Hell yeah! How can we not be curious what kinda Feedback we'll get? Myself among them, even as i'm trying like hell to be patient knowing full well the Devs have a lot to do & they NEED time to get tht done before part complete stuff can be returned to in order to flesh out more.
I am willing to do combat testing, but that would take me some time and would be done in small chunks. The first problem is how to do an appropriate setup. First, I suppose I would want to prove everyone had a tank? "A tank is an armoured vehicle designed for front-line combat, with heavy firepower, strong armour, tracks and a powerful engine providing good battlefield maneuverability." - Wikipedia Well, by that definition, we are all disqualified since none of our tanks have "tracks". Now there was one that had the illusion of being a tracked vehicle (@rucky ), so maybe that one qualifies? Even though it is actually a hover tank like the rest of ours. They were all armoured. The quality and quantity of that armor might vary, but I don't recall any without any armor. Someone might correct me on that.... Heavy firepower. What defines heavy firepower? That could be relative. I was thinking of creating a course (of sorts) that included one of those defense towers with only a single turret. I gather I can turn "ai on" in a creative game. Haven't tried that yet. But I was thinking it might be nice to have a couple drones too at some location in the early part of the course if that can arranged somehow. I could be wrong, but I think all the tanks should be able to clear those sorts of challenges. But if I were to figure out how to get such a course to work in creative, I admit that I would be sorely tempted to destroy every tank, making the challenge tougher as one progresses until no lone tank should survive. I have never tried to do any of this, so I am not sure I can make such a thing. And if I did pull this off, how would I even properly report on the results? I was thinking the very first "stop" on such a course would be just a general target range of some sort, both for a quick demonstration of their firepower as well as to learn how I might handle the tank as the driver before trying to take on stuff that should shoot back. Thinking of that, I am probably a rather novice tank driver in this game. Any suggestions on tactics might be appreciated. Just because I have taken on the fortresses I have found thus far with my little Cassowary does not make me a good tank driver. For firepower, I would place my Cassowary weaker than most and stronger than a few tanks in the challenge. But back to my point, just because I have succeeded does not make me a good tank driver, so tips and suggestions would be appreciated. As I wrote the above, this is sounding a lot of time consuming work. Of course, once a course is put together it might be possible to use in the future, or easier to put together again. Still, perhaps I should just stick to testing HV tanks with the ramp and boost meter I drafted up, though part of me really wants to destroy a few tanks--while driving them against terrible odds.
Meh, I currently call something a "Hover Tank" if it has a TankArtillery Turret & optionally a bit more Firepower, & "Hover War Tank" if it's at least big & packs both a TankArtillery Turret & a good amount of additional Firepower. 21st Century Definition is obsolete in the 24th Century.
Did a little driving with 1 - 8. No combat related test drives because I don't have a setup for that yet. This is my fifth video on YouTube and first I actually used a microphone. So I am no professional. I drove entries 1 - 8 up my custom ramp as far as they would go and tested several with boosters....
Interesting results so far. +1 Would be interesting, is there a difference if you don't have already speed up at the ramp but had stopped there and then tried to climb up?
if there's a interest I could put up a small scenario with some simple test cases Hovers/SVs/CVs can compete against? (nothing special, only a few POIs on Planet and Space you can test your Skills and your Vessel against) It's actual part of my Coop-Scenario which will be mostly like that ;-) But first I would have to remove the additional stuff...
@dpburke2 nicely done. For durability and fire power i would: 1. Durability - Same POI, alien spawned. GM IV and then instant spawn each tank at the exact same spot. See how long it takes before being destroyed. 2. unarmed alien POI. Spawned at the same distance/spot with each tank fully loaded and see how long tank takes to destroy POI
One way to test is to let submitted tanks fight each other (1v1), how long it takes a tank to damage another enough, as take out core/piloting/power/weapons/movement (with functioning turrets then could still take out the opponent).
For that you'd need a control tank to keep testing even across the board. For instance use Tier 6b as the control (Thanatos on the workshop I believe).
@dpburke2 Loved the vids and I'm "patiently" waiting for the next ones. Oh, and the one tank you had a hard time seeing out of . . . you should have used the cockpit on the second floor. LOL
I didn't say it in the video, but I had that thought. However, I was already driving up the ramp by that point. Not the best place to stop and switch seats. Yesterday I was busy until late. Didn't get home until after midnight. Tonight looks like another no go for any videos. We'll see. Maybe tomorrow if I cannot get any tonight?
Got the part of the first Vid watched starring me! I'm honored that my Creation was the one most excited to test first! I make it a habit to Redundancy Parts including but not limited to Ventilators cause I always wanna be able to afford to lose some parts & still be able to keep on kickin. I'm unsure how it'll pan out in regards to stuff like O2 Compression however... never yet gotten a chance to test this... To be fair I figured no one Camps on the tops of Mountains so ability to climb normal hills was good enough, & I never planned around trying to build a Tank that could Olympics style High Jump. I mostly use Hover Boosters for trying to jump back onto Water Surface in case of getting swamped... but apparently that's not gonna happen with the RV... whoops, that part of the build could potentially be called a 'missed spot'. Ok, with that off my chest, now onwards to watching the rest of the Vid, then the 2nd one. Edit: Oh, also meant to mention the fist time...: P.S. Ya aren't supposed to leave the Ramps out when driving around silly. Long standing bug, when stuff with Ramps are Factory Spawned in, the Ramps are bugged & Spawn In already extended erroneously & have to be fixed. No one in their right mind builds something with Ramps intending the Ramps to stay stuck out during movement. Any Ramp being built in intended to stay stuck out would use Ramp Top & Bottom Hull Blocks instead of the Ramp Device.
I wasn't dodging bullets, artillery shells, plasma blasts, or anything like that, so I wasn't worried about that. I just wanted to drive.
Thanks for the testing! I'd suggest a different test for the hover boosters that could also be applied to vessels without them: are they sufficient to pull it out after being submerged? Basically hit a large body of water at full speed, submerge and then get out using the hover boosters and some wiggling. For instance my Scarab that completely lacks hover boosters can simply reverse out of the water. Many lighter builds can probably do that aswell.
Thanks, was waiting for this one. I'm in that group (The Antagonizer). I actually added 2 Boosters and I could only get 3 lights. LOL I couldn't get it to climb the vertical wall cause I have too much tail. ¯\_(ツ)_/¯ and probably to long in the nose as well.
So not sure what is going on since I just checked my blueprint and things are auto arranged in the menu and I have a motion sensor for all doors. I did a re-upload to see if the problem is resolved or perhaps I posted the wrong one... how embarrassing! I did make one change before posting, I put in two cockpits in the cradles to prevent future confusion with the passenger seat. Sorry about that @dpburke2