Friday, March 31, 2023

Confessions of an Automationeer, Part 146: Dream Remix

Confessions of an Automationeer, Part 146: Dream Remix

In the previous post, I showed how I coped with hosting two different challenges on the Automation forums simultaneously, and the surprisingly good results of such an ambitious undertaking. This time, I will show off a build that I made for another challenge that ran at the exact same time (which wasn't one of the two I hosted), and a clone of that build not intended for any challenge.

While I was hosting QFC21 and the 1984 Letaran Auto Convention at the same time, I decided to enter TMCC26 - the latest instalment of the TV & Movie Car Challenge. The brief was that the filmmakers were looking for a classic convertible sports car from 1987, but unlike in CSR 147, entrants could use fixed-roof coupe bodies and make them look like convertibles or roadsters if they preferred to do so. This round had a fairly liberal rule set, with a generous and exploitable $40,000 AMU price cap, and immediately I adopted a "go big or go home" mentality by building the sportiest and most prestigious car possible using the available budget.

Thus the KMA KX12 Spider was born. This mid-engined supercar was a no-expenses-spared rocket ship on the outside, and felt like it on the inside. Powered by a 4.0L all-alloy V12 developing a scorching 420 horsepower, sent to the rear wheels via a 5-speed manual gearbox and geared LSD, it was more civilized than you'd expect, thanks to having a luxury interior with CD player as standard equipment.





Above, from top: The KMA KX12 Spider is a roofless version of a typically ruthless '80s supercar, with immense performance commensurate with its sleek styling and luxurious interior.

The KX12 performed very well in its intended role, finishing third overall in TMCC26, but I wasn't done with the basic design. I cloned it and its engine (to avoid replacing the originals) with the intent of fully unleashing the platform's potential, resulting in the KF12. In place of the (corrosion-resistant) steel chassis and aluminum bodywork was a full carbon-fiber body and chassis, with pushrod-actuated suspension for greater performance potential. The wheels and tires were widened, with a greater diameter for even more grip. In addition, most of the donor car's luxuries were removed, along with all driving aids (including power steering), for a rawer, purer driving experience. Most significantly of all, to account for the KF12 having its model/trim year changed to 1992, the exterior design was revised to be even sleeker than before, with exposed headlights and a new front fascia, among other things. Finally, the engine now made 10-20 more horsepower than before (depending on trim), and had an aluminum/silicon block and heads, shaving even more weight, while the gearbox gained an extra gear to make better use of the extra thrust.





Above, from top: The KF12 is what the KX12 would be if it were made five years later, and completely unencumbered by the rule set of TMCC26.

This was a very satisfying build for me - and one that I am justifiably proud of to this day. I later found out that if removing the in-car entertainment altogether and tuned the engine for higher octane fuel (with straight-through mufflers) would improve the KF12's already stellar sportiness figure even further - but at the expense of any semblance of civility. Nevertheless, the base model was still as intense and exciting as I wanted it to be.


Above and below: A comparison between the original 1987 KX12 (left) and KF12 (right).


That's all for now - stay tuned for another deep dive into one of my recent builds for an Automation challenge.

Thursday, March 30, 2023

Confessions of an Automationeer, Part 145: Double Down

Confessions of an Automationeer, Part 145: Double Down

For the first time ever in my hobby as an Automationeer, I decided to host two different challenges on the forums at the same time. Normally, such an ambitious endeavor would be too much for me to handle, but the nature of the challenges I hosted this time around made it possible. The first one, QFC21, was themed around minivans and had a moderate turnout; the second one, the 1984 Letaran Auto Convention, also had a modest entry list, but was open to various types of cars. So let's recap how it all went down.

For QFC21, I themed the challenge around modern minivans, with a seating capacity of 6 to 9 full-sized seats. Sadly, many of the entries missed the mark in one way or another, but the ones that didn't drew plenty of praise from me. It was a close-run thing, but in the end, I gave the win to the Swanson 317 TPM, a small, sharply-styled, and yet well-packaged minivan whose blend of economy, drivability and affordability gave it the edge over its (generally) larger opposition.


