Laser Weapons Tutorial - From the Depths
Вставка
- Опубліковано 28 вер 2024
- Pew pew pew pew pew pew pew pew...
Time Stamps:
1:10 - Laser Basics
15:19 - Q-Switch Varieties
21:45 - The Magic Metal Melter
25:29 - Sniping Lasers
27:24 - Intermission: Laser AP Value Explanation
30:12 - Sniping Lasers Continued
32:43 - The Short Range Laser Combiner
39:36 - Laser Cutters Are Terrible
42:38 - Yeah That's It...
42:43 - Is It?
42:44 - Yup, It Is.
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Outro Music: : Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Bad Snacks - In the Atmosphere
ELPHNT - Unrest
Max McFerren - Stasis Attempt
Quincas Moreira - Silkworm
R.LUM.R - Good Job!
Vibe Tracks - Zoom
ABOUT THIS GAME
Summary:
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
A campaign waged over hundreds of islands against eight unique factions.
A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!
Key Features:
Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
Be part of a fantastic community: (www.fromthedept..., with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!
Customisable Components:
The customisable components in From the Depths allow a unique level of engineering customisation:
- Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
- Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
- Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
- Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.
I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission.
Time Stamps:
1:10 - Laser Basics
15:19 - Q-Switch Varieties
21:45 - The Magic Metal Melter
25:29 - Sniping Lasers
27:24 - Intermission: Laser AP Value Explanation
30:12 - Sniping Lasers Continued
32:43 - The Short Range Laser Combiner
39:36 - Laser Cutters Are Terrible
42:38 - Yeah That's It...
42:43 - Is It?
42:44 - Yup, It Is.
someone should call the met police on these lasers
Uh - this time he remembered it! :)
You forgot to talk about laser inaccuracy, why it exists and what's the difference between having inaccurate continuous beam vs pulsed beam. And especially why you always want pulsed beam over continuous beam.
I knew you're going to forget that immediately because everytime someone says "We'll talk about that later." they very likely won't talk about it later. :D
Thanks borderwise was just going to try to make my first lazzer.
I did remember. I just didn't talk about it very well...
Knowing a thing or two about lasers in real life, I gotta say, FTD is all the more impressive.
The lasers are powerful because the laser cavities and energy pumps are a meter long and the amount of energy being poured into said lasers is astronomical.
When you started the fight with the Shrikes... *turns UI off* *chair creeks as he leans back* "I just want to see some Shrikes die"
Attenuation is just damage fall-off
I think the inaccuracy is just FtD being odd :P
Yes an no, apparently for PAC's attenuation does affect accuracy, but for lasers i believe your right. And it's not FTD being odd, it's the constant variance of the estimated position of the target by the detection systems causing the game to change the aim point as it sees the apparent position shift around several meters. You can tell this is whats happening if you compare the accuracy of AI aimed fire to manually aimed fire. Manually aimed fire jitters across the target far less because it's not using the detection systems to estimate target position, it effectively has perfect detection for manual aiming. It's even more obvious if you do it With continuous lasers, fire off into the sky and then sweep the still firING beam and then stop moving your mouse the beam won't even wander a tiny bit. Yet when the AI fires a continuous beam it wanders all over the place. Which tells us it's the AI's aim, not the accuracy of the weapon thats at fault.
@@darthkarl99 Lasers do have built in inaccuracy just like all other guns in FtD. Detection error may also be a factor but it's not solely responsible for a laser beam, particularly a continuous laser, jittering around. But attenuation definitely is just damage reduction at various ranges and has nothing at all to do with inaccuracy, though both attenuation and inaccuracy are reduced by adding more of the right optics.
Yeah, being on the turret does not help either because it traverses in 1 degree increments, and the laser has inaccuracy of 1/20 of a degree. That's 0.87 meters of deviation from a target point at 1km. The rotation of the turret causes the accuracy of the laser to be twenty times worse as it constantly adjusts itself to the AI's selected aim point. If it were a static laser, it would have almost never missed against a target that big.
