distribution the weight, I need to preface this with this is NOT from a "midmax" standpoint, but a "this is dangerous to ship health" stand point. Your Paladin refit had this same issue but could get away with it due to low weight. It is less that your legs weren't strong enough, and more they were too vertical for the weight strain. Highfleet models shock absorption and amplification when it comes to landing, the more vertical you make the landing gear the more the lower legs will have to take of the hull weight downward force in addition to ground upward force, in simple terms you turn the legs from shock Absorbers into shock Amplifiers shattering the lower legs between the combined weight since the inner gear no longer acts like a spring. Light ships don't really care about this, but by the weight of your support ship it really does matter.
@Phrosphor
@Phrosphor 2 года назад
Yeah I like my aesthetic 'Crab Legs' too much and I need to start using 90 degree angles a lot more. Thanks for the write up on the weight to efficiency relationship between engine sizes. It's hard to see the difference when you are near the breakpoint between the two.
@danielefabbro822
@danielefabbro822 Год назад
True is that carriers are not frontline units, so having nor armor than main guns is a issue. But the point of having a carrier is exactly have fighters and bombers that can hit the target before this is able to track the carrier. I that sense there must be a sort of balance between planes carried, speed and dimensions of the ship. A carrier should be big enough to carry enough planes to make enough damage to destroy enemy ships. Fast enough to sneak between enemy patrols and the right size to not being easily tracked. I think that in this game carriers can not exceed the dimensions of frigates, not even match cruisers sizes like Sevastopol. At that size carriers would be too heavy and slow for their task. If smaller instead, of the size of corvettes, it's kinda pointless have something like that. It gives no real options, especially considering that if you lost planes, you must go in the nearest city with special parts to buy others. So it will stop your activities on the area. Instead, I think it must have some kind of flexibility in terms of operability and capabilities.
@CounterfeitDuck
@CounterfeitDuck 2 года назад
I can't remember did elevation block turret arcs before?
@Phrosphor
@Phrosphor 2 года назад
Large fuel tanks have always blocked turrets, elevation let you get 'over' them.
@CounterfeitDuck
@CounterfeitDuck 2 года назад
@@Phrosphor I know. I loaded Paladin in shipworks and noticed that elevated ammorack in center blocks 37mm. Was that the case in pre 1.14?
@Phrosphor
@Phrosphor 2 года назад
@@CounterfeitDuck oh no, that was added in 1.14
@CounterfeitDuck
@CounterfeitDuck 2 года назад
@@Phrosphor Sound like it ruined some planned build.
@Trifler500
@Trifler500 2 года назад
I submitted to your e-mail since I don't use reddit,
@Phrosphor
@Phrosphor 2 года назад
Got them! I will go through all the submissions that missed a video once we kick off.
@5volt793
@5volt793 2 дня назад
Dog is barking because she knows you're designing a tasty bone in there.
@paulovictor9158
@paulovictor9158 2 года назад
Name to the ship: "The Lame Horse"
@Phrosphor
@Phrosphor 2 года назад
That's two horse related name suggestions on this one!
@victorgong5366
@victorgong5366 2 года назад
when I'm watching this video it has 69 likes I really want to like this video but don't want to ruin it
@VanguardDetonados
@VanguardDetonados 2 года назад
700 vs 2000T, i think the bigger engines are more worth when the 1300T difference in weight is not relevant, if it is the smaller engines are the winner
@Phrosphor
@Phrosphor 2 года назад
That's a good point. When the ship isn't going to be engaged in front-line combat these things are less important. It's all about efficiency - fuel and cost. One thing I would say is thruster, armor and fuel weights have changed since I made these ships, though not dramatically. Smaller ships were affected more (my Audacities suddenly had barely enough fuel for 20 seconds of combat).
@hasamanda3687
@hasamanda3687 Год назад
so i understand in your initial comparison of the small D30s engines and the larger fixed thruster. something people forget to take into account is the large thruster is 3x the mass of the small thruster so while you get better speed and fuel efficiency with the D30s's once you start adding tonnage it actually comes out worse overall compared to large thrusters. larger thrusters carry large amounts of weight more efficiently than small thrusters do. let my give you an example if the D30s's are carrying 750 tons as their own weight if you add 750 tons it will reduce performance approximately 50% with the large engines you need to add 3000 tons before you lose 50% efficiency. so i see a lot of people just using D30s's when they should be using the larger thrusters on certain ships. obviously if you only have the intention of building a small ship this example doesnt apply because the efficiency threshold isnt reached making the D30s a better choice
@Phrosphor
@Phrosphor Год назад
One of the issues with this video is the game has changed significantly since I built these ships and the numbers are quite different now. You make some great points, thank you for taking the time to write them up.
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