The G0dz Torpedo Shipyard

    What type of torpedoes would you like to see next?

    • a torpedo aimed for the bridge that can kill a bridge crew

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    There is a lot of fun to be had with warheads and I've been researching them as well as launch methods for them for several years. Unfortunately, they are grossly under-powered. Having to rely on the speed/clipping effect causes a level of unreliability that can cost you a battle. Not to mention; larger weapons are much easier to hit. I'm going to wait on Schine before doing any more damage testing. Until they work on this, all I can do is make more launch options.


    Do you get the "bouncing" or "kissing" effect when they get close to a target?


    My "Scatter-Pack-4" MIRV missile can be launched from a bay or an external pylon. ... And yes; it IS guided. Miniaturizing technology is what I do best in this game.;)

    While the revolver method would be cool, a more practical method would be an upscaled version of my 25X and 100X launchers. For the most part, my primary focus has been weapon ammo capacity. In a launcher the size of my 100x, I can fit 18 MIRVs. I also have plans for planetary anti-ship missile silos.
    The bouncing effect happens rarely, but when it does, not much damage happens, sadly. For your anti-ship salvos, what if you included one of my torpedoes? that would save you a ton of work, plus it would be considered working together. I have to go now, see you in two weeks.
     

    Endal

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    yawns
    Huh? A torpedo thread? Hmm...
    scrolls through
    Oh god, what a mess.

    Let me clarify some essential things about torpedoes.
    First, adding more warheads does increase the damage done and their blast radius. However, due to the way they work, it is the least efficient way to increase the damage of warheads. Seriously, after around 3m^3 the bang per block severely, severely reduces. The optimal shape of a torpedo is 1x1xXm, anything fatter and the chances of it penetrating will drop below combat optimal.
    This is what you should be aiming for.


    Second, 200m/s at 1km? seriously? that is awfully slow for a torpedo. Anything less than 500m/s will lose out horribly in penetration. You'd want atleast 1000m/s to achieve more than 10m of penetration. Even if you have a 100x100 warhead on a 200m/s torpedo, it will only scratch armour. Most competent PVP designs, hell even decorational designs have more than 1 layer of advanced armour. Infact, I have seen a ship with 5m of armour. Five. Take that out.

    Third, AI ship guidance is shit. The way you are doing it, the torpedo will actually try to stop itself within the cannon's range because it is programmed to strafe at maximum distance. Thus, when you place thrusters to increase the max speed (figured that out?), the AI will grind the torpedo to a halt at the cannon's range, so you'd have an orbiting torpedo. Not quite the torpedo with
    quality (is) unmatched anywhere
    .

    Lastly. "Making the best torpedoes since 2016"... you have a lot of room for improvement. I am not trying to diss you since it seems you are very new to this field, but I advise you not to get so optimistic over some 5m^3 holes in hull. If you really do want to "promise quality torpedoes for the best prices", consider doing more research and development on the best designs for torpedoes. Remember this, a torpedo not only has to be powerful, it needs to do so in the most reliable, compact, and fool-proof way.
     
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    yawns
    Huh? A torpedo thread? Hmm...
    scrolls through
    Oh god, what a mess.

    Let me clarify some essential things about torpedoes.
    First, adding more warheads does increase the damage done and their blast radius. However, due to the way they work, it is the least efficient way to increase the damage of warheads. Seriously, after around 3m^3 the bang per block severely, severely reduces. The optimal shape of a torpedo is 1x1xXm, anything fatter and the chances of it penetrating will drop below combat optimal.
    This is what you should be aiming for.


    Second, 200m/s at 1km? seriously? that is awfully slow for a torpedo. Anything less than 500m/s will lose out horribly in penetration. You'd want atleast 1000m/s to achieve more than 10m of penetration. Even if you have a 100x100 warhead on a 200m/s torpedo, it will only scratch armour. Most competent PVP designs, hell even decorational designs have more than 1 layer of advanced armour. Infact, I have seen a ship with 5m of armour. Five. Take that out.

    Third, AI ship guidance is shit. The way you are doing it, the torpedo will actually try to stop itself within the cannon's range because it is programmed to strafe at maximum distance. Thus, when you place thrusters to increase the max speed (figured that out?), the AI will grind the torpedo to a halt at the cannon's range, so you'd have an orbiting torpedo. Not quite the torpedo with .

