It simply stays annoying …
How did you eliminate realistic? making 2 b 4s before crafting something out of the wood in order to use it more efficiently is unrealistic then?
It simply stays annoying …
How did you eliminate realistic? making 2 b 4s before crafting something out of the wood in order to use it more efficiently is unrealistic then?
Do we have any means to spread power from generator to say a minifridge?
Like cables?
Jumper cables should do the job. I am unsure however how they exactly do transfer energy.
You can try experimenting with these.
Maybe someone else who has experience with these can give an explanation on how they actually work… i think i have alreadys seen one and forgoten.
I answered the power transfer questions s few pages back
IIRC the way jumper cables currently work is that if the first vehicle is totally charged but is still generating energy, then the second vehicle gets that energy instead of the first.
Also works when draining vehicle has no power and the other vehicle has some.
Hrm. How do I level Handguns and Marksmanship? I’ve been using my ridiculous stash of 9mm ammo and a heavily modded Glock 19, but both my Handguns and Marksmanship are stuck at 3 (where I got them to with books)
So far, shooting Zombies isn’t working, neither at close nor at long range
As I recall, you need to use a more accurate handgun to level up your handgun skills. Marksmanship is the same, but you can use different types of long-range weapons for it.
Is there any long range teleporter / fast travel mechanic, either already implemented/modded in or planned?
EDIT: that is not one of the two teleport commands in the debug menu, that is.
Planned, but not implemented yet.
The biggest problem is probably the fact that it would be either very unsafe (ignored mines and monsters) or annoying to deal with (“a dog 50 tiles from you, do you want to continue” and the same prompt 5 steps later). So it requires a better safety test than the current one.
(Know this been asked before, but…)
So could someone explain the amount of power gained by different solarcells during different seasons/timesofday/weather conditions?
And also with alternators?
(This could be a REALLY good sticky-topic to avoid beign asked often.)
The math is painful to do and requires sauce divin’ but Coolthulhu waved the tentacles on enlightenment at us a few pages ago. o3o
Is it possible to repair ammunition, and if so, how?
Is there any real point to using powered armor? My latest travels found me a Heavy Power Armor, completing my HPA-HPA Helmet-Hauling Frame-PA Interface II combo.
Except it’s got a hilarious amount of encumberance, less load capacity than my Survivor loadout, and I’m barely able to stay even on the power with Joint Torsion Ratched and Solar Cell (though Metabolic Interchange means I can refill power in extremis).
What are the main selling points?
Sheer toughness, and I think it also has climate control while active.
The “best” way i ever used pa was smacking a tank to death with the same.
I really should test out power armor someday.
I typically start using a PA first time diving into a cold lab. Before hand I don’t bother due to the hassle of keeping it powered and switching out all the gear. Afterwards I tend to keep it on.
Further downsides:
Cannot wear a holster (Why the hell can’t I strap a holster to my power armor?!)
Cannot wear a Survivor Utility Belt (come on, if I can craft gear that fits mutated anatomy, why can I not let the belt out a bit so it can fit around the fat power armored waist?)
Doesn’t even carry its own weight when activated (boo hiss).
The comparatively superlative armor is not worth it.
It really does seem to have only limited uses. The protection is absurdly high though. I now remember something about a monster named Flaming Eye? They’re supposedly extremely dangerous and can snipe you before you even see them. So maybe try power armor when taking down a Flaming Eye.
Power armor doesn’t really have a single good selling point. It’s just a very specialized and difficult item. It can keep you really warm even when powered off, and provide even more extreme protection when powered on. Definitely for ice lab diving, maybe for dancing on lava, for investigating toxic dump sites, or for fighting hulks unarmed. Consider using it unpowered for as long as possible, and not powering it up until really necessary.
The flaw here might hide in expectations. Traditionally power armor has been the pinnacle of all armor but in CDDA it is a heavy, energy-hungry, unwieldy item… And it was designed to be like that by the author (who ever that might be). The thinking might be that the joints might be vulnerable to loose straps, as they might clog/block them, which would make it unwise to carry any traditional bag or a gun. The question then becomes if power armor really is a good piece of equipment if it comes with such vulnerability. Or perhaps if the real flaw is that no one has designed any power-armor-compatible load-bearing equipment (bags) to go with it. It might exist in the game, it might not, I wouldn’t know.
Do tell me the results of being smacked by a hulk while wearing a power armor. I’m not willing to find out on my own. Might just get that fast travel to the next town that was being talked about…