Oh
I knew you could place those wireless connectors on single axis turrets, but I did not know it still worked with the two axis turret
This whole time I’ve been making a regular 1 axis turret and a sideways 1 axis turret connected to it.
another great guide!
thanks a lot! your CRAM guide helped me a lot already and i cant wait to finally make some decent lasers ^^
I *think* short range lasers don't have attenuation or damage fall-off because they're already... short ranged. So they could be used by a submarine to shred a ship's underside.
Borderwise, bit of info for your PAC tutorial when you do it. You may allready have done the maths or been shown this, but just in case:
I ran the maths on what the ideal energy usage per shot of a PAC of a given length is. More specifically i worked out how much energy you have to save by adding a single length of PAC pipe, (so in effect the energy value of a length of PAC pipe), to save more in energy generation and storage costs than it costs you in PAC pipe cost. For the setup i used my 927 resource Energy Boiler system as my baseline. It generates 28800 energy, (well a few hundred below that but more on why we can ignore that in a bit), for 927 up front and 14.16 per second burn, (proper use of ACB's will only have it burning in combat). Currently battery storage works out at 50 energy per resource.
So on a per energy basis:
The battery capacity costs you 1/50 = 0.02 Resources
The generator set costs you 1/28800 = 0.0321875 Resource
The Boiler burn is 14.16/28800 = 0.000491666
In total this comes to 0.0583366666 Resources per energy.
However that assumes you generate everything in one second and then use it. Due to focusing power scaling with charge time there's really no good reason ATM to build a PAC with a sub 10 second charge time as it hurts your efficiency of conversion of energy to damage. That means you can generate your energy over a 10 second time period. The material burn over the full cycle doesn't change, (you just burn less per second), and the storage capacity for a given shot energy doesn't change, (more on that in a second though), but you only need 1 10th the raw generator capacity so your generator costs get divided by your charge time. This gives us a realistic value of:
0.023710416 Resources per energy.
We can then turn this into a value, (in energy per discharge for the arm it's added to), for each pipe segment length by dividing the cost of the pipe segment by the above value, producing a value of 1265.266 Energy Per arm segment.
Now since energy usage and damage multiplying at a given overcharge value scales linearly with pipe length you can use this and your pipe length to determine the ideal energy usage for that pipe per salvo. Any more energy usage and it's costing you more in generators, batteries, and materials burned than it would cost you to make your PAC a little bit bigger. Any less and it's costing you more in PAc parts that putting some more energy generation and storage capacity would.
Now of course there are a few caveat's. First there are things like material storage bunkers, so cheap i didn't include them), ACB's, (varies with total power generation as you should only need one set of ACB's per vehicle), LWC's, Transmitters, Failsafes, the PA base piece, turret cps and bases, e.t.c. That can add to the costs of one part of the system or another. But in the majority of cases the bulk of the costs will fall on the PAC side of the equation increasing the effective cost of each length of pipe on it, (if your PAC is a subobject you can actually use this to find it's true cost per pipe length). Also if you have more than one PAC you don't need to fully repeat the battery storage for each one as they won't fire at the same time anyway normally with makes the generation and storage costs slightly cheaper than stated. Overall therefore you can take the above number as a minimum value, (and in most cases optimizing beyond this will be a waste of effort).
Lastly since energy usage at a given arm length scales linearly each type of atrm, (Particle port return, U-Bend Return, and Secondary Lens ), has an ideal overcharge ratio to reach that number regardless of arm length.
For a Particle Port Return it is 1.59.
For a U bend return or Secondary Lens it is 2.5.
Incidentally as a result the U Bend Return is thus the most efficient in terms of damage per resource.
Amusing timing borderwise. I just completed my first fully functional vessel, (well ok completed isn't 100% acurratte as i really need to rework the detection system, it's a touch to easy to knock out the search systems atm), a PAC frigate which morphe along the way into a PAC Destroyer. Really didn't account for the weight and volume of the batteries or just how much top weight 4 PAC turrets would come to. So ended up waaay bigger than intended.
It may be a personal thing, but I enjoy your videos a lot more with such chill night music. Use it more if you can :3
Got it. 👍
Q switches also affect AP vs raw dmg.
