User contributions for 76561199025325593
From NEBULOUS: Fleet Command Official Wiki
Results for Larcrivereagle talk block log uploads logs
A user with 588 edits. Account created on 8 September 2026.
12 September 2026
- 18:5818:58, 12 September 2026 diff hist +6 m Campaign Guide →CV-3 ANS Harsh Winds Blow "Windy"
- 18:5818:58, 12 September 2026 diff hist +4 m Campaign Guide →CV-3 ANS Harsh Winds Blow "Windy"
- 18:5718:57, 12 September 2026 diff hist −10 m Campaign Guide No edit summary
- 18:5718:57, 12 September 2026 diff hist −2 m Campaign Guide No edit summary
- 18:5318:53, 12 September 2026 diff hist +48 m Campaign Guide No edit summary
- 18:5218:52, 12 September 2026 diff hist +18 m Campaign Guide No edit summary
- 18:5118:51, 12 September 2026 diff hist −8 m Campaign Guide →Cadet Hardly's Campaign Primer
- 18:5118:51, 12 September 2026 diff hist +11 m Campaign Guide →Cadet Hardly's Campaign Primer
- 18:4918:49, 12 September 2026 diff hist +29 m Campaign Guide →CV-3 ANS Harsh Winds Blow "Windy"
- 18:4818:48, 12 September 2026 diff hist +1,582 m Campaign Guide No edit summary
- 18:2318:23, 12 September 2026 diff hist +30 N File:Campaign Primer.png No edit summary current
11 September 2026
- 02:2402:24, 11 September 2026 diff hist +581 m Munition:120mm-rpf →In Game Description current
- 02:2302:23, 11 September 2026 diff hist +2,509 N Munition:120mm-rpf Created page with "=== In Game Description === === In Game Performance === Effective as a first contact round against Tugs and Shuttles. Once a target under fire has ceased to move effectively, swap to HE to finish, or continue firing if time is available to attempt a K-Kill via killing all DC teams.<ref>DC teams in transit cannot be damaged; manually tasking these teams to continuously stay on the move to survive RPF fire is referred to as "DC micro"</ref> === Stats === {| class="wikit..."
- 02:2202:22, 11 September 2026 diff hist +42 m Munition:250mm-rpf →Stats current
- 02:2102:21, 11 September 2026 diff hist +24 N File:Screenshot 2026-09-10 221856.png No edit summary current
- 01:5801:58, 11 September 2026 diff hist +1 m Munition:600mm-hesh →Stats
- 01:5801:58, 11 September 2026 diff hist +1 m Munition:600-bomb →Stats current
- 01:5501:55, 11 September 2026 diff hist +1 m Munition:250mm-bomb →Stats current
- 01:5401:54, 11 September 2026 diff hist +707 m Munition:250mm-rpf No edit summary
- 01:5001:50, 11 September 2026 diff hist +24 N File:Screenshot 2026-09-10 215019.png No edit summary current
- 01:4901:49, 11 September 2026 diff hist +386 m Munition:250mm-rpf →In Game Performance
- 01:4601:46, 11 September 2026 diff hist −4 m Munition:250mm-rpf →Stats
- 01:4501:45, 11 September 2026 diff hist +2,269 N Munition:250mm-rpf Created page with "=== In Game Description === High-explosive rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium type warships. This round features a special Radio Proximity Fuze which will detonate the shell if it detects an object in its path, greatly increasing its effectiveness against fast, maneuvering, small targets like corvettes and frigates. These rounds can also be used for defensive purposes such as shooting down incoming missiles. N..."
- 01:4501:45, 11 September 2026 diff hist +15 N File:Screenshot 2026-09-10 214451.png No edit summary current
- 01:2801:28, 11 September 2026 diff hist +34 m Component Damage →RPF (Shell)
- 01:2701:27, 11 September 2026 diff hist +46 m Component Damage →Bomb (Shell)
- 01:2601:26, 11 September 2026 diff hist +24 m Component Damage →HE-SH (Shell)
- 01:2301:23, 11 September 2026 diff hist +27 m Munition:600mm-hesh →In Game Performance
- 01:2201:22, 11 September 2026 diff hist −6 m Munitions & Missiles →600mm 25px
- 01:2201:22, 11 September 2026 diff hist +1,442 N Munition:600mm-hesh Created page with "=== In Game Description === High-Explosive shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells with a large explosive payload for destroying the interiors of warships, but lacks the armor penetration of AP shells. This particular type has a deforming, or 'squash', head which produces a cone shaped blast inside the target.<ref>This description is not really how HESH works in real life, but is accurate for how it func..."