    Lastly. "Making the best torpedoes since 2016"... you have a lot of room for improvement. I am not trying to diss you since it seems you are very new to this field, but I advise you not to get so optimistic over some 5m^3 holes in hull. If you really do want to "promise quality torpedoes for the best prices", consider doing more research and development on the best designs for torpedoes. Remember this, a torpedo not only has to be powerful, it needs to do so in the most reliable, compact, and fool-proof way.
    1) the push modules drive the torpedo into the target, so it cant strafe. 2) the speed of the torpedo is limited. It is based off of the amount of thrusters aboard, so it can't go 1000 m/s especially if my max server speed is 300. 3) the torpedo is HUGE. even with the vast number of push modules on board, it still accelerates at ~50m/s^2 and tops out at 90% server speed. The optimal range for firing one depends on server speed. For me, the speed is 300 so i only need to launch it from ~700m away. For a server with 500 max speed, ~1000-1200 meters is needed. Again, I really need to go now, cya in 2 weeks.
     

    Dr. Whammy

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    You've undoubtedly opened a can of worms that will continue while you're away. Have fun on your vacation and take care.
    [DOUBLEPOST=1466945891,1466945255][/DOUBLEPOST]
    yawns
    Huh? A torpedo thread? Hmm...
    scrolls through
    Oh god, what a mess.

    Let me clarify some essential things about torpedoes.
    First, adding more warheads does increase the damage done and their blast radius. However, due to the way they work, it is the least efficient way to increase the damage of warheads. Seriously, after around 3m^3 the bang per block severely, severely reduces. The optimal shape of a torpedo is 1x1xXm, anything fatter and the chances of it penetrating will drop below combat optimal.
    This is what you should be aiming for.


    Second, 200m/s at 1km? seriously? that is awfully slow for a torpedo. Anything less than 500m/s will lose out horribly in penetration. You'd want atleast 1000m/s to achieve more than 10m of penetration. Even if you have a 100x100 warhead on a 200m/s torpedo, it will only scratch armour. Most competent PVP designs, hell even decorational designs have more than 1 layer of advanced armour. Infact, I have seen a ship with 5m of armour. Five. Take that out.

    Third, AI ship guidance is shit. The way you are doing it, the torpedo will actually try to stop itself within the cannon's range because it is programmed to strafe at maximum distance. Thus, when you place thrusters to increase the max speed (figured that out?), the AI will grind the torpedo to a halt at the cannon's range, so you'd have an orbiting torpedo. Not quite the torpedo with .

    Lastly. "Making the best torpedoes since 2016"... you have a lot of room for improvement. I am not trying to diss you since it seems you are very new to this field, but I advise you not to get so optimistic over some 5m^3 holes in hull. If you really do want to "promise quality torpedoes for the best prices", consider doing more research and development on the best designs for torpedoes. Remember this, a torpedo not only has to be powerful, it needs to do so in the most reliable, compact, and fool-proof way.
    Most of this is correct. The only flaw I see is the fact that virtually all PVP torpedoes require the use of the speed/clipping exploit to be effective. This capability will eventually go away when the devs optimize collisions and rebalance warhead damage.
    FireG0dz' method uses both raw damage (much of which may be wasted due to current game mechanics) and the speed/clipping exploit.

    With that said; buffing the damage to 500,000 and radius to 25 meters (block behavior config) while not using the exploit yielded some nice results...
    Only time will tell what the finished product will allow, with regard to warhead effectiveness.
     

    Endal

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    1) the push modules drive the torpedo into the target, so it cant strafe. 2) the speed of the torpedo is limited. It is based off of the amount of thrusters aboard, so it can't go 1000 m/s especially if my max server speed is 300. 3) the torpedo is HUGE. even with the vast number of push modules on board, it still accelerates at ~50m/s^2 and tops out at 90% server speed. The optimal range for firing one depends on server speed. For me, the speed is 300 so i only need to launch it from ~700m away. For a server with 500 max speed, ~1000-1200 meters is needed. Again, I really need to go now, cya in 2 weeks.
    Please number your responses according to the points...
    1. Are you sure? Basic field testing has shown that a sufficient amount of thrusters to gain 2.5T:M will allow the AI to stop the torpedo faster than the push effect can push, sufficient amount of push to keep the torpedo going means that the T:M is less than 2.5. Unless you upload a video on it working, I am confident it does not work.

