Nightjar
▲ 103 r/LegoCreative+4 crossposts

Nightjar

Although this experimental autonomous VT gained a nickname of "featherless hen" among the ground crews, its' combat reputation is quite fierce.

In a regular 0.8 - 1G environment Nightjars are unable to sustain prolonged flight - but that is not its purpose. Four main engines and numerous thruster blocks allow this machine to zap around the battlefield on a speeds unreachable for conventional ground vehicles.

It has no armor and rely solely on its' shields, active defense measures and, more importantly - agility. Without a flesh-and-blood pilot it performs maneuvers that would kill most of the conscious species if they were inside.

Its' tactics are subtile: while the bulk of the strike team faces the enemy - Nightjars get behind their lines and strike the most vulnerable parts of the mechas with its coilgun. They get in, bleed out the enemy and get out - the rest is for the main forces to handle.

While it can operate fully autonomous with its onboard AI the complex nature of its' tactics require a living pilot for it to shine. When remotely operated these VTs are the most effective.

Nightjar is too expensive and highly specialized model to be the mainstay of NCM's armed forces, but in some situations it is irreplaceable.

///

Another upload from my Flick page.

Heavily inspired by Nicks works. I built this without any plan really, mostly just playing around with parts.

u/Moist_Value5526 — 2 days ago

Sarissa-class carrier-battlecruiser

Length: 1658 m

Height: 410 m

Width: 483 m

When The Great Insectoid War emerged, Galactic Federation faced severe lacking of modern big battlecruiser/carrier type capital ships that were much needed to the war effort. Existing battlecruisers, such as Brutus-class, although were cheap to build, but also obsolete and was too highly specialized as artillery ships, while light spacecraft played a huge role in combat; dedicated spacecraft carriers also had flaws, being underarmed, underarmored and straight up too small to manage combat without a support group, which is a big issue when whole fleet experience a huge lack of vessels.

So engineers rolled up their sleeves and started to design new multipurpose capital ship class, that would serve roles of both battlecruiser and spacecraft carrier. In its development designers used the experience of their colleagues to the fullest: new vessel featured a hull that partly consisted of large sections - much like in Brutus and a plethora of earlier designed cargo vessels; design team also actively used pre-war battleship projects to reduce the overall cost and fasten the development.

Most difficult part was in creating engines that will provide this behemoth with enough speed and agility. In original project Sarissa ought to be driven by two colossal engines that also feature thrust-vectoring for maneuverability, and although those motors were an engineering marvel, but two of them wasn't enough for certain scenarios, so design team added 4 more engines, much smaller though, that gave Sarissa additional trust and served as back-up engines.

Although this vessel meant to be sort of a blend of battlecruiser and a carrier, it featured solid armament, which would be the envy of any other battleship. It had numerous heavy rapid-firing turbolaser batteries, a plethora lighter plasma cannons, rocket launchers and anti-spacecraft guns and dozens of torpedoes and ballistic missiles, all of which would be more than enough for a ship of its type... But it also mounted 4 artillery pieces originally designed for planetary defense systems that could destroy in one shot vessels of up to a frigate size. Even navy officials rated all this weaponry as a bit overkill for such ship.

Even though many vessels from first production series came into service underarmed and sometimes even lacking four additional engines due to logistic issues, their combat performance was excellent and they swiftly became flagships in many fleets. In conditions where warships often had to operate in very small groups due to a general shortage of vessels, these multi-functional battleships came in very handy, providing both overwhelming firepower and good protection as well as a considerable spacecraft group.

However, it was not without drawbacks: the huge firepower required an incredible amount of energy, just like the engines, and this created a lot of problems. For example, heavy fire from all the guns overheated the reactors very quickly, and if the ship maneuvered at the same time, then overheating could occur in a matter of minutes. Because of this, the captains tried to use weapons quite sparingly, and the four main guns were hardly used at all, with rare exceptions.

Also, despite the high degree of automation of processes on board, there was hardly enough space for supplies and personnel on board - most of the space inside was occupied by weaponry and spacecraft. All this led to the fact that at the beginning of the Sarissa-class operational use the crews either had to constantly replenish their supplies by entering ports or intersecting with supply ships, wasting time, or abandoning part of the ammunition, spacecraft groups or even rescue capsules. Because of this, very often ships of this type were not on long-range combat missions where they were sometimes needed the most.

However, when the situation for the fleet ceased to be so deplorable and the Federation fully established the production of ships in the required quantity, small groups of supply ships were assigned to the Sarissa's, which provided their crews with ammunition, supplies and fuel during long patrols, and during the battle went to the rear, which fully revealed the potential of Sarissa-class.

