Time stamps below! Feel free to comment and give feedback. 0:53 Picking the right block 1:58 Navigating the UI 4:40 Example 1: range/angle AI selection 7:35 Primary target info breakdown 9:30 Maths Evaluator "If" statement 12:28 Random point in the video 16:55 Preference/tolerance to one side 18:34 Completed example
I spent all afternoon scratching my head with breadboards. This was exactly what i needed to get started. Explaining that a,b are inputs made everything click!
A bread board is a mat you cut through the loaf of bread onto so that the knife doesn't mar the table. Electronics prototype boards resemble them, they're both plastic.
Thanks, although I'd like to make an even more comprehensive series of tutorials on bread. Ironic, though I don't think my older videos are bad either. Feeling kinda burnt out though... D:
Rebind Caps Lock to act like some other, out-of-reach key. I bound mine to H and that's an extra key for games which don't recognize Caps Lock. And for the ones which do, it's not inverting my letters anymore.
@@OhmIsFutile I meant rebinding the key itself, so you still press the same button, but it acts like a more useful button. Check out KeyTweaks. Or if you're afraid of 3rd party software, see /watch?v=eBemouxi0TE
Yes, but you can't do it with just a multiplier if you wanna get zero. You'll need a math evaluator to invert it if you need to invert it in the breadboard anyway. If your condition is coming from an ACB and is fed into the breadboard, then you can just invert the conditions on the ACB.
How could I make something that turns my gas engines fully on or completely off, depending on the situation, when I look at fuel engines in an ACB all I see is change battery charge rate for fuel engine. so in combat my steam engines take over, and my super efficient gas engine will only run when it is out of combat, and alternatively, steam engine turning off out of combat. Sorry if I am not making sense, English is not my native language.
Yeah, I'm not sure if we ever had the option to turn off fuel engines entirely. You can definitely control steam engines. The other fuel engines can only really be managed by using the power priorities on the V screen.
5:07 I'm a little unclear on which AI routine cards you used for those and how you got the interface you show on the right. Are these "blank" cards? In the current version of the game, Whenever I try to "Add Behavior" I am presented with a list of 9 pre-defined behavior types. I presume that you used "Broadside 2.0," then gave it a new name and edited the behavior parameters as needed. But the game has changed quite a bit, even in the past year. Your guide is one of the most in-depth, detailed and rigorous so I want to reduce as many possible sources of error as I can!
Thank you! Yes, these would be blank cards where you pick and choose from the list and name them (if you want). But you are right, the game did change since I made this tutorial. I would have to double-check if the AI is the same. I'm sure this is still possible though, just the choice of AIs might be a little different.
Hey bro, can I bind the bread board response with the acb controller? or complex controller? Cuz I want my tank suspension to be alike to strv-103 you know? So, I wanna change the pitch angle just by simple pressing of smth Exact angle
I guess I'm due for a part 3, haha. Yeah, you can interface with ACBs using the drives or the complex controls. Both ACBs and bread boards can use the complex controls so they can trigger each other. Unfortunately, neither ACBs nor breadboards react to player input directly. You can use the drives though, but it's awkward.
How did you ever figure out that you could use if/then and other non math symbols in the breadboard. I haven't been able to find anything anywhere that would provide, say, a lists of usable 'commands'. I'm not sure what you call them. Basically whatever plain language is in math. If(a
There's a documentation list in the math evaluation component. It lists all the functions it can use (like "if()" or "ToEuler()"). It's written very much like spreadsheet cells, minus the cell references.
This seems complicated, (it is) but I would say if you think about everything slow and methodical and understand it as clear as possible it will seem so much easier.
Nice video mate - that's from another UA-camr. I like your vehicles and would be interested in seeing them or a download file :) if you want hand with UA-cam stuff just ask. Good luck!
Thanks, that means a lot from fellow UA-camrs! I guess I could post my vehicles on the workshop, but I'll probably wait for the next update to drop to make sure they get the tweaks they deserve first :)
@@OhmIsFutile thanks and you have a similar style to me in that it's tutorial and informative and I found that was a successful formular. Went from 0-2.2k subs in 10 months. People look for help more than FTD gameplay so I'd suggest sticking with tutorials, especially with changes as you out the information across clearly. As for FTD, any idea when the update is due for ammo etc?
Hopefully within a week or two, at least for most features. Also yeah, I'm not in a rush to make a bunch of FtD-based (or any game) series. I'm busy enough as it is, haha.
Time stamps below! Feel free to comment and give feedback.
0:53 Picking the right block
1:58 Navigating the UI
4:40 Example 1: range/angle AI selection
7:35 Primary target info breakdown
9:30 Maths Evaluator "If" statement
12:28 Random point in the video
16:55 Preference/tolerance to one side
18:34 Completed example
I spent all afternoon scratching my head with breadboards. This was exactly what i needed to get started. Explaining that a,b are inputs made everything click!
Watching it through a second time, you say breadboard alot, I shall refer to it as a loaf in protest
I "carb" believe I missed such an opportunity :(
A bread board is a mat you cut through the loaf of bread onto so that the knife doesn't mar the table. Electronics prototype boards resemble them, they're both plastic.
@@jwadaow yes, ofcourse, it should be a yeast yolk, much more poetic.
@@DrenKillfree a yeast yolk nourishes a hay hen before it hatches into a grain goose.
@@jwadaow who is this grain fellow
Great job! Would love to see more. I never used breadboards. I just stick to LUA, but this looks slick.