    2.Then increase the max server speed! Most servers have atleast 450m/s non-ovrd max speed, and 300 is still horridly slow.

    3.Uh, No. You should set a minimum operating speed for your torpedo, then work on the acceleration, not the other way around. Also, HUGE torpedoes are HUGE targets.
     
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    Please number your responses according to the points...
    1. Are you sure? Basic field testing has shown that a sufficient amount of thrusters to gain 2.5T:M will allow the AI to stop the torpedo faster than the push effect can push, sufficient amount of push to keep the torpedo going means that the T:M is less than 2.5. Unless you upload a video on it working, I am confident it does not work.

    2.Then increase the max server speed! Most servers have atleast 450m/s non-ovrd max speed, and 300 is still horridly slow.

    3.Uh, No. You should set a minimum operating speed for your torpedo, then work on the acceleration, not the other way around. Also, HUGE torpedoes are HUGE targets.
    hi guys, im typing this from my phone (dont worry im not driving) 1) yes im sure, as you know i cant get that proof. 2) again, yeah 3) I know. Thats a risk with all torpedoes, but more ships than others dont have turrets on their belly, so it wont get shot down Also) the creation of the Mk137 happened because JTJ wanted a huge torpedo that was really effective.
     

    Endal

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    You've undoubtedly opened a can of worms that will continue while you're away. Have fun on your vacation and take care.
    [DOUBLEPOST=1466945891,1466945255][/DOUBLEPOST]
    Most of this is correct. The only flaw I see is the fact that virtually all PVP torpedoes require the use of the speed/clipping exploit to be effective. This capability will eventually go away when the devs optimize collisions and rebalance warhead damage.
    FireG0dz' method uses both raw damage (much of which may be wasted due to current game mechanics) and the speed/clipping exploit.

    With that said; buffing the damage to 500,000 and radius to 25 meters (block behavior config) while not using the exploit yielded some nice results...
    Only time will tell what the finished product will allow, with regard to warhead effectiveness.
    I'd agree that speed clipping is a very unstable platform to work on, but it is far more efficient than spamming warheads, absolutely. Also, I'd rather not modify the config too much and let Schine to decide the warhead, I am not one to "balance" things.
     
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    Schine should make it so torpedoes can kinetically push through some armor before detonating. That would be cool, and effective.
     

    Endal

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    hi guys, im typing this from my phone (dont worry im not driving) 1) yes im sure, as you know i cant get that proof. 2) again, yeah 3) I know. Thats a risk with all torpedoes, but more ships than others dont have turrets on their belly, so it wont get shot down Also) the creation of the Mk137 happened because JTJ wanted a huge torpedo that was really effective.
    Optimal quality ensures that the torpedo can perform unhindered, even in adverse conditions.
     

    Endal

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    Well, if a torpedo is going to do a decent amount of damage, it needs to be big
    No. My torpedoes are atleast half as big as the Mk137, but do atleast 5x more damage, even more comparing with armour.
     

    Endal

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    Why, and can we see that in comparison to the ship?
    Why? Because showing the world an extremely powerful weapon is foolish. I think the damage speaks for itself, I'll see to getting additional angles tomorrow.
     
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    Don't ever, ever use a cannon for torpedo guidance. Use a damage pulse, it'll drive the vessel to within 20 meters of the target's hull. Then a small push effect can easily take the target out, accurately.

    That said, I'm working on ultra-simplistic torpedoes to use in battle. All I have on a torpedo is: 1 power generator, one thruster, damage pulse comp and mod, core, rail docker, faction mod, warhead, bobby AI. That's it. It'll hit the target 9 times out of ten (Accelerates to ridiculous speed, as it's T/M is insane, can't slow down). Even if it doesn't, the movements of the target vessel will often slam the torpedo into the target, even if the torpedo pulls an AI thrust-glitch maneuver (Where it just sheds all velocity instantly, without regard for T/M ratios) and starts damage-pulsing the target.

