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FTD Galley - Submarine Build and Control Basics - From the Depths
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- Опубліковано 15 сер 2024
- The basics of building and controlling a submarine.
In this episode what to think on materials, 3 types of dive control, how the AI will control depth.
Game version 3.1.5
TimeStamps:
00:00 Helooo
02:04 Materials and buoyancy
09:26 Balancing a sub hull to be neutral buoyant
14:22 AI Propulsion and type for depth and pitch control
18:06 Forced diving and trim plane control
27:05 Forced propellor dive and pitch control
34:33 Air tank buoyancy and pitch control
41:11 Combining buoyancy with dive and trim plane control
42:20 ACB's to set the depth
49:25 Comparing the different control types
From The Depths is a building/strategy game where players can build their ships, submarines, aircraft and even spaceship to fight in a campaign or other players.
All vehicles are built using a simple block-based system similar to Minecraft but with a full physics model applied to all objects.
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System Spec
Linux-64,i7-4790k 4GHZ,16GB Ram,GTX1080ti,Kingston SSD,1080p.
All music and images are the property of their respective owner.
All footage used for narrative and comparative purposes.
Music from the UA-cam audio library.
Licensed under Creative Commons: By Attribution 3.0 License
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From The Depths,FromTheDepths,LetsPlay,LetsBuild,Playthrough,Minecraft,Strategy,Gaming
TimeStamps:
00:00 Helooo
02:04 Materials and buoyancy
09:26 Balancing a sub hull to be neutral buoyant
14:22 AI Propulsion and type for depth and pitch control
18:06 Forced diving and trim plane control
27:05 Forced propellor dive and pitch control
34:33 Air tank buoyancy and pitch control
41:11 Combining buoyancy with dive and trim plane control
42:20 ACB's to set the depth
49:25 Comparing the different control types
Finally a Guide i could understand, Thumbs up and i subscribed.
Another great tutorial. Also a sneak peek on what I have been missing since I stopped playing :-(.
My last sub was on an old version. It used ACBs and % pump drives to control depth. It was still quite lethal, some upward facing missiles (medium you didn't have the different sizes) with ballast tanks set for very buoyant and a delayed rocket engine to let the water spit them out of the surface before the rocket took over and the guidance did the rest. Of course this occupies valuable explosives space but it was pretty cool. A sub that had anti-air capability.
I will be going through some weapon choices in future video, may make a seperate vid as was going to just show as part of build but maybe with all the options a dedicated vid is better.
Sub launched missiles similar to yours will be part of it.
I much prefer breadboards over acb's for propulsion control.
Using AI control and a couple of ACB's is easier for beginners to follow. IF you want advanced then just do LUA and you have full 3d control avoidance and navigation.
Personally I just like to stick to what can be done with standard blocks and AI where possible.
John Phillip Holland would be proud
so if u make the sub flatter thinner its more stealty??
i was wondering : is this possible to beat the campaign with only subs and 0 missile (except for buoys and stickyflare/radar simulator)
Its possible, as far as experience I have in the game you can use cram to destroy land base target by deploying them as mortar, and advance canon to destroy enemy both air and sea and slowly proceed in turning said canon into a railgun. The key is as long as the sub is equip with the right weapon, defence and can detect the target you can destroy the enemy. If your feeling fancy deploy drone tactic to do your fighting
Has anyone found a way of making torpedo missile hybrids with thrusters and propellers? My problem with them is detection. For a torpedo you use sonar but for air targets radar or IR... Remote guidance could cover both but subs cant really detect air Targets while under water.
You can use a short range thruster with a torp propeller, but guidance the only dual option would be remote guidance option. Use a radar buoy to detect the air target. Not as effective as a dedicated missile in a sub imho.
@@DelsGamingYea its a lot easier to build one or the other but my idea was to make all Missile tubes usuell no matter what the sub is fighting. Vertical launch systems with decent missiles require the sub to be somewhat tall. I wanted to have flat torpedo like tubes that launch missiles that can turn upwards and go after airships if there is nothing in the water.
Maybe its possible to have a small scout drone / satellite that sends target information to the sub ?
There is the possibility of having a radar/sonarbuoy attached to the torp/missile hybrid itself. That way using remoteguidance is actually quite usefull. Additionally the accuracy increases the close the buoys get to the target.
Oh and laser-designators or beamriders should work as well.
@@DerHeizmeister I have used the radar/sonar buoy idea on some scouting or long range missiles to give more accuracy near the target but they do add a lot of drag. So one slow radar missile with 3 slightly faster so the radar hits last works as a good mix.
@@DelsGaming I’ll definitely try that. Even without detection the sub should fire in roughly the right direction because of the automatic base detection I guess.
The ai automatically dives In combat without a single pid or control block btw,, The ai can also dive to infinity depth and use altitude above land to stop it crashing into the floor.
Depends what combat behaviour you use, the AI will not automatically dive unless it is using a setting or behaviour that sets what height to use. It would stay within the adjusted max/min unless using airplane, 3 axis etc. Or AI is broken.
Was going to go over avoidance in another vid using depth above land and also ACB's.
@@DelsGaming Want an example? All my drone subs work flawlessly this way.
@@Valshala Would be interested in the AI setup as my tests with basic AI is that it obeys the max altitude when setting hover value unless overridden by a PID which then causes issue with altitude over land.
@@DelsGaming I sent an example sub for you to check out. Just launch an enemy and watch its behaviour, the only control block it uses is a (general purpose pid) for steady pitch. I think you will be impressed how devastating this little sub is.
@@Valshala send to my steam or on workshop as not getting attachments.
Great now build an submersible cram artillery gun that goes underwater to reload
This is a joke
It's actually feasible with ACB's :)
But pointless...
@@DelsGaming huh I guess you could do that but
I’m not that smart in acb or Lua sooooo
Yeah