I mean, if you are good with LUA then there's a good chance you don't need breadboards but thanks for the kind words either way!
thank. only needed one watch to understand what you were saying, not a lot of people can explain this well, Great video👌
Thanks, although I'd like to make an even more comprehensive series of tutorials on bread. Ironic, though I don't think my older videos are bad either. Feeling kinda burnt out though... D:
Sworry m8 but do you have a loicense for being so good at explaining stuff? Awesome video man :3
Amazing, thanks for the series.
Love to see more. Examples of jets doing combat moves, bombing runs that predict enemy and more.
For once I get to use my knowledge on logic circuits with this game
Rebind Caps Lock to act like some other, out-of-reach key. I bound mine to H and that's an extra key for games which don't recognize Caps Lock.
And for the ones which do, it's not inverting my letters anymore.
It's funny because I rebound a few keys in FtD and I'm not sure why I never rebound caps lock. It's so ingrained in my muscle memory now... D:
@@OhmIsFutile I meant rebinding the key itself, so you still press the same button, but it acts like a more useful button. Check out KeyTweaks. Or if you're afraid of 3rd party software, see /watch?v=eBemouxi0TE
So if I want to use only one box I would go if(a
Yes, you can do that!
@@OhmIsFutile Wait, so it is written like excel formulas!?
Can you invert a condition? Turn an integer into 0 and a 0 into 1?
Yes, but you can't do it with just a multiplier if you wanna get zero. You'll need a math evaluator to invert it if you need to invert it in the breadboard anyway. If your condition is coming from an ACB and is fed into the breadboard, then you can just invert the conditions on the ACB.
Plz do more of this game Nice Tutorial !
I have part 2 in the works and I just might do more, but no promises at this moment.
@@OhmIsFutile i Hope you will Continue the deservs it and the Player Base need it!
Error in 18:38 - " If(a>1500, a, 0) " ...should be " If(b>1500, a, 0) "
Overall Thanks. This should be explained in the game -.-
Oh wow, nice catch! I'm probably going to make a part 3 which will outline how to make a broadsiding AI replacement among other things.
How could I make something that turns my gas engines fully on or completely off, depending on the situation, when I look at fuel engines in an ACB all I see is change battery charge rate for fuel engine. so in combat my steam engines take over, and my super efficient gas engine will only run when it is out of combat, and alternatively, steam engine turning off out of combat. Sorry if I am not making sense, English is not my native language.
Yeah, I'm not sure if we ever had the option to turn off fuel engines entirely. You can definitely control steam engines. The other fuel engines can only really be managed by using the power priorities on the V screen.
how would you go about telling 2 railguns to fire in alternating 3 round bursts?
5:07 I'm a little unclear on which AI routine cards you used for those and how you got the interface you show on the right. Are these "blank" cards? In the current version of the game, Whenever I try to "Add Behavior" I am presented with a list of 9 pre-defined behavior types. I presume that you used "Broadside 2.0," then gave it a new name and edited the behavior parameters as needed. But the game has changed quite a bit, even in the past year. Your guide is one of the most in-depth, detailed and rigorous so I want to reduce as many possible sources of error as I can!
Thank you! Yes, these would be blank cards where you pick and choose from the list and name them (if you want). But you are right, the game did change since I made this tutorial. I would have to double-check if the AI is the same. I'm sure this is still possible though, just the choice of AIs might be a little different.
very informative, thanks for the help. audio is bad but I just cranked my volume
Bad or low? I could increase the volume for next videos.
Hmm it kinda looks and works like industrial plc programming
Thank you
Hey bro, can I bind the bread board response with the acb controller? or complex controller? Cuz I want my tank suspension to be alike to strv-103 you know?
So, I wanna change the pitch angle just by simple pressing of smth
Exact angle
I guess I'm due for a part 3, haha. Yeah, you can interface with ACBs using the drives or the complex controls. Both ACBs and bread boards can use the complex controls so they can trigger each other.
Unfortunately, neither ACBs nor breadboards react to player input directly. You can use the drives though, but it's awkward.
How did you ever figure out that you could use if/then and other non math symbols in the breadboard. I haven't been able to find anything anywhere that would provide, say, a lists of usable 'commands'. I'm not sure what you call them. Basically whatever plain language is in math. If(a
There's a documentation list in the math evaluation component. It lists all the functions it can use (like "if()" or "ToEuler()"). It's written very much like spreadsheet cells, minus the cell references.
This seems complicated, (it is) but I would say if you think about everything slow and methodical and understand it as clear as possible it will seem so much easier.
Nice video mate - that's from another UA-camr. I like your vehicles and would be interested in seeing them or a download file :) if you want hand with UA-cam stuff just ask. Good luck!
Thanks, that means a lot from fellow UA-camrs! I guess I could post my vehicles on the workshop, but I'll probably wait for the next update to drop to make sure they get the tweaks they deserve first :)
@@OhmIsFutile thanks and you have a similar style to me in that it's tutorial and informative and I found that was a successful formular. Went from 0-2.2k subs in 10 months. People look for help more than FTD gameplay so I'd suggest sticking with tutorials, especially with changes as you out the information across clearly.
As for FTD, any idea when the update is due for ammo etc?
Hopefully within a week or two, at least for most features.
Also yeah, I'm not in a rush to make a bunch of FtD-based (or any game) series. I'm busy enough as it is, haha.
your hover-tank is very nasse
Please make a hovertank tutorial!
I may or may not be preparing something :)
I see FTD content and i hit subscribe simple
Hello, fellow "humanities guy"
Hi~ :)
The way you say Interface is kinda funny
That's because I'm kinda funny :^)
*Interfss
liking your own vids?
Who does that? :^)
@@OhmIsFutile Well it's a terrible video if not even the creator likes it! :D