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Complete Ship Walkthrough #11 - APS CIWS! 🔫 From the Depths
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- Опубліковано 15 сер 2024
- Tiny guns for tiny purpose!
Brenzo's Ragnarok Rebuild, Part 1: • What's Wrong with the ...
Part 1, the Hull! • Complete Ship Walkthro...
Part 2, the AI! • Complete Ship Walkthro...
Part 3, the Engines! • Complete Ship Walkthro...
Part 4, the Ammo! • Complete Ship Walkthro...
Part 5, Missiles and Torpedoes! • Complete Ship Walkthro...
Part 6, CRAM Turret! • Complete Ship Walkthro...
Part 7, APS Turret! • Complete Ship Walkthro...
Part 8, Laser Turret! • Complete Ship Walkthro...
Part 9, PAC Turret! • Complete Ship Walkthro...
Part 10, Superstructure! • Complete Ship Walkthro...
Time Stamps:
0:00 - Beginning and Intro
3:14 - Building!
Channel Membership: / @borderwise12
BorderWise Twitch: / borderwise
BorderWise Twitter: / borderwiseweta
BorderWise Patreon: / borderwise
Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Dan Bodan - Bike Sharing to Paradise
Doug Maxwell - Baroque Coffee House
Doug Maxwell - Invitation to the Castle Ball
Doug Maxwell - Pink Flamenco
Sir Cubworth - Butterflies In Love
Sir Cubworth - Dance for Wind Trio
Sir Cubworth - Little Prelude and Fugue
Sir Cubworth - Party Waltz
Sir Cubworth - Simple Sonata
From the Depths on Steam: store.steampow...
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.
#FromTheDepths #Building #Tutorial #CIWS #Part11
One extra constraint I like to place on my cwis is to have them ignore projectiles inside a certain distance, say 50m. I think it’s useful because projectiles inside that distance are most likely gonna hit no matter what and I think you’re better off having your guns ignore those to focus on other projectiles they might actually destroy, plus keep them trained in the right direction
Honestly on ciwis that small, I find beltfed to be worth it. Yet it has a downtime, but it allows it to actually make a difference. Def worth to test both on the ship tho
Good point, I will try that. 👍
Personally, in against beltfeds on CIWS specifically.
The main goal of the CIWS is to take down enemy munitions and maybe light aircraft if it got time for that.
When dealing with, say, missiles (perhaps the most typical use case), you can never know how many would you need to shoot down and how often.
You can face a craft that serves you to a wave of 10 missiles every 30 seconds, or a craft that sends a missile your way every 3 seconds...
Beltfeeders will shine in that first one, sure. But in the second? You can't "half-reload" a belt-fed gun. You are going to have to sit through that downtime at some point, and it isn't going to be fun.
Whereas a simple loader is always loading. With enough clips, you can have the same sort of burst potential as with a beltfeeder, while also constantly loading extra ammunition into the clip.
Perfect for both waves and measured, prolonged engagements.
To be honest, the CIWS shells would probably perform way better, if you put more gunpowder casings on them. Kinetic damage increases with more speed and gunpowder casings cost only 1/4 of a regular casing, resulting in a higher rate of fire. I guess about 75% Gunpowder casing would be optimal. In addition to that, the increased speed will also increase AP, meaning you could probably get a heavy head with 20 AP. On that matter, a sabot body is also very useful if you are missing some AP.
Assuming you have AP 20, you want to put casings on until the KD*AP is maximum, right?
@@nicazer basically yes, although you might also want to factor in the shell's rate of fire and its inaccuracy, since a shell with more damage that misses its target is useless.
In any case, you should probably test your design on a few different built in vehicles with the weapon type and volume of fire you wish to counter.
Man I don't know how you build a turret in place in such tight quarters. I always build mine on an open platform first with a template underneath so I know exactly how much space I have to work with. 😮😮
I do admit, what you see in this video is me doing it the hard way for no good reason. XD
last night i built my first craft with my first selfmade turret. it is a timed frag 60mm gun, and i had 10 meltdowns trying to build that tiny 3x3 one, but it actually shoots at stuff so im happy i guess
Honestly, PACs as a CWIS is something I hear about for the first time ever. I'll bee looking forward to that one.
They're technically going to be used as secondary weapons, rather than CIWS. PAC can't be used as true CIWS, as PAC shots cannot hit projectiles. Sorry if I didn't make that clear. 😅
@@BorderWise12 Ahh I see. Might have misunderstood 😅
Actually am currently mulling over a concept of a secondary weapon myself.
Will be an airburst frag APS -something, I feel. Since I have a thing that punches large holes through armour, I'm looking for a secondary that can make use of these holes and make a mess of the exposed internals.
Timed frag 16 round hyperburst railgun is what came off the drawing board.
@@BorderWise12 I'm still in the early testing phase for this, but having been inspired by GMODISM's DIF-Flak CIWS, I decided to experiment with CRAM CIWS using pure HE with a timed fuze. Interestingly, it actually can be used to intercept other CRAM shells. Might be fun to play around with.
Borderwise, since am nearly complete with the Hatzegopteryx (The SR71 inspired plane for the Sewowal Republic) I am thinking about what ship or aircraft to build next. Is there a type of ship or aircraft that is there a lack of for the Sewowal republic? I am thinking about what to build next.
Haven't seen anyone build a submarine yet. How about that?
@@BorderWise12 Thanks, the same nuclear torpedo I have for the Hatzegopteryx will fit perfectly with a submarine.
Fine
You should try using less ammo feeders. Magazines make a great buffer and dont need to be filled 100% all the time. Let me give an example
If your rate of fire is lets 600. Your magazine capacity is 3000 rounds. It would take 5 minutes to run empty. Now if you are using 2 mags per loader and 2 feeders per loader. For every 600 rounds fire. You put 400 back into your magazine. With a capacity of 3000 rounds it would took 15 minutes to run those out. When those run out you are still loading 400 rpm. So thats what your fire rate will drop to. WHY would you do this? It can save on space to load in more goodies like coolers recoils or more loaders/mags. Most fights are determined in the 1st 5 to 10 minutes anyways. So 15 minutes of solid firepower is plenty in the vast majority of situations. Other advantages are since it depletes the magazine overtime it also decreases each magazines explosion damage and radius too. Infact since you only have a 3x3 area to work in Try this pattern
F M F
M L M
Question for the pros:
I tested a similar size ciws (3x3). I used a short "heavy head + solid body" shell with a huge amount of gunpowder. It will be much faster, have ~21 AP, and has better kinetic damage then your long AP-Head shell.
Only thing: no fins.
So: better fast shell, or slightly slower shell with fins?
I'd suggest the faster shell. I'm probably going to change the shells for this craft, I'm not 100% happy with them.
You can also always experiment in the designer with what may work best for your application.