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Refitting the AI Vanguard Battleship in From the Depths
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- Опубліковано 18 сер 2023
- Thumbnail: hotpot.ai/
In this episode of Project Prometheus / From the Depths, we refit the AI Vanguard Battleship with advice and tips from our viewers! ChatGPT's vision was not fully realized by the first version of the Battleship I built, and I decided to fix that!
#fromthedepths #chatgpt #aquilaeco
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Mark LaFentres
Now it's time for me to build my own battleship to beat this one!
Don't be afraid to start with a canoe rather than a proper ship so you can experiment with armor schemes before trying to apply them to a proper shippy-looking ship.
You're learning really fast. (But with FTD, there's always more to learn) FTD is the kind of game where sub-2000 hours is still relative newbie. You'll get there, young padawan. :D Default AI will aim at random blocks- and will pick a block and continue aiming for it until that block is destroyed. With an aimpoint card (AI part), you can select whether to target random blocks, clusters of blocks, or hot blocks. And how long it aims at a particular block. Clusters and hot blocks are both useful targetting choices. Ah, also, because there will be fleet combat- a target prioritization card will help the vessel select -what- to target from multiple enemies, and an intervehicle transmitter will allow friendly vessels to share detection data with one another.
I think that the refit's rear main turret might have started trapped between the AA simple weapons to either side of the barrels.
There are some other ways one might interpret the triangle turret. One would be pushing the middle barrel forward rather than up. Another would be slanting the entire front of the turret and thus having the turret cap itself be a triangle shape. But making turrets rather than deck guns is a vast improvement. You can find the turret well dimensions for general-sized turrets in the subobjects tab, as the corners need the proper amount shaved off to be able to actually turn properly. Some like to make turret wells, some like to armor the turret itself, some like both, some like neither. Also depends on the gun size/importance.
I'll be along for the ride representing ChatGPT. *half jokingly* If your player made fleet beats ChatGPT's, put 'em against mine. :P
I really appreciate these comments with tips and advice, keep em coming! Before the fleet combat starts, I'm definitely going to have to redo the entire AI schemes on the ships, because even right now they can't do so much as avoid ramming each other
@@aquilaecompany Avoiding ramming is ... hmm, the difficulty of it tends to be a matter of build style. So, detection is one thing- if a vessel can't see another craft, it can't avoid it. There's also the amount of time the AI gets to allot for collision avoidance; I tend to crank this up a fair amount- aircrafts may need finer tuning. Then there's the turning circle. In the AI settings, there's one for turning circle- this is how much distance the AI *thinks* it needs in order to complete a 180 turn. If this is off from the actual turning circle, the AI calculations get thrown off- and unfortunately there's no indication for what this actually should be set to other than eyeballing it. There's also whether the ship is allowed to remain in place or not- and reverse, or not. If a vessel can't do either, its AI will keep it moving forward (planes, for example, often need to). And then there's the setting to 'avoid all vehicles' in the AI. Or 'avoid friendly vehicles' if the vessel is supposed to ram. :)
Stock AI actually tends to be reasonably competent at avoiding crashes when set up right. Breadboard though, doesn't actually have the ability to see other friendly vehicles and so special considerations are needed to avoid friendly collisions.
And, of course, sometimes the AI just bjorks it a bit. Starts turning one way to try avoiding a collision, and the opposing craft also starts turning that way to avoid the collision. It does the best it can, but doesn't have the human touch.
Woo! This is a great little series man. I hope this series brings you lots more subs so you can continue experimenting with these kinds of cool ideas.
Big preesh to you, stick around for more!
"How much gun?"
"Much much many"
Some nice improvements, you could probably lessen the engines vulnerability by splitting it into sections seperated by thin armour and with many steam valves to make it able to continue working with some damage done.
Another tip i can give is to give your turrets necks and to make the below deck section fully circular to fully use the space, a turret neck is a narrower section between the below deck section and the turret cap so the hole in your deck armour can be smaller, also this allows you to fully hide the hole with the turret cap.
For making stuff circular there are templates in the subobjects tab, they are made of an alloy and metal circle with one representing the turret and the other the hull surrounding it to have the smallest ammount of unused space while allowing full rotation.
Also to make the ammo compartment more survivable, a technique i use is to use the 2m ammo boxes and 2m heavy armour slops in a chessboard pattern, the slopes have just enough health to stop a chain reaction, but i do recommend a full heavy armour box for the ammo since the explosion can otherwise simple go around the slopes if the blocks around it dont have enough health.
A fun video, im exited how the next ship will turn out.
Ahhh, I had no idea that steam valves were intended to be used that way! And as for the turret necks, that's brilliant as well! Thank you for the feedback, keep it coming!
I usually don't watch from the depths content. but your original vid caught my attention and so far I enjoy your content. I do hope you follow through with this interesting series! Like tanks/planes
Glad you're enjoying it! The series now has 22 episodes: ua-cam.com/play/PLKNQc66NH0RAGFihfW9RDUj_r_PPga3LO.html
I do not own this game and know nothing about it but these videos are entertaining so good job
It has a steep learning curve, almost to being a near vertical cliff, but yeah. Its a great game that continues to be developed regularly.
