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Thoughts that I had for new devices and mods in FNaF AR a few weeks back.


  • Extra Battery Compartment: Flashlight power is drained 0.75x as quickly. Lasts until battery drops below 10%
  • Controlled Shock: Shocker recharges 2x as quickly after a failed use. One time use.
  • Statistical Analyzer: Locational static is 1.5x easier to find. Lasts for 5 minutes.
  • Intake Doubler: Amount of parts dropped and chances of receiving a plush suit or CPU is increased by 2x. One time use.


  • Suppressor: Footsteps are 15% more quiet. Increases by 5% each staMk.
  • Sprinter: Each footstep covers 8% more distance. Increases by 4% each staMk.
  • Stamina Booster: Actions that happen after a fake charge or haywire (such as another charge, haywire, or walking) will occur 15% quicker. Increases by 5% each staMk.
submitted by CraftBattleAxe to fivenightsatfreddys

The Redoubtable is done after a long build (workshop link at the top)

The Redoubtable is done after a long build (workshop link at the top)
I'm finally calling this thing done, because it just needs to be. My absurd , 507M dreadnought is "complete" though I'm sure I'll keep finding things to tweak.

I figured I'd give a nice detailed post for anyone who's interested, there's a lot going on in this thing, and it's hard to really run this in game without basic graphics settings on :) You can practically get lost walking the interior of it, I spent a lot of time trying to make every compartment accessible.
I have long been wanting to build a ridiculous giant battleship, and this is what I came up with. I had been working on a 450M long ship called the "Titan" but I couldn't get myself to really finish that one, so I started fresh. I wanted this thing to look nice as well as be capable. Here's a few shots of the exterior to start.



There's a lot going on in this thing, I guess I'll start with the propulsion and backup power systems

I wanted to go with huge steam engines, as I figured I could generate 500k+ power pretty easily, mainly to drive shields and the numerous LAMS I was planning on. I went with 4 , 8 cylinder huge engines, fed from 408 small boilers and 4 huge boilers, to provide a quick ramp up and a slower buildup after I hit 50ish percent. Once the boilers get to full power, each steam engine can generate over 150,000 power.
Each engine is tied to a 7M propeller with triple reduction gears. This allows them to get to a full 600 RPM in 20 seconds (assuming the engines are at the required 133 RPM by then).

I knew I would need plenty of backup power for right after spawning in. I added large fuel engines, with full turbocharging, each bank of cylinders feeds the turbos for the next, allowing a decent turbo efficiency increase. They can produce about 32,000 power combined, and I provided them with 702,000 fuel to run for extended periods if need be.

I had a ton of space of course, so I started dropping in batteries here and there. I eventually got up to 3,875,000, and with electric engines, I have an additional 150,880 electric power to work with. Don't have too many issues with keeping up with power demand, but there is an awkward situation where the resources won't start filling up, I think because the player spawn position in the conning tower is too far from the resource storage for it to start filling them up!

Armor / Structure
I wanted the armor to be respectable on something this large, but as usual, I was fighting keeping the thing buoyant enough. At a minimum, I tried to keep all areas to at least 2 layers of metal, with a transition to light alloy on the upper superstructure and less critical areas. The main armor belt goes from the front to the rear main turrets, and down a few meters below the waterline. The belt is M-HA-M at a minimum, some areas have a little extra metal as needed. As a side note, having a 100M limit on the cutaway settings was a major limitation for me here.
Below the waterline, I transitioned to 3M of metal to save weight. You can also see the Keel ammo storage in this view, I put a large amount of ammo down there in a few compartments, with 3M gaps every now and then to prevent chain reactions. There is some more HA around those compartments, and I tried to minimize this storage directly underneath any important components. You can also see the "Torpedo bulges" here. They were initially about half as wide, but I later increased them for more flotation. Still wound up with god awfully low freeboard though. The bulges are light alloy for maximum buoyancy, and heavily compartmentalized. They do a decent job of stopping torpedoes, but I had to add shields to them, as they tend to attract a lot of cannon and laser fire as well.

Here you can also see (sort of) the rows of props on the bottom. Those were added as roll stabilizers, as I had a bad listing problem, those and a PID completely solved it. One of the foward anti-torpedo cannon turrets is visible here too. Those are modified AA turrets with supercavitating frag shells. Passive sonar and anti-missle conrtrollers get them firing, they are just OK performance wise though.
Back to armor, the main turrets are quite heavy. They are M-HA-M over the whole turret cap. The fronts double the HA layer. The below deck works have a full metal surround, and the autoloaders are completely below deck.

I also provided this with a "Conning tower" for the main player location. It is surrounded by HA with an outer metal layer. I have yet to have my Rambot die on this thing.

The main AI is in a HA box within the protection of the belt, and at least one or two large compartments in any direction. The broadside walls of the box are double layer HA with a 2M air gap in between, the void is partially filled with surge protectors
Otherwise the ship has 2-3 M of metal over anything really important. I sort of went with the "all or nothing" armor scheme on this (mainly due to that pesky being able to float thing). The deck armor is 2M of metal, with a layer of reinforced wood on top for looks. I tried to make that a priority as well, seeing as plunging fire from airships is a common problem.

I should probably get onto the weapons now, that's the real fun part anyway.