Despite the fact that until the second half of the war there was no more than one Sarissa in a single fleet, their combat use as flagships was extremely successful. As the fighting took on a larger scale, the Federation fleet received more and more ships of this type, and subsequently they became the basis of the fleet. Even though these ships were expensive to manufacture and repeatedly tried to replace them with newer vessels, Sarissa-class became the most numerous battlecruiser of the entire war.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post more of my previous builds later.

It is Stepola's unpublished build that I tweaked to my taste, mostly by reducing number of artillery points and designing completely new set of engines.

u/Moist_Value5526 — 3 days ago
▲ 337 r/legomoc+2 crossposts

Sarissa-class carrier-battlecruiser

Length: 1658 m

Height: 410 m

Width: 483 m

When The Great Insectoid War emerged, Galactic Federation faced severe lacking of modern big battlecruiser/carrier type capital ships that were much needed to the war effort. Existing battlecruisers, such as Brutus-class, although were cheap to build, but also obsolete and was too highly specialized as artillery ships, while light spacecraft played a huge role in combat; dedicated spacecraft carriers also had flaws, being underarmed, underarmored and straight up too small to manage combat without a support group, which is a big issue when whole fleet experience a huge lack of vessels.

So engineers rolled up their sleeves and started to design new multipurpose capital ship class, that would serve roles of both battlecruiser and spacecraft carrier. In its development designers used the experience of their colleagues to the fullest: new vessel featured a hull that partly consisted of large sections - much like in Brutus and a plethora of earlier designed cargo vessels; design team also actively used pre-war battleship projects to reduce the overall cost and fasten the development.

Most difficult part was in creating engines that will provide this behemoth with enough speed and agility. In original project Sarissa ought to be driven by two colossal engines that also feature thrust-vectoring for maneuverability, and although those motors were an engineering marvel, but two of them wasn't enough for certain scenarios, so design team added 4 more engines, much smaller though, that gave Sarissa additional trust and served as back-up engines.

Although this vessel meant to be sort of a blend of battlecruiser and a carrier, it featured solid armament, which would be the envy of any other battleship. It had numerous heavy rapid-firing turbolaser batteries, a plethora lighter plasma cannons, rocket launchers and anti-spacecraft guns and dozens of torpedoes and ballistic missiles, all of which would be more than enough for a ship of its type... But it also mounted 4 artillery pieces originally designed for planetary defense systems that could destroy in one shot vessels of up to a frigate size. Even navy officials rated all this weaponry as a bit overkill for such ship.

Even though many vessels from first production series came into service underarmed and sometimes even lacking four additional engines due to logistic issues, their combat performance was excellent and they swiftly became flagships in many fleets. In conditions where warships often had to operate in very small groups due to a general shortage of vessels, these multi-functional battleships came in very handy, providing both overwhelming firepower and good protection as well as a considerable spacecraft group.

However, it was not without drawbacks: the huge firepower required an incredible amount of energy, just like the engines, and this created a lot of problems. For example, heavy fire from all the guns overheated the reactors very quickly, and if the ship maneuvered at the same time, then overheating could occur in a matter of minutes. Because of this, the captains tried to use weapons quite sparingly, and the four main guns were hardly used at all, with rare exceptions.

Also, despite the high degree of automation of processes on board, there was hardly enough space for supplies and personnel on board - most of the space inside was occupied by weaponry and spacecraft. All this led to the fact that at the beginning of the Sarissa-class operational use the crews either had to constantly replenish their supplies by entering ports or intersecting with supply ships, wasting time, or abandoning part of the ammunition, spacecraft groups or even rescue capsules. Because of this, very often ships of this type were not on long-range combat missions where they were sometimes needed the most.

However, when the situation for the fleet ceased to be so deplorable and the Federation fully established the production of ships in the required quantity, small groups of supply ships were assigned to the Sarissa's, which provided their crews with ammunition, supplies and fuel during long patrols, and during the battle went to the rear, which fully revealed the potential of Sarissa-class.

Despite the fact that until the second half of the war there was no more than one Sarissa in a single fleet, their combat use as flagships was extremely successful. As the fighting took on a larger scale, the Federation fleet received more and more ships of this type, and subsequently they became the basis of the fleet. Even though these ships were expensive to manufacture and repeatedly tried to replace them with newer vessels, Sarissa-class became the most numerous battlecruiser of the entire war.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post more of my previous builds later.

It is Stepola's unpublished build that I tweaked to my taste, mostly by reducing number of artillery points and designing completely new set of engines.

u/Moist_Value5526 — 3 days ago
▲ 28 r/legomoc

Siege crab

Crab is a superior form not only in nature: turns out it is efficient in combat as well.

Callinectes, nicknamed "siege crab" by NMC personnel, is heavy-armored all-terrain walker with two main purposes.

First - to clear the way of rubble for advancing troops, dig trenches and make other defensive structures.

