PoliticalAlternative

u/PoliticalAlternative


r/SeaPower_NCMA•

As a refresher, the scenario places you in command of a Japanese diesel-electric boat and tasks you with sinking two Soviet submarines, a Kilo and a Victor III.

The two submarines proceed towards your position before splitting up, with the Kilo remaining in the area and the Victor heading west to patrol near Hokkaido.

Sinking the Kilo is pretty trivial, especially once his friend is a good distance away. You can slip into his baffles and one torp should be enough to do him in with little risk to yourself.

The Victor is much tougher prey, when running full out he’s almost as fast as your torpedoes (34kts vs 31kts) and at normal speeds he’s a Victor III specifically, so he’s not to

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r/SeaPower_NCMA•

I’ve noticed that a lot of ships have a number of weapon control and target channels that isn’t in line with their number of radar sets. This is to be expected, since some radars (e.g. 3R41 ‘Volna’ aka Top Dome) can engage multiple targets at once and some ships have other secondary radar sets they can use for guidance, but sometimes it’s not clear where these channels come from. Off the top of my head:

USS Long Beach (the 1980s refit) has ten channel despite having four of her AN/SPG-55B fire control radar sets, each of which should only have a single tracking channel barring some NTU timesharing tomfoolery which doesn’t seem to be modeled. One would expect 4W/4T.

Udaloy-class destroyers

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r/starsector•

I've been going through the website and the wiki looking at what the mod has to offer and there's some stuff that I really like and other stuff I have questions about. For context, I've been really enjoying the Kassadari faction (well, pseudo-faction, since it starts as a standard 'independent' but has unique gear) from Tahlan Shipworks, and the whole vibe of being a weird far-off polity at the edge of the sector which has novel technologies that are different from the ones you see in the core worlds.

Vaults of Knowledge obviously feeds into this feeling the most, since it's about discovering domain-era archeotech. The big questions I have are how other factions interact with the syste

318

r/starsector•

I’m trying to get a missile battleship to act as the fleet anchor/flagship of my midline fleet, which is a mixture between eagles (probably my favorite cruiser for the AI), herons with daggers for strike potential, and gryphons for support.

I’ve tried all dragonfires like the Persean pegasi have and while being able to absolutely vaporize some shitty cruiser with 64,000 damage of laser fire is fun they’re super slow (even with ECCM) and it can only do it a handful of times (and when they run out the Pegasus is just an objectively terrible ship.)

Hydras are the next best thing for delivering a ridiculous softflux strike and have loads of ammo but by their very nature they spread their dam

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r/starsector•

Tips for a certain endgame enemy?

SpoilerDiscussion 📝

I’ve fought every endgame enemy type at least a few times by this point.

Remnants are fine as long as it’s not 4-5 Ordos rocking up at once. Just don’t let them surround you.

The Doritos were surprisingly easy, yeah they’re terrifyingly fast and aggressive and individually probably the toughest enemy in the game but it’s just the two of them.

Dwellers I’ve only fought twice but they seem straightforward enough.

Threat, though… threat scare me. I can do a first strike without terribly much difficulty (cap the points to suppress their numbers as much as possible then push all of my firepower-heavy ships onto the fabricator and destroy it before mopping up) but when there’s two or, god f

2327

r/starsector•

I got the game last week and have been having a blast. Right now I’m working on a fleet that I hope will see me through [REDACTED] fleets and colony crisis attacks.

The core of the fleet will be either two or three Paragons. These are to be backed up by one Aurora (if 3 paragons) or three Auroras (if 2 Paragons.) The ratio of these is variable if you guys think I should do it differently but I really like my (single, for now) paragon and I’ve loved the aurora since I stumbled across a derelict one near a gate while on a ‘scan probe’ mission in the furthest reaches of the sector. I’ll probably pilot one of the auroras myself, though I also like using the paragon. (Side note: is the neural

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r/starfieldmods•

I really don't like being forced to board them and do a mini-dungeon when there's only three bossfight ships in the game as-is. I like the ship combat (even if it's a little simple) and would really prefer there be more of it. Any mods that do that yet?

01

r/crusaderkings3•

An interesting feature of the administrative government type is the ability for the heads of noble houses to retire, give up their political life and live out the rest of their days in peace.

I’ve never been able to take advantage of this feature though, since my liege almost always has “no set retirement” which, despite the name making you think it would simply make retirement optional, prohibits retirement altogether and forces you to serve until you die.

Anybody know of any mods that make it so that you can retire at any age, and simply can’t be **forced** into retirement before the age specified by your liege?

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r/MB2Bannerlord•

This is a little technical but I'm sure somebody here can help me.

Prior to 1.3, having a module that edits troop equipment would create new loadouts for that troop which were added to the available variations - if you created three loadouts for a troop which already had two variations, you'd get six ingame. In order to fix this I, and seemingly many mod creators, just created a new NPCCharacter id and slotted it into spnpccharacters.xml. This created a wholly new unit with the desired traits that took the place of the old one, and while the old one was still in game but was inaccessible.

After 1.3, however, doing this creates a second unit that does not take the place of the original but

11

r/blackops6•

Back when I started playing (7-ish months ago) there was a bug that popped up where my audio would cut out semi-permanently, but randomly come back for a split second at a time every few seconds, completely unplayable. Disabling voice chat would fix it, but obviously meant I can't use voice chat. It fixed itself eventually.

Now it's back, because I guess S4 wasn't buggy enough. Anyone have a fix for this?

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