4 pumps and 1 doubler is 75 ap to the laser
Destablizers have massive drops in efficiency, after 2 of them it's .01% per additional and further drops down after i thnk the 5th one.
how effective would a laser be on a ball turret? or whatever it's called when you use two one-axis turrets to make a gun that can turn 360 on all axis
Very. I almost exclusively use lasers on 2-axis setups, primarily because it lets them shoot at things travelling right over the top of them (like planes and attack satellites).
Loving your Videos please keep going on, greets from germany :)
*@BorderWise*
41:10 ish. The Laser Cutter can't be Q-switched, that's why it don't work (it says in the description).
Great & very informative video otherwise :D
Oh my god, I knew it would be that simple and stupid. >_<
Thanks, and thanks for letting me know. 👍
@@BorderWise12 No problem :)
can you channel the laser between turrets in order to use a turret-on-a-turret design?
Hake?
build a railun,250mm. flak it in a 2m shell. pump it to 1k speed at least and have that timec fuse.
dak dak dak.
thank GOD!
hey you're right ! its a laser cannon ! **glaring at FTD developers in W40K fan**
I know what my next build is gonna be now
Jules Pratt predator, land raider, dreadnough ?
@@The.Heart.Unceasing Lemun Russ type design
Thank you, I appreciate this video a lot
You're welcome. 😁
how do i set up my AI to aim at mainframes?
Aside from using LUA coding, there's no way to get the AI to do that. Setting the aim-point selection card to sim for clusters of blocks helps increase the likelihood of aiming for the AI, though.
@@BorderWise12 Unfortunate. I appreciate the immediate response on a two year old video tho!
your laser is very inaccurate because you set the detector calculating rate at minimum time 0.1 second.
All detector error was been count in. that why your laser so inaccurate.
True. Ad yet if you don't set it to minimum detection settings, it will consistently miss the fast moving and erratic targets that lasers are useful for in the first place. Damned if you do, damned if you don't. :(
Alrighty, so there are some important things to note that I didn't get quite right in the video that people have helpfully informed me of:
1. Attenuation is the reduction of damage with distance, not accuracy.
2. The laser inaccuracy seen in the video is because of my detection settings. Setting them slightly higher gets rid of most of the scatter.
3. I didn't mention the laser output regulator. This is because it's mostly useful for LAMS, so I'll definitely mention it then, but it turns out it can be a perfectly acceptable way to make a decent sniping laser too.
4. Laser cutters don't work with Q-switches. Derp.
The optics now work reversed. It doesn’t keep the firing arc when spamming steering optics, unlike how they used to work like. You only need one steering optic, then you can have as many regular optics to your heart’s content. Don’t spam steering optics. As far as I know, they don’t have any affect to attenuation or range. They aren’t as useful as the once were.
Oh, btw, 4q-switches make the laser fire 8 pulses per second.
I beat the atlas with a 5k material plane. It died in about a minute.
I found that the short range laser combiner also works as an ok missile defence. It can’t handle larger missile though, but it’s ok with small missiles.
You also mentioned that 4 q switches are more accurate than all other because it misses less, Correction it actually will miss more. More shots, more rng , = more misses though the percentage of misses may stay the same. But more shots never mean less misses.
Thanks for covering the slow-charging lasers as well - it's a concept that needs more love~
You're welcome! Having practiced building slow-firing lasers a bit more, I can confirm that they are a real hoot to use. 😛
You are literally The Spiffing Brit
Great tutorial, you definitely became MUCH more accurate and focused in your videos! Also, I am VERY thankful that the subject is lasers, I couldnt wrap my head around them since the latest changes to them :D
Now I know why my lasers suck... they have no frequency doublers
After each intro I keep anticipating "I am the spiffing brit"
Recently figured more about steam props
Essentially they need a certain shaft speed and power to hit max, adding more propeller gearboxes will increase the maximum output and the rotation speed needed to hit that max output.
wow somebody that does weapon tutorials, my dude i needed you in my whole life. also do you do more then just weapon tutorials ?