Second - to provide those troops with artillery fire with its 155mm howitzer.

Six main legs provide substantial mobility to Callinectes on difficult terrain.

Two giant manipulators resembling crab claws not only can lift, cut and tear heavy debris, but also act as movable shields for covering the chassis - or personnel on the ground.

Two hands at the back are used to dig and plow, above them are separate set of optic and other sensors. That makes moving back almost equivalent to moving forward for Callinectes.

Other than heavy armor the Siege crab has only one machine gun turret and active defense systems - it mostly relies on ground troops and light vehicles for protecting it in close combat.

///

Heard about carcinisation? I bet you did. Time for Crab is all about it.

I pretty much thought about making something like this since the first time I saw this event. This time I take part in it myself. Enjoy!

Also it is sort of a spiritual successor to Mudcrab - check that out if you haven't.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post my previous builds.

u/Moist_Value5526 — 4 days ago
▲ 1.0k r/LegoCreative+1 crossposts

Siege crab

Crab is a superior form not only in nature: turns out it is efficient in combat as well.

Callinectes, nicknamed "siege crab" by NMC personnel, is heavy-armored all-terrain walker with two main purposes.

First - to clear the way of rubble for advancing troops, dig trenches and make other defensive structures.

Second - to provide those troops with artillery fire with its 155mm howitzer.

Six main legs provide substantial mobility to Callinectes on difficult terrain.

Two giant manipulators resembling crab claws not only can lift, cut and tear heavy debris, but also act as movable shields for covering the chassis - or personnel on the ground.

Two hands at the back are used to dig and plow, above them are separate set of optic and other sensors. That makes moving back almost equivalent to moving forward for Callinectes.

Other than heavy armor the Siege crab has only one machine gun turret and active defense systems - it mostly relies on ground troops and light vehicles for protecting it in close combat.

///

Heard about carcinisation? I bet you did. Time for Crab is all about it.

I pretty much thought about making something like this since the first time I saw this event. This time I take part in it myself. Enjoy!

Also it is sort of a spiritual successor to Mudcrab - check that out if you haven't.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post my previous builds.

u/Moist_Value5526 — 4 days ago

Siege crab

Crab is a superior form not only in nature: turns out it is efficient in combat as well.

Callinectes, nicknamed "siege crab" by NMC personnel, is heavy-armored all-terrain walker with two main purposes.

First - to clear the way of rubble for advancing troops, dig trenches and make other defensive structures.

Second - to provide those troops with artillery fire with its 155mm howitzer.

Six main legs provide substantial mobility to Callinectes on difficult terrain.

Two giant manipulators resembling crab claws not only can lift, cut and tear heavy debris, but also act as movable shields for covering the chassis - or personnel on the ground.

Two hands at the back are used to dig and plow, above them are separate set of optic and other sensors. That makes moving back almost equivalent to moving forward for Callinectes.

Other than heavy armor the Siege crab has only one machine gun turret and active defense systems - it mostly relies on ground troops and light vehicles for protecting it in close combat.

///

Heard about carcinisation? I bet you did. Time for Crab is all about it.

I pretty much thought about making something like this since the first time I saw this event. This time I take part in it myself. Enjoy!

Also it is sort of a spiritual successor to Mudcrab - check that out if you haven't.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post my previous builds.

u/Moist_Value5526 — 4 days ago

Siege crab

Crab is a superior form not only in nature: turns out it is efficient in combat as well.

Callinectes, nicknamed "siege crab" by NMC personnel, is heavy-armored all-terrain walker with two main purposes.

First - to clear the way of rubble for advancing troops, dig trenches and make other defensive structures.

Second - to provide those troops with artillery fire with its 155mm howitzer.

Six main legs provide substantial mobility to Callinectes on difficult terrain.

Two giant manipulators resembling crab claws not only can lift, cut and tear heavy debris, but also act as movable shields for covering the chassis - or personnel on the ground.

Two hands at the back are used to dig and plow, above them are separate set of optic and other sensors. That makes moving back almost equivalent to moving forward for Callinectes.

Other than heavy armor the Siege crab has only one machine gun turret and active defense systems - it mostly relies on ground troops and light vehicles for protecting it in close combat.

///

Heard about carcinisation? I bet you did. Time for Crab is all about it.

I pretty much thought about making something like this since the first time I saw this event. This time I take part in it myself. Enjoy!

Also it is sort of a spiritual successor to Mudcrab - check that out if you haven't.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post my previous builds.

u/Moist_Value5526 — 4 days ago
▲ 540 r/LegoMechs

Siege crab

Crab is a superior form not only in nature: turns out it is efficient in combat as well.

Callinectes, nicknamed "siege crab" by NMC personnel, is heavy-armored all-terrain walker with two main purposes.