The Swanson 317 TPW - a (relatively) small wonder of the modern minivan world that triumphed over its opposition with superior drivability, economy and affordability.

As for the 1984 Letaran Auto Convention, the entries were divided into three categories: Standard, Luxury/Performance, and Non-Production, the last of which contained cars which were not eligible for the overall win, but instead designed purely to showcase the creativity of their designers. The Standard category contained everything from small and cheap commuter cars to larger, mid-size and full-size sedans; the Luxury/Performance category, on the other hand, was populated solely by high-performance cars, ranging from affordable sports cars to high-end supercars. The winners in these two categories were the Kessel Strata and Vaughn Sirin, respectively; the former was a futuristic, aerodynamic mid-size executive sedan, while the latter was a light, affordable mid-engined sports car. In the end, I gave the win to the Strata for its greater (and more effective) use of what was considered advanced technology for the time, such as anti-lock brakes and an electronically controlled 4-speed automatic transmission.


The Kessel Strata (above) and Vaughn Sirin (below) were the two standouts of the 1984 Letaran Auto Convention, with the former's use of advanced technology (for the era) giving it the edge.


In addition to this, the Canmo Pegasus V8T claimed top honors in the Non-Production category - it may have been only one of two cars entered in that particular class, but it took the idea of advanced technology even further than the Strata, and its futuristic styling reflected that.


As a high-tech harbinger of things to come, the Canmo Pegasus V8T looked every inch the futuristic sports coupe that it was.

Around the same time as when I hosted these challenges, I was busy entering another - but that is a story for another post.

Monday, March 20, 2023

The Most OP Fleet in Infinite Space History?

The Most OP Fleet in Infinite Space History?

Recently, I did another playthrough of Infinite Space III: Sea of Stars, and ended up with what may well be the most overpowered flotilla the game can give you. As usual, it consisted of four capital ships and two fighters, but what made it so special was the equipment and types of ships I had amassed over the course of the playthrough. So here is a brief description of each capital ship in that fleet. I should mention that I did not deploy either of my two fighters in this particular playthrough, and the AI fleet strength and nebular area were both at their lowest settings, but this fleet composition is still viable even at higher difficulty settings.

In this playthrough, I ended up with a set of capital ship loadouts that are among the most potent you can possibly obtain in the entire Infinite Space trilogy. This upgraded Terran corvette - my starting capital ship - turned out to be the most useful of the four capital ships in direct combat, if only because it could theoretically destroy any other fleet, no matter how formidable, without any support from other ships.

Over the course of the game, my starting capital ship (a Terran corvette) proved to be the workhorse of the fleet, as far as combat was concerned. I used it in every battle during the playthrough, including the encounters with the Yellow Kawangi (yes, I fought against them more than once this time around, thanks to my exploitation of the Multi Kawangi bug explained elsewhere in this blog). However, by the end of the game, I had fitted some of the most advanced technology the game had to offer, including a Nova Cannon (which I created from a Timeless Bauble I found at a random star system), a Sardion Optimizer (which I purchased at the Urluquai home system), a Plasma Coil Cloaker (again, purchased from the Urluquai), a Temporal Flux Shield (for maximum durability and guaranteed resistance to supernova explosions) and a Reactionless Thruster (the most expensive thruster in the game, but provides unrivaled thrust, speed and agility in combat when installed). The resulting ship was utterly overpowered in combat - so much so that I refused to use anything else in battle. In particular, its Nova Cannon could (and did) deliver enough damage to cripple or destroy most other ships with a single direct hit, although I needed several hits to take down the Kawangi, given its unrivaled defenses.


The Zorg capital ship, Kuti, proved to be the most useful ally outside of combat.

In addition to my heavily upgraded Terran corvette, my fleet composition during this playthrough included three other capital ships which I later fitted with as much advanced technology as I could find (or buy). Unlike the Terran corvette above, none of them could destroy a Kawangi dreadnought on its own, but each one could still defeat most other fleets single-handedly with the loadouts I chose for the late game, especially after I fitted a Quantum Corkscrew Thruster (the second most effective thruster after the Reactionless Thruster) to each one. 