Some really good improvements 😁. There is one thing though that can reaaaally hurt you and that is going to be 2 specific types of shells that aps cannons can fire at you. Those being Squash (hesh) and Shaped Charge (heat) shells. They both will penetrate directly through your armor dealing basically nothing to the armor and releasing their sorts of payloads inside of your craft on the other side of the armor in different but quite similar ways. The way to counter this and protect the precious squishy bits on the inside of your craft is to make an air gap in your armor, so you'd have say, a block of metal, a block of light alloy, and then a space where nothing is present (air gap), and then another block of metal that then takes the impact from the shells that penetrated the first layer(s) of armor. The main thing is to make sure that these shells are hitting some sort of air before they can reach the more precious bits of your crafts as it can REALLY do some damage if it hits the right spots. Another way of getting the air gap is to use non-solid blocks, things like metal poles, metal slopes, and metal wedges are all blocks that have an air gap in them while still also acting as a bit of extra armor so you dont have to waste so much space or can still armor yourself up properly if you dont have much room to work with. Finally, you don't have to protect from this *everywhere*, but the main oarts to really try and focus on are around your armor, around your turrets, and around your ai. Protecting those 3 things is quite important. Also adding a few surge protectors in random spots can help with emp damage. You dont need too many, but putting even just a couple of them nearby to "pull" the emp away from delicate ai components can be helpful in prolonging how long your crafts will last. Hope this helped, and again, made some good improvements to your craft from the last video, well done.
Surge protectors are definitely something I need to add, I was doing a test fight and the AI just EMP'd me. Also armor gaps! The Battleship class I'll be revealing on Thursday will definitely have that. Thanks for being a part of the process!
Triple gun turrets are very hard to build actually, strange arrangements within the cap notwithstanding, good job! I personally recommend using a layer of heavy armor inside the turret cap just to protect your squishy components from weapons fire, then use metal and alloy for the exterior, I'd also re-evaluate the protection scheme around your engineering area, though I understand your ship's dimensions are locked in and Chat GPT wanted you to do a weird propulsion system
Is it just me or is the algorithm getting better at recognizing that From The Depths is a game now? I am actually starting to get videos in the rec list that are not from just the one or two guys I normally watch that do this game. Incidentally, check out lathland and borderwise if you haven't, strange new aquila fellow! Also, CallMeMenti is currently airing out his latest battleship tournament out right now. Check it out and look at some of the ships from it for good examples of how to make ships when under certain restraints (i.e. forcing them to be battleships and not uber-meta flying death bricks).
On a side note, I am on FTD hiatus right now as far as playing goes, but I did sometimes fix up other people's ships back in the day. Usually things like swapping out bad engines for a better version with more power/efficiency/both, optimizing weapons, defensive systems, etc.
Not all of them at once mind you. Most people who make an actual battleship shaped battleship tend to be at least better than I was at at least one of those. Back in that time, I was only EXTREMELY good at one thing, engines, while being overall decent at the rest aside from hull shaping. That has changed since then, as engines changed since I went on hiatus, but hey.
But yeah, especially check out some of Borderwise's guides. The older ones may not always be current, but can help you figure out the basics on various armor schemes and weapon systems.
Not only is this not a fight against the true old vanguard but you also completely negated the old vanguards biggest weakness by putting them so close together. The new AI couldn't shine so strongly as the detection and accuracy simply don't matter at point blank range
Like your series and your vid.
Kinda cool to be watching before you blow up.
UA-cam recommend you so you’re gonna be huge.
Congrats bro, definitely deserve it.
Love the pacing of your vids. You don’t drag it out for vid length and you don’t try overdramatise it.
Thoroughly enjoyed your vids and will do so in the future my friend.
Constructive criticism time.
During the sea trials/fights, the fires and especially the music are a bit too loud. Can’t really hear your voice.
Don’t mean that in a negative light. Thoroughly enjoyed.
Hello from an Australian insomniac vet. Looks like you’re going to be another dude for me to listen to whist trying to sleep 😂
Welcome aboard friend! Appreciate your faith in me. I value the constructive criticism the most, so thank you! Sound mixing is definitely something I have to improve. Glad to hear you're enjoying!
I would think a triangle turret is just the armor angled like triangle not literally 3barrels in a triangle arrangement.
Most likely you are right. I chose the unusual option!
I would suggest looking up Borderwise's tutorials and even Gmodism's, they'll be useful in building weapons and also armoring them up.
Will check them out before I release any of my own ships! Have some exciting things in the drydock
5:30 I think you misunderstood what it meant by triangle turret it’s talking about the shape of the turret not the arrangement of the guns. Basically, it’s wider the back there at the front.
So far I’m thinking humans win
(Btw great job)
Team humans STRONG
Its always fun to see newer players in the game lol
it from triple guns on a ship in pirates of the caribbean
Nick the Dickkkk (not an insult i just watched Insidious the red door and someone is named that) i want to see you do a full playthrough of this game so i can learn.
The old VG is better up close while the completed version seems best at mid range
This is because the refit can actually see whereas the old one was blind as a bat (I accept my new title proudly)
the ai aims for propultion weapons or ai controllers
it alredy bether your hull need a litle more work but it going well
A bit at a time we improve!
triangle triple turrets are ugly period