hey borderwise i have just started playing around with FTD and really like *REALLY* have problems with scaling my builds. they either feel too big but turn out too small or feel too small and turn out way too big. do maybe have tips on how to choose the propper scaling for your shipps/ other vehicles like for example "x length, x height, x depth makes a ship than can really carry big scary guns but will be slow and combersome"? how do you normally start your builds? do you start your builds with first building a main gun and building arround it or do you first build the hull and do everything after? and i know there are things like cost of the craft and blockcount but id need to nail my build pretty much as i want it to get these and thats where my problem lies: i cant seem to get there.
With his rubber rail gunner build, he does say to start with the gun first. And it's probably best to do so. If you make a gun with an attached turret well/armour, you can choose the width of the main compartment accordingly, and then choose the amount of armour you need depending on the cost of the ship. But best to choose like: Role first (interceptor like some of the White Flayer godlies, or a big bruiser like the Megalodon) Main gun (both size and number) (have an idea of vague cost of the ship) Then choose armour and length depending on what you need
@@imperialspacemarine1539 I think that the game also has a few pre-built hulls in the new vehicle tab of the build menu, so you can also try using that as a starting point.
Basically what Brolord said. Building internals first or hull first can both work, so really you just got to to try both and keep building vehicles as practice. I've made videos on this before: How To Build Small: ua-cam.com/video/afecu8tVN_I/v-deo.htmlsi=ElAhIDpkD5M16SAn How To Build Big: ua-cam.com/video/q-o93LV_4y0/v-deo.htmlsi=c258W3EQg8ayNiAx
The usual process starts with an idea, what should your ship be able to do? Then you choose the weapon system(s) you want to use to get it to do what you want it to for APS you start with the shel, then build a gun suited for that shel and then build a boat arround the gun.
Finally... air canoe
hey borderwise i have just started playing around with FTD and really like *REALLY* have problems with scaling my builds. they either feel too big but turn out too small or feel too small and turn out way too big. do maybe have tips on how to choose the propper scaling for your shipps/ other vehicles like for example "x length, x height, x depth makes a ship than can really carry big scary guns but will be slow and combersome"? how do you normally start your builds? do you start your builds with first building a main gun and building arround it or do you first build the hull and do everything after? and i know there are things like cost of the craft and blockcount but id need to nail my build pretty much as i want it to get these and thats where my problem lies: i cant seem to get there.
With his rubber rail gunner build, he does say to start with the gun first.
And it's probably best to do so. If you make a gun with an attached turret well/armour, you can choose the width of the main compartment accordingly, and then choose the amount of armour you need depending on the cost of the ship.
But best to choose like:
Role first (interceptor like some of the White Flayer godlies, or a big bruiser like the Megalodon)
Main gun (both size and number) (have an idea of vague cost of the ship)
Then choose armour and length depending on what you need
@@Brolord56 well thank you ill try that build order!
@@imperialspacemarine1539 I think that the game also has a few pre-built hulls in the new vehicle tab of the build menu, so you can also try using that as a starting point.
Basically what Brolord said. Building internals first or hull first can both work, so really you just got to to try both and keep building vehicles as practice.
I've made videos on this before:
How To Build Small: ua-cam.com/video/afecu8tVN_I/v-deo.htmlsi=ElAhIDpkD5M16SAn
How To Build Big: ua-cam.com/video/q-o93LV_4y0/v-deo.htmlsi=c258W3EQg8ayNiAx
The usual process starts with an idea, what should your ship be able to do? Then you choose the weapon system(s) you want to use to get it to do what you want it to for APS you start with the shel, then build a gun suited for that shel and then build a boat arround the gun.
You inow its gonna be a good video when it opens with exploding mauraders
Shouldn't the aim of the cram take the base velocity into account?
It does, but since the projectile is slower if you're moving away from the target? It's way, WAY more likely to miss.
I'm not normally a fan of cram cannons... but I do have to admit your airship is frightingly effective. And here I thought I was insane... :)
Cheers! CRAM airships can be pretty darn good. 😁