The first of these three was a Zorg capital ship, the Kuti. Initially, this was a Zorg scout, but I traded it in for a Zorg corvette, which has room for one each of an extra weapon and equipment slot. I installed a Particle Vortex Cannon (the most versatile weapon that requires a large hardpoint) and an Anti-Graviton Shunt (to not only protect the whole fleet from the gravitational pull of a black hole, but also facilitate travel through them), thereby making it almost as formidable as the Terran corvette, but with the unique property of granting the ability to fold space in between star systems that were up to two parsecs (6.52 light-years) apart - I found this to be very useful outside of combat. Moreover, its Meson Lattice Shield, though not as durable as a Temporal Flux Shield, had a key advantage over that item in being able to recharge after a short time if damaged or even fully depleted, so I equipped the next two capital ships shown here with it as soon as I was able to do so.


The Bloodfang ended up as the largest capital ship in my fleet, and was surprisingly fast for its size after I upgraded it.

The third capital ship in the fleet, the Bloodfang, was of Garthan origin. It was initially a Garthan scout, but I traded it in for a much larger Garthan frigate later on. Like most other similarly sized ships, it came with three hardpoints (two of which had Multi-Missile Launchers fitted to them) and six equipment slots. After I fitted a Quantum Corkscrew thruster to it, the frigate could zip across a battlefield at higher speeds than would be expected of other ships in its size class. The Multi-Missile launchers had longer range than any of the other weapons my capital ships carried, making this frigate ideal for fire support. Also, when not in combat, its Nebular Extent Calculator proved useful in determining the amount of time required when traveling through a nebula.


The Calatian destroyer, the Thunderbucket, may have been the smallest of the four capital ships, but it too packs a mean punch.

The last of the four capital ships was the Thunderbucket, a Calatian destroyer. I did not trade it in for a larger Calatian capital ship, since I wanted to preserve its low profile, along with its high speed and agility; however, I eventually upgraded it with four Proton Blasters (the best weapon that can fit into a small hardpoint - the other three capital ships in my fleet only had one each of these weapons) for unrivaled point-defense abilities. Due to its small size, it didn't have as much armor (or as many equipment slots) as the other capital ships in this fleet, but its battery of Proton Blasters made it much more effective at short- and medium-range engagements, even without a Sardion Optimizer, as fitted to the other capital ships in this fleet (instead having a less effective, but more readily available, Eidetic Matrix Bubble). Also, as the only ship in this fleet to be fitted with a Nebular Ramjet Drive (the best interstellar drive for traveling through nebulae), it could cut through nebulae more easily than my other capital ships, all of which had Ion Flux Warp Drives, which are great for traveling through open space (they are second only to the Graviton Implosion Drive in this regard) but, like most other drives, cannot function at all in a nebula.

As for the two fighters in the fleet, one of them - Ripcord O'Reilly's Terran fighter - turned out to be much more useful than the other (a Garthan Fighter which I did not even consider deploying in combat, such was the effectiveness of my capital ships). It was fitted with a Hyperdrive - handy for when you need to visit a star system that would normally take more than a year to visit with your fleet's normal travel speed, and especially effective when installed on a Terran fighter (the smallest ship with a drive slot in normal gameplay), since installing it on any other ship will significantly increase travel time. I did not use the Terran fighter for any other purpose, though.


Putting a Hyperdrive in Ripcord O'Reilly's Terran fighter - the smallest ship with provision for an interstellar drive in normal gameplay - is a better idea than fitting it to any other ship.