- 00:1100:11, 11 September 2026 diff hist +86 m Munition:600-bomb →In Game Performance
- 00:1000:10, 11 September 2026 diff hist +346 m Munition:600-bomb →In Game Performance
- 00:0100:01, 11 September 2026 diff hist +1,975 m Munitions & Missiles →Ballistic
10 September 2026
- 23:5923:59, 10 September 2026 diff hist +24 m Munition:250mm-bomb →Stats
- 23:5823:58, 10 September 2026 diff hist +2,721 N Munition:600-bomb Created page with "=== In Game Description === An enormous bomb wrapped in a scored metal casing and triggered by a time delay fuze. These shells can wreak havoc on tight formations of small ships. === In Game Performance === Around 20+ shells will mission kill a Keystone. This can be used to position fire around corners at known or suspected beam keystones even without a track, as the fragments hitting are visible. 600mm Bomb shell is fire-able as far down as Huntress tracks/burn pings,..."
- 23:5723:57, 10 September 2026 diff hist +1 N File:Screenshot 2026-09-10 194838.png No edit summary current
- 23:0023:00, 10 September 2026 diff hist +31 m Spacecraft →Right-Click Commands
- 19:0119:01, 10 September 2026 diff hist +249 m Munition:250mm-bomb →Stats
- 18:5718:57, 10 September 2026 diff hist +1,872 N Munition:250mm-bomb Created page with "=== In Game Description === TODO === In Game Performance === 60 rounds of 250mm bomb shell accompanied by several volleys of 100mm HE fire from a 250 LN will fairly reliably kill a sprinter before it can capture a point. 250mm Bomb shell is firable as far down as Huntress tracks/burn pings, EO Pike tracks, jam LOBs with up-to-date range memory, and strobe correlator crossfixes. === Stats === {| class="wikitable" ! 250mm Bomb Shell ! |- | Type || 250mm |- | Role || Du..."
- 18:5518:55, 10 September 2026 diff hist +46 N File:Screenshot 2026-09-10 145443.png No edit summary current
- 07:3607:36, 10 September 2026 diff hist 0 m Component:rf101-bullseye-radar No edit summary current
- 07:3507:35, 10 September 2026 diff hist −71 m Component:rf44-pinpoint-radar No edit summary current
- 07:3407:34, 10 September 2026 diff hist +1,313 N Component:rf101-bullseye-radar Created page with "=== In Game Description === The RF101 is a high-power turreted fire control system that allows the equipped warship to lock onto tracks, providing extreme accuracy for weapons. Highly effective with precision and command guided weapons. The RF101 cannot lock onto targets obscured by the host warships hull<ref>it can</ref> or targets outside its field of view. === Stats === {| class="wikitable" ! RF101 'Bullseye' Radar ! |- | Cost || 40 pts |- | Dimensions || 2x1x2 |-..."
- 07:3007:30, 10 September 2026 diff hist +3,019 N Component:rm50-parallax-radar Created page with "=== In Game Description === The RM50 Suite is a multi-function, multi-mode radar array designed for both search and fire-control applications. By focusing tighter beams through the radar panels it is able to track a single target with high accuracy while also maintaining a volume search scan, all without the need for a separate turreted module consuming an external hardpoint.<>It does this poorly, you want to pair it with the external FCR</ref> Multi-mode radars suffer..." current
- 07:2107:21, 10 September 2026 diff hist +2 m Component:ithica-bridgemaster →Stats current
- 07:2107:21, 10 September 2026 diff hist +2 m Component:bulwark-huntress →Stats current
- 07:2107:21, 10 September 2026 diff hist +1,960 N Component:rs41-spyglass-radar Created page with "=== In Game Description === The RS41 Suite provides a long-range sensor system to the equipped warship for detecting targets at range, but at the cost of reduced sensor track accuracy and a higher power draw. === Stats === {| class="wikitable" ! RS41 'Spyglass' Radar ! |- | Cost || 25 pts |- | Dimensions || 2x2x2 |- | Hitpoints || 200 |- | Hitpoints to Function || 30 |- | Damage Threshold|| 30 |- | Mass || 5 tonnes |- | DC Priority || High |- | Power || <span style="c..." current
- 07:1607:16, 10 September 2026 diff hist −2 m Component:rs35-frontline-radar →In Game Performance current
- 07:1507:15, 10 September 2026 diff hist +2,291 N Component:rs35-frontline-radar Created page with "=== In Game Description === The RS35 Suite utilizes a short-range radar system useful for targeting and situational awareness in the immediate vicinity of the equipped warship with high accuracy.<ref>becomes usable for traditional gunfire within only 3-4 km; use RPF outside of that range</ref> === In Game Performance === Despite the name and description, this radar should not be used on frontline combatants barring the most exceptional of points cringing requirements...."
- 07:0807:08, 10 September 2026 diff hist +2,504 N Component:r550-early-warning-radar Created page with "=== In Game Description === Long-wave early warning radars provide tremendous range but terrible accuracy, and have fallen out of use by the Alliance over a century ago. These radars can provide continuous dwell on an area of space, and while they can't provide a track worth firing on<ref>no matter how much you buff it</ref>, they enable Protectorate fleets to maneuver with purpose and pick engagements they can win. Be warned that due to its design this radar has enormou..." current