First - to clear the way of rubble for advancing troops, dig trenches and make other defensive structures.

Second - to provide those troops with artillery fire with its 155mm howitzer.

Six main legs provide substantial mobility to Callinectes on difficult terrain.

Two giant manipulators resembling crab claws not only can lift, cut and tear heavy debris, but also act as movable shields for covering the chassis - or personnel on the ground.

Two hands at the back are used to dig and plow, above them are separate set of optic and other sensors. That makes moving back almost equivalent to moving forward for Callinectes.

Other than heavy armor the Siege crab has only one machine gun turret and active defense systems - it mostly relies on ground troops and light vehicles for protecting it in close combat.

///

Heard about carcinisation? I bet you did. Time for Crab is all about it.

I pretty much thought about making something like this since the first time I saw this event. This time I take part in it myself. Enjoy!

Also it is sort of a spiritual successor to Mudcrab - check that out if you haven't.

///

So I decided to try posting my stuff here on Reddit. Usually I post only on my Flickr page but it feels like it is slowly dying. We'll see how it goes. May post my previous builds.

u/Moist_Value5526 — 4 days ago

Can you safely switch modpacks on Vortex MM?

Might be a dumb question, but is it possible to set up two different mod lists and switch between them on Vortex mod manager?

Not on the same save of course.

I want to try Fallout London but I don't want to destroy my current mod list. Is there a feature to create a separate one, switch to it and run on the same game?

reddit.com
u/Moist_Value5526 — 1 month ago

SS2 CPD quest "Catastrophe Prevention Drive" completely broken

It just won't start. I had problems with the previous quest too, but I finished it a long time ago and can't remember the details. I chose "lawful justice" path I think.

Lena Forseti for some reason won't come back to the CPD HQ. She's just hanging out in Lexington, standing there doing nothing.

Also I don't know if BADTFL should be renamed into CPD HQ, because that's what I read - but it stays BADTFL for me. There are some CPD officers inside - but for some reason raiders still spawn alongside them.

And well, I tried to start it using commands. Won't work either. Hellhounds won't spawn outside, Simon isn't interactable. When progressed by commands further - hellhounds spawn inside, but officers still just hang out there.
And well, Lena Forseti isn't there: at the stage "talk to the captain" and "rescue Lena Forseti" nothing happens. No quest markers, can't talk with Simon, even though I killed the hellhounds. Can't progress further.

Is there a way to somehow "repair" this? Reverting to previous save is not possible.

reddit.com
u/Moist_Value5526 — 3 months ago

CPD quest "Catastrophe Prevention Drive" completely broken

It just won't start. I had problems with the previous quest too, but I finished it a long time ago and can't remember the details. I chose "lawful justice" path I think.

Lena Forseti for some reason won't come back to the CPD HQ. She's just hanging out in Lexington, standing there doing nothing.

Also I don't know if BADTFL should be renamed into CPD HQ, because that's what I read - but it stays BADTFL for me. There are some CPD officers inside - but for some reason raiders still spawn alongside them.

And well, I tried to start it using console commands. Won't work either. Hellhounds won't spawn outside, Simon isn't interactable. When progressed by commands further - hellhounds spawn inside, but officers still just hang out there.
And well, Lena Forseti isn't there: at the stage "talk to the captain" and "rescue Lena Forseti" nothing happens. No quest markers, can't talk with Simon, even though I killed the hellhounds. Can't progress further.

Is there a way to somehow "repair" this? Reverting to previous save is not possible.

reddit.com
u/Moist_Value5526 — 3 months ago

SS2 quest "The Hunt for Knifepoint" isn't starting

I completed the previous one - "The Hunt for Boris" - long ago. But on the wiki page I discovered that there's a whole quest chain after that...

But the next quest just won't start. Caleb is in his home but just won't talk to me. I tried to force this quest to start by command - but nothing happens.

I'm at the "Commonwealth Rising" main quest at the time being.

Is there a known cure for this or am I cooked?

reddit.com
u/Moist_Value5526 — 3 months ago

"The Hunt for Knifepoint" not starting

I completed the previous one - "The Hunt for Boris" - long ago. But on the wiki page I discovered that there's a whole quest chain after that...

But the next quest just won't start. Caleb is in his home but just won't talk to me. I tried to force this quest to start by a console command - but nothing happens.

Is there a known cure for this or am I cooked?

reddit.com
u/Moist_Value5526 — 3 months ago

I just installed Addictol to cure the BA2 archive limit on OG FO4.

Apparently it worked, now I can load more mods. But hairs started to do this.... Stretches into infinity.

I also use Beauty Piper and Beauty Cait, but now the vanilla faces are loaded. Fusion Girl is used for bodies.

What kind of conflict can it be and how I resolve it? Thanks in advance.

u/Moist_Value5526 — 4 months ago