Could this fleet have been even more overpowered? Yes, but only under certain conditions. If the quest for this particular playthrough had been the Urluquai Crusade instead of a Yellow Kawangi invasion, I would have been able to obtain a Sardion Maximizer (the ultimate targeting computer, which provides even greater accuracy and fire rate enhancements compared to the Sardion Optimizer) and subsequently fitted it to any of my capital ships, although I would not have been able to repeat the quest after completing it. In addition, replacing any (or even all) of the Proton Blasters on my capital ships (except for Thunderbucket) with Tachyon Ray Guns (the best beam weapon other than the Graviton Disintegrator) would have removed their point-defense capabilities, but in light of the Tachyon Ray Gun's hitscan nature, I would have considered this change to be an acceptable sacrifice.

On top of that, given that any ship would receive a huge boost to speed and maneuverability (during combat, not outside of it) when fitted with a Reactionless Thruster, I would have installed it on more than one my capital ships had I been able to acquire multiple examples of them - I would have done the same for the Temporal Flux Shield. Also, if I had been able to acquire a Signature Projector, I would have used that instead of a Hyperwave Tele-Scrambler, and as we have seen previously, any ship fitted with the Projector would be even better protected against incoming missiles. Finally, although I could not equip any of my capital ships with a Graviton Implosion Drive (the fastest interstellar drive for traveling through normal space) on this playthrough (due to the item not spawning at all at the start of this particular game), I would have fitted one to each and every one of my capital ships had I been able to do so - and for good measure, bought at least one additional Nebular Ramjet Drive (the fastest drive in a nebula) whenever I had to travel through a nebula. The reason I am mentioning this is that it is theoretically possible to acquire multiple examples of any of the high-end items described here - something that did not happen in this playthrough, although my fleet still performed very well regardless, thanks to skillful micro-management during combat.

In the Combat Simulator, however, players can make a fleet like this one even more overpowered, since more than one player-controlled capital ship (including the ones shown here) can be equipped with a Sardion Maximizer in a custom battle. The only drawback is that you can only deploy 5 ships in total in this mode, but given that Ripcord O'Reilly's experimental Terran fighter cannot be selected here, I would have been content to omit it, while still leaving the Garthan fighter in place. Moreover, I could have swapped both of the Garthan frigate's Multi-Missile Launchers with Cobalt Torpedo Tubes (an item normally only available as part of the quest to find and destroy Primordius) for even more long-range firepower and accuracy.

Overall, the fleet composition I ended up with at the end of this particular playthrough was one of the most, if not the most, formidable flotillas you can possibly have in regular gameplay, to the point of being overpowered at times. In fact, it's not far off from being overpowered all the time, and with a few equipment upgrades, it may well be. As it is, though, it still makes the game incredibly easy to complete, even on the highest difficulty setting. However, I have accomplished this feat many times while also finishing the game with fleet compositions that are less effective than this one, and while it's more challenging, it's also more satisfying. Even so, this fleet composition is probably the best all-around choice for any situation, whether in or out of combat.

Tuesday, March 14, 2023

Confessions of an Automationeer, Part 144: Won on Sunday, Sold on Monday

Confessions of an Automationeer, Part 144: Won on Sunday, Sold on Monday

Recently, I have been presented with the opportunity to host yet another QFC (Quick Fire Challenge), so here's how it happened. QFC20 (the round after QFC19, which I hosted) concluded a few days ago, and it was themed around late 1960s sports cars with a maximum capacity of 4,000 cc (4.0L). For this I made the AMS Shadowcaster 400 - a small and light front-engined coupe powered by a 4.0L dual-overhead-cam V12 developing 350 bhp. I had originally planned to use the same engine in a mid-engined car of similar size, but although it had better drivability and sportiness ratings, it was also much more expensive, so I went for the front-engined approach instead.


The AMS Shadowcaster 400 - a thoughtfully designed and engineered sports coupe with the heart of a purebred racer under its hood (picture above taken by challenge host).

When the results came out, I was pleasantly surprised to find out that the Shadowcaster turned out to be a very good all-rounder; despite mid-pack affordability, it scored very well in every other judging criterion (including performance), ultimately finishing a strong second overall in the final rankings. The only car it couldn't beat was one that turned out not to be as capable in terms of raw performance, but made up for it by being more affordable to buy, as well as being more reliable and cheaper to service. However, its creator was unable to host QFC21, so I once again stepped into the breach, feeling very proud of myself - and honored to take the reins once again. Here's hoping that QFC21 turns out well in the end, no matter what theme I choose for it.