Yup! I've made a bunch of tutorials on a variety of topics. :)
I came here to make a double-barreled laser akin to the twin-linked las weapon in Astartes, and then you mention the laser looks like something straight out of Warhammer 40,000
What a lovely coincidence.
ok i bought the game back in 2015. played 40 hours and gave up. now i'm 5 years older just reach drinking age and decided to play when drunk failed again. but i watched hours of borderwise videos and look at many designs on the steam workshop. now i have a really cool patrol boat/fast attack craft. thanks alot dude
You're welcome! Happy building! :)
"They offend other craft. They hurt their feelings and then actually hurt them." Coffee came out my nose.
i cant stop watching your videos BorderWise, they are incredibly helpful!
this is a good way to get rid of the anger i get punishing myself by listening to logik.
bloody hell nice work
We have the exact same target choices, pretty funny. Maybe because they're top of the in-game lists, and even then. As for uses for the laser cutter, maybe have a look at some of the White Flayers designs (there's an expert thrustercraft) that use harpoons to pull up enemies into a bunch of rams. Works on surprisingly heavy ships as well. I guess you could copy that and use laser cutters for damage instead.
I forgot to mention, I'm extremely excited for the PAC tutorial. I love particle cannons but I can't seem to find the right settings or most efficient build to make them really work well. :((
They are hard, yes.
Best immediate tip I can give is that for everything except piercing, one long tube is better than lots of short tubes.
@@BorderWise12 I have a bit of a large craft relying entirely on PACs for damage along with a few torpedos. 3 of them are explosive, 1 is EMP and the last is a much smaller piercing AA PAC.
can you,
ik this is late but can you cover 2 axis turrets lasers?
damn finally, thanks borderwise i needed this for my ships
So... I found out what basebleed is good for on APS cannon. I had a problem that despite the actual range being less than 50% of the range in the ammo configuration they were never arriving at the target. Velocity loss was stopping them. Replacing a gunpowder with a base bleed solved the issue despite a lower initial velocity. Not sure everyone needs 1.6+km actual range on weak 100mm APS, but there it is.
There is no damage falloff shown for the short range laser combiner. Is that realy so? Does it do well under water?
If it truly has no attenuation a 100m SRLC could be fantastic againt torpedoes.
If you have a laser on a plane, even with a turret it would be a good idea to put steering optics on it, especially if it's very fast.
0:55 "Does sterling work being shot at"
Wish we had fire mechanics for wood so lasers could burn wooden ships and napalm could be a thing.
2:29 "Adding one q switch increases the red far, so"
Inaccuracy is a fixed value for lasers
Always silence your phone before the movie Borderwise!
It WAS on silent. It vibrates like a champ. XD
I hope everyone gets to use their energy weapons today. Happy Valentine's
Thanks after watching this I made my first ever offensive laser that works
Nice! Well done. 😁👍
I know what to do with laser cutters :D just for fun, of course. I'll try it to see if it's possible in my game. I'm going to build a missile harpoon on top of a lead cube, all connected by just a block to my hull, that block ready to be cutted. Than when an aircraft comes, shoot the missile and cut the block, to the bottom of the ocean it goes. If it works, it would be hilarious.
the lead cube despawns if it is not a subvehicle. The new merge blocks can be used to decouple.
@@jannikheidemann3805 Yep, at the time (2 years ago) I had to solve by a sub vehicle spawner. Now it could come easier indeed. And yes, it's hilarious.
OK this is exactly what i needed
Oh.
So thats how you are supposed to make lasers.
No wonder my lasers are inefficient.
Thanks for the help.
You're welcome! 😀
Isn’t the pac cannon the simplest non-simple wepon?
Kind of. They're reasonably straightforward to build, but PACs are useless unless you have good battery-powering systems, since they're more energy-inefficent than lasers are.
I have made a huge ship with a huge laser system as one of the main weapons and it is one if my most satisfiyng creations ever xD wish i could show you one or two creations :)
something the laser cutters could potentially be useful for is a boat that works almost like one of those big shipping container cranes where it has like 2 boats with a gap in the middle with the boats being connected by some like scaffolding that goes up over the gap and the the gap is filled with a laser grid and it "rams" the enemy putting it in the connecting laser grid, melting it
Could be used as an anti missle system (small lazer combiner)
Yes, that’s what a LAMS is
Love this! Hope you cover LAMS soon, just in time for my flagship build. Super clear in informative tutorial btw, I’ll watch them all!
