I had to watch the first tutorial to really understand the shaping and construction of a turret, and it's absolutely excellent! As I commented there, this game would be nowhere this great if it weren't for community members like you. Bravo!
I'd recommend less inputs for the CIWS, a good ratio is often 2 inputs total. More inputs reduces your offline time, but it's not volume effective since you already cut down the down time significantly with 1 input on the autoloader and 1 on the clip.
I have done some research a while back and it turned out that for the space available, 1 firing piece shoots more than 2 times faster than 2 firing pieces using the same space. So especially for these kinds of turrets I' recommend using 1 firing piece
I just started FTD and followed loosey along with this tutorial. My question is tho, how do you learn about all the factors that will change your performance stats? (like RPM, damage, range and so on)
And in reality the turret would blow up hard anyways if it uses payload (connectors highter up would probably get ripped, ignoring the armor and separating the turrt). the armor inbetween be damned. If it's kinetic just metal would be enough.
Putting the armor blocks in the middle was kinda pointless. When the clips blow up the explosion will just go around the armor. If you want that armoring to be effective it needs to go all around the turret and not just the front. The space would be much better used for something that would have helped the performance of the gun like recoil absorbers, autoloaders, and etc.
I tested it and it seemed to protect the other side for this particular shell with fully loaded mags, how would the explosion go around it? My experience is that explosions don't go around stuff but maybe I am misstaken..
@@GMODISM after I built it in ftd I saw why. Your shells for the cannon are too small to generate the explosion that would be able to wrap around to the other side if the ammo had detonated. However, after looking at the shell itself I don't think anyone would ever use it. 19.2 ap with 142 kinetic damage won't do anything but tickle. It would take repeated hits on the same spot to do any serious damage. The gun itself is not going to be able to do that with no recoil absorbers to keep it accurate while firing. the gun that I made based on this was struggling with dusters from the dwg.
@@GMODISM i figured it out it's just that you have to make them as two separate objects disconnected from eachother. I had the firing piece on basically the same turret. This game has been very frustrating to learn :(
Great tutorial, but i really dont think the jump cuts are neccesary, especially if its a really new player. Some parts saved like 4 seconds and were only confusing.
Hey mate, I try to cut down time for the instants as much as possible, got other slow tutorials too, but perhaps this one is confusing because it presumes you watched the earlier more fundamental APS tutorials before so it skips explaining some bits ^^
@@GMODISM Oh, i didnt know you have more basic ones. Well, lovely content anyways, this tutorial really helped me understand APS because i instantly forgot about it when i started building with the ingame tutorial haha.
@@GMODISM i figured that the beltfed autoloaders weren’t actually exposing that one connection point and got it in the end! Thx for the great tutorial tho very helpful!
Doesn't work for me, no matter what I do it says it's not connected and to connect to a aps firing piece :/ is my game broken? This games so small it's impossible to troubleshoot and so I just can't have cannons right now
the aps parts have direction, try turn them 180 degrees around and they should connect, also start on a new build in case there is something with that blueprint
I had to watch the first tutorial to really understand the shaping and construction of a turret, and it's absolutely excellent!
As I commented there, this game would be nowhere this great if it weren't for community members like you. Bravo!
Thanks mate, keep tuned for more tutorials almost every week!
This is a really good beginner turret that I was able to fit a couple of in a little PT boat design I was working on, thanks.
Nice!
I'd recommend less inputs for the CIWS, a good ratio is often 2 inputs total. More inputs reduces your offline time, but it's not volume effective since you already cut down the down time significantly with 1 input on the autoloader and 1 on the clip.
Yeah perhaps ⅓of the ammo intakes would be better if they where armour instead, but at least downtime is minimal!
I have done some research a while back and it turned out that for the space available, 1 firing piece shoots more than 2 times faster than 2 firing pieces using the same space. So especially for these kinds of turrets I' recommend using 1 firing piece
One firing piece will always fire faster due to having more loaders...
Me when I add a varitable minigun to my battleship: "NOW IS COWARD KILLING TIME!"
I just started FTD and followed loosey along with this tutorial. My question is tho, how do you learn about all the factors that will change your performance stats? (like RPM, damage, range and so on)
And in reality the turret would blow up hard anyways if it uses payload (connectors highter up would probably get ripped, ignoring the armor and separating the turrt). the armor inbetween be damned. If it's kinetic just metal would be enough.
So if using chemical rounds better with no armour probably? Well the middle armour makes one turret stay online even if one is dead
Putting the armor blocks in the middle was kinda pointless. When the clips blow up the explosion will just go around the armor. If you want that armoring to be effective it needs to go all around the turret and not just the front. The space would be much better used for something that would have helped the performance of the gun like recoil absorbers, autoloaders, and etc.
I tested it and it seemed to protect the other side for this particular shell with fully loaded mags, how would the explosion go around it? My experience is that explosions don't go around stuff but maybe I am misstaken..
@@GMODISM after I built it in ftd I saw why. Your shells for the cannon are too small to generate the explosion that would be able to wrap around to the other side if the ammo had detonated. However, after looking at the shell itself I don't think anyone would ever use it. 19.2 ap with 142 kinetic damage won't do anything but tickle. It would take repeated hits on the same spot to do any serious damage. The gun itself is not going to be able to do that with no recoil absorbers to keep it accurate while firing. the gun that I made based on this was struggling with dusters from the dwg.
Hey quick question how do you get your two barrels to sync? If I have two it only loads shells into one. How do I fix this?
Maybe the other one isn't even working, some connection error?
@@GMODISM i figured it out it's just that you have to make them as two separate objects disconnected from eachother. I had the firing piece on basically the same turret. This game has been very frustrating to learn :(
Great tutorial, but i really dont think the jump cuts are neccesary, especially if its a really new player. Some parts saved like 4 seconds and were only confusing.
Hey mate, I try to cut down time for the instants as much as possible, got other slow tutorials too, but perhaps this one is confusing because it presumes you watched the earlier more fundamental APS tutorials before so it skips explaining some bits ^^
@@GMODISM Oh, i didnt know you have more basic ones. Well, lovely content anyways, this tutorial really helped me understand APS because i instantly forgot about it when i started building with the ingame tutorial haha.
@@Dynamite667 got lots of them, check the playlist and play with rail assisted if you wanna go for kinetic ;)
Hello my clips dont attach to the autoloaders no matter what direction I put them how do I fix this?
Secelt the direction where the suction cups are rightly aligned
@@GMODISM i figured that the beltfed autoloaders weren’t actually exposing that one connection point and got it in the end! Thx for the great tutorial tho very helpful!
How do I make a smaller turret but still rapid fire?
so I will remake this tutorial so stay tuned but quick answer: smaller caliber
@ I’ve tried smaller calibers but I can only get it to stock pile the ammo then fire two rounds at a time
@@Memeking65 in the meantine, check the aps tutorial I made a few weeks ago, it teaches you whats wrong with your gun
How to make the gun fire 1 barrel at a time and not burst all barrels at once?
Limit firerate inside aps firing piece
To make a non railgun rapid fire aps is easy but railgun rapid fire is hard
Doesn't work for me, no matter what I do it says it's not connected and to connect to a aps firing piece :/ is my game broken? This games so small it's impossible to troubleshoot and so I just can't have cannons right now
the aps parts have direction, try turn them 180 degrees around and they should connect, also start on a new build in case there is something with that blueprint