A Comparison of FTL Travel in BattleTech and the Infinite Space Trilogy

A Comparison of FTL Travel in BattleTech and the Infinite Space Trilogy

Along with combat and ship classifications, one of the areas in which the Infinite Space trilogy shares some similarities with BattleTech is its depiction of interstellar travel at speeds faster than light. However, there are also a few key differences. Whereas BattleTech only has one major type of interstellar drive (the Kearney-Fuchida Drive), the Infinite Space franchise has several. So let's take a closer look at how both franchises handle FTL travel.

In the Infinite Space universe, there are multiple different types of interstellar drives. The more advanced a drive type is, the more powerful (and expensive) it tends to be; a ship with a more powerful drive will need less time to reach a given destination, all other things being equal and assuming the ship is not traveling through a nebula at any point in the journey. This last point is of particular importance due to the inability of most drives to function properly inside a nebula, with few exceptions; among them are nebular drives (which can propel a ship through nebulae at superluminal, i.e. faster than light, speeds) and the very rare Hyperdrive, which teleports an entire fleet to any system in the sector when used, but takes an entire year (or 60 days in all installments prior to Sea of Stars) to recharge. Unlike in BattleTech, however, there is no way for a drive to malfunction, except through severe battle damage, nor is it possible for a fleet to suffer from a misjump (in which the fleet arrives at a different place from its intended destination); however, any fleet that travels close enough to a black hole without the use of an Anti-Graviton Shunt (which negates a black hole's gravitational pull) is instantly destroyed, . Finally, in any case, interstellar drives in Infinite Space always occupy the drive slot on capital ships, and generally recharge instantly (with the exception of the Hyperdrive as shown above). 

In contrast, K-F Drives in BattleTech generally have a safe maximum range of 30 light-years and are limited to a single known design due to much of the science behind it being lost during the Succession Wars, preventing new designs from ever being developed until the rediscovery of the contents of the Helm Memory Core (although minor modifications were still possible). However, given that the K-F Drive was the linchpin for the colonization of the Inner Sphere, JumpShips (which rely on them for interstellar travel) were declared off-limits during wartime. Moreover, military vessels utilize a Compact K-F Drive, which has half the mass of an equivalent civilian K-F Drive but costs five times as much. Neither of them recharge instantly, however; instead, a large, relatively fragile jump sail (which collects light from a nearby star, converts it into energy, and transfers it to the drive, thereby recharging it) must be deployed in order to recharge the drive over the course of several days; once the drive is fully recharged, the ship can then perform another jump. Although it is possible to accelerate this process by using the JumpShip's own power plant instead of a jump sail, doing so risks damaging or even destroying the drive (or the entire ship in a worst-case scenario), with the former potentially leading to a misjump. Other causes of misjumps include navigational errors and spatial anomalies.

On the subject of sails, the original Strange Adventures in Infinite Space had a Solar Flare Sail as one of the options for interstellar drives. In-game, it allowed a ship to travel at 10 times the speed of light, although this item is absent from the sequels. On the other hand, BattleTech does not feature these devices as means of propulsion, but as the main recharging method for K-F drives as stated above.

The differences in FTL drive technology in both universes can be partially explained by the eras in which they are set. Whereas BattleTech lore spans several centuries of near-constant conflict (from an alternate version of the 20th and 21st centuries all the way to the 32nd), the Infinite Space games take place farther in the future and over a much shorter (and usually more peaceful) timespan - from the late 41st century to the early 42nd, when many vastly more advanced and exotic technologies are available, often at a higher cost compared to more primitive technologies. In both universes, however, any form of FTL technology is highly sought after due to the fact that interstellar travel would not be viable (or even exist) without it.

In short, although there are significant differences in how these works of fiction handle FTL travel, one of the most important things they have in common is that they both treat FTL technology (whatever form it takes) as vital for the establishment and maintenance of interstellar civilizations.