Yup! LAMS should be either the next video I put up or the one after. :)
3Q, zap zap zap zap zap zap zap, and 4Q...
And the laser says 4Q too...
Are you going to make a particle accelerator tutorial?
Yup. It'll be number three, after LAMS.
20 blocks. 100 per tranceiver
Not related to laser, but does one side radar/camera/munition detector, attached to the spin block aka real radar array actually provide detection to the AI? I mean, it is smart enoth to turn turrets fitted with actual one-side detection equpment to radar blip?
The answer to that is yes, so long as you link the sensors to a mainframe, orient them in the right direction on the turret and have the turret controlled by a LWC.
Do you think that "sniping lasers" are better than piercing PAC cannons? I know that PACs can be a lot more compact for the same power.
Not really? Piercing PACs are more compact, don't care about smoke or water and don't require a zillion frequency doublers to stay useful.
Floating transmitter is impossible to do now. like you have above the turret. ?
You have to place another block and then use the Shift-Click replace function in order to place it.
@@BorderWise12 Thanks alot brother. i will try this.
short burst laser anti cram? Anti bomb? or is LAMS better for that?
LAMS is generally better for that, yes.
Thicc Pumps
thank you 🙏 so much!!
Yer welcome. 😁
So basically, I’m going to need like 130 AP to do full damage appliqué armor, (since it has 65)
Yes, but like I said in the video that's likely overkill anyway because applique has so little health. A continuous or 4Q laser will still destroy it pretty quickly.
130AP would be helpful against anything with strong laser shields or smoke, though.
1st. Comment 5th view
oh finally i can figure out how to make effective lasers
*video length: 43 minutes*
nevermind then
2 tutorials i think you should cover are
1. Finalising your a.i things like setting controller for the most common things such as ship propellers for speed or to prevent sinking, pitch and roll. So your ship doesnt end up winding up on top of the enemy and trying to reverse doing other weird manoeuvres. setting guns to fire at different targets.
2. how to set up a good detection system.
Yup. AI and Detection is definitely on the to-do list.
69th like :)
The problem I always have with lasers is: They feel unsatisfying.
When I blast a poor underageboat into pieces with a massive Cram it feels awesome, when I do the same with a laser it feels "Meh".-
I get what you're saying there. It's why I still prefer guns and missiles in FtD.
It's also why 0Q lasers are my favourite kind despite their drawbacks: the slow, evil *bzzzzzt* is more satisfying to me than the mild *pew pew* of pulse lasers.
Aha, but a fast powerful 4q is pretty satisfying when you watch blocks just fall off, though not as good as seeing a cram shot blow a ship in half
I might be nitpicking here, but saying "When I blast a poor *underage* boat into pieces with a massive Cram it feels awesome", you don't exactly give yourself the best look.
@@Misha-dr9rh I am worse than Ark Royal when it comes to little destroyers and Underage boats.
@@food7479 I understood that. Wonder how many others did.
Was waiting for this video, lasers just go over my head. Just one thing, attenuation is the percentage of damage lost per 100m, it's not related to inaccuracy as far as I am aware.
I thought it was how much the laser scatters over distance. At least, that's what it is for PACs.
@@BorderWise12 You are right on PACs but I think lasers were altered at some point to have fixed inaccuracy, in the video it stays at 0.05. Now optic lenses give you the choice of more damage at range vs larger firing arc.
@@Jonex26 Yes, I believe I talked about that. And attenuation = damage loss makes sense now that you mention it. But then why do lasers scatter? If that isn't attenuation, what causes it?
@@BorderWise12 the changelog about lasers was a few months ago so I'm not 100% sure but I think it's just tied to inaccuracy which doesn't change. The old formula took optic and steering lenses into account but I don't think it does now.
@@Jonex26 Ah right. Good to know, cheers!
WHY DOES HE KEEP SHIFTING THE SCREEN AROUND? ITS ANNOYING TO WATCH. NO MORE THAN 1 SECOND OF A SCREEN SHOT!