Main Battery
The main guns are 16 500mm APS. Each gun has 17 8M autoloaders with a clip each. I can maintain 40RPM indefinitely. Each turret fires a mix of shells at 301M/s velocity. I put an emphasis on being able to get through shielded enemies, if somewhat gradually. One barrel per turret fires an HE - inertial fused shell to generally cause havoc, especially against lighter armored targets. Two barrels fire HESH with a frag follower to keep it interesting. The 4th barrel on each turret fires a large disruptor with inertial fuse and some fin bodies to help accuracy a bit. You can see in the images below that the faux rangefinder "horns" on the upper turrets actually house a few LAMS units, set to continuous fire at a 1000M range. You can see the large power supply for the "B" turret below it in the second image.

Secondary Battery
For secondary fire, I went with 12 double 180mm APS turrets. I set them up to be "Dual purpose" guns, with AA mantlets, and LWC and prioritization cards set to shoot at just about anything. They also fire mixed shells as a result. One barrel will fire an AP-frag pendepth shell with a composite head, for lighter armored ship and airship targets. The other fires time fused frag with a small flak tip. They have 450m/s velocity and 7km range, so they technically can hit space targets (in this game at least :) )
Offensive lasers
These were partially a way to fill up some of that cavernous interior, and a way to deal with anything above water that wasn't responding well to the onslaught mentioned so far. Each power unit is quite large, and after a while, I started spamming frequency doublers once I saw I was approaching a magical 80AP. I eventually got them up to 42,650 sustained damage with 89.1 AP, which makes them capable of tearing through HA. The only downside is how much the beam "wanders" at anything but close range. Not satisfied with just doing that, I tied them to their own AI with an aimpoint card. I often will get an AI kill long before the rest of the target is too trashed. The combiners are located in two multi-axis turrets on either side of the funnel, which provides them with a large field of fire.
You can also see the two box launchers for the 12 block Med EMP missiles here. More on that next.

Missile and torpedo armament
The stern has a pair of vertical launchers for large, 17 block missiles, with HE-FRAG warheads and radar guidance. They are set up to target only slower and relatively large targets. These are sort of like cruise missiles, with a very long range, they can provide some useful support when the main guns are struggling to hit accurately at very long range.
For more general purpose use, I have 2, 4 shot Med EMP missile launchers. They are 12 blocks long, but have some turning thrusters so they can still hit a small ship sized target that's not too fast.
To deal with the threat of submarines, I put 2 sets of downward firing torpedo tubes on this, sort of near the ends of the armor belt. The forward set is 2 racks of 7 block medium torpedoes with a slightly longer range/lifetime. The rear set is 2 racks of a 6 block design that's a little shorter lived, but more maneuverable.


AA Defense
I wanted this to have a WWII style AA armament, but not limit it to just that. The main AA armament is 27 twin barreled, 40mm APS, they fire a mix of time fused frag and flak shells. I have them set up in single and twin gun mounts. In both cases, they have numerous belt feeders, and can maintain 2000 RPM per gun. The shells aren't terribly powerful, but the goal is to saturate the target. Flying squirrels can't even touch this ship, and a couple turrets working together can even bring down a Hake.
There are also 4 8-round small missile turrets on here, at the 4 corners of the superstructure. These are set up to fire at a bit longer range, and are designed to be maneuverable enough to catch small fighters. They also provide a good way to soften up shielded aerial targets.
Defensive systems
I wanted the LAMS on this beast to be a major part of it's defense, and testing so far has proven it to be extremely effective. The ship has 11 separate LAMS power supplies spread around the ship. The upper level main turrets "B" and "X" have 4 lasers each, and there is a cluster on the both the masts. These are all set to continuous at 1000M or less range. The other 11 power supplies feed 23 lasers spread around the ship, these are all set up as 4Q pulse, with a 500M engagement range.

I put quite a few shields on this ship, but was challenging to actually get every last area covered. Due to the large number of units, I have most set to 2 to 3 power, with a few critical areas a bit higher. I set up ACBs for control, the basic on/off for enemy presence, but also a switch of mode to laser absorb when a laser attack has been detected. The ACB control cluster is duplicated in several parts of the ship for redundancy.
To defend against missiles, I have a pair of signal jammers set to use 5000 power each, to deal with radar guided. I may add some flare launchers later if need be. As it is, the LAMS can handle a couple dozen missiles at once, so it hasn't been a huge issue so far. To deal with torpedoes, I have added a set of sonar buoy launchers in the stern, behind the rudders, the hope being they will draw them behind the ship. As I mentioned above, I also have 4 anti-torpedo cannons at the 4 corners of the torpedo bulge areas. There are several passive sonar detectors around the hull to listen for torpedo sonar, and anti-missile cannon controllers guide them. The performance is so far just ok, possibly could benefit from a third turret on each side more towards the center if the hull, but they are at least firing at the torpedoes now.

I Think that's about it for now, I could go on and on about all the detailing and LUA controlled stack exhaust, but I'd rather just let people mess around with it and find all that out. I'd also like to see what it takes to truly kill it. I haven't been able to really do it with anything in-game. The only thing that did a real hard blow was my "Mars" spaceship, but that was a 5 FPS battle, so I didn't have the patience to finish it. Here's a shot of her part way through taking a total of 6 nukes to the face during a battle against an Extermination and a Nimbus. It still won in the end.
submitted by mcs175 to FromTheDepths

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