    Oh, and this is a videogame, not a modern military arms race. Therefore, I have no problem telling people about my torpedo design. It's probably not the best (I have to admit, I think Dr. Whammy takes the cake on that one. 100x launchers and MIRVs....really.) but it appears, with admittedly limited testing, to hit often and deals damage. Without a speed glitch. Using a minimum of materials. You can use one hundred thousand of these for less than it costs to build a titan big enough to survive the rain of torpedoes.
     
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    Don't ever, ever use a cannon for torpedo guidance. Use a damage pulse, it'll drive the vessel to within 20 meters of the target's hull. Then a small push effect can easily take the target out, accurately.

    That said, I'm working on ultra-simplistic torpedoes to use in battle. All I have on a torpedo is: 1 power generator, one thruster, damage pulse comp and mod, core, rail docker, faction mod, warhead, bobby AI. That's it. It'll hit the target 9 times out of ten (Accelerates to ridiculous speed, as it's T/M is insane, can't slow down). Even if it doesn't, the movements of the target vessel will often slam the torpedo into the target, even if the torpedo pulls an AI thrust-glitch maneuver (Where it just sheds all velocity instantly, without regard for T/M ratios) and starts damage-pulsing the target.

    Oh, and this is a videogame, not a modern military arms race. Therefore, I have no problem telling people about my torpedo design. It's probably not the best (I have to admit, I think Dr. Whammy takes the cake on that one. 100x launchers and MIRVs....really.) but it appears, with admittedly limited testing, to hit often and deals damage. Without a speed glitch. Using a minimum of materials. You can use one hundred thousand of these for less than it costs to build a titan big enough to survive the rain of torpedoes.
    May I ask why we can't use cannons? It doesn't seem to make a difference, all it does is make it look at the target, in which a cannon and a damage pulse would do the same. Two: Whammy is amazing... At building launchers. His launchers are probably the best out there. But... His torpedoes are the simplest available. I'm pretty sure the only reason LtFiere can't show the torpedoes is because they take advantage of a bug that not many people know about, and Schine doesn't want more people finding it out. If it's not a big deal, why don't you show us then?
     
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    Damage pulse, as I said, makes the AI get FAR CLOSER to the target. DP has a small range, so a torpedo guided by DP does most of the hard work for you---it'll use its 2.5 T/M ratio to get within 20 meters (Depending on sector size, of course) of a target, instead of several kilometers away (Again depending on sector sizes, but still.)

    That's why use a damage pulse, not a cannon. If you're going to use a torpedo, it needs to travel fast. A push-pulse used to move a torpedo in from 2 kilometers (1x default sector size, which, I believe, is the max range of an unaugmented cannon) is far too slow. A push-pulse (OPTIONAL, EVEN!!!!) moving a torpedo in from less than 20 meters, though...Especially after the torpedo's used a 2.5 T/M to get up to the target, DP gives you a FAR more effective torpedo. Less likely to get shot down, less likely to arrive late (After your flimsy torpedo bomber has already been destroyed), and far more likely to kill (No dodging).
     
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    Damage pulse, as I said, makes the AI get FAR CLOSER to the target. DP has a small range, so a torpedo guided by DP does most of the hard work for you---it'll use its 2.5 T/M ratio to get within 20 meters (Depending on sector size, of course) of a target, instead of several kilometers away (Again depending on sector sizes, but still.)

    That's why use a damage pulse, not a cannon. If you're going to use a torpedo, it needs to travel fast. A push-pulse used to move a torpedo in from 2 kilometers (1x default sector size, which, I believe, is the max range of an unaugmented cannon) is far too slow. A push-pulse (OPTIONAL, EVEN!!!!) moving a torpedo in from less than 20 meters, though...Especially after the torpedo's used a 2.5 T/M to get up to the target, DP gives you a FAR more effective torpedo. Less likely to get shot down, less likely to arrive late (After your flimsy torpedo bomber has already been destroyed), and far more likely to kill (No dodging).
    See, that's what I asked for. An explanation. I didn't disagree with you, I was asking why. I'm on vacation, so I won't be able to edit them for two weeks. Thanks for explaining
     
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    Don't ever, ever use a cannon for torpedo guidance. Use a damage pulse, it'll drive the vessel to within 20 meters of the target's hull. Then a small push effect can easily take the target out, accurately.
    *snip*
    See? Already mentioned it....in the first post where I explained my torpedoes to you.