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Breadboard Thrust Vectoring! 🍞✈ From the Depths

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  • Опубліковано 25 лис 2022
  • I'm a baker now! Wheee!
    Channel Membership: / @borderwise12
    BorderWise Twitch: / borderwise
    BorderWise Twitter: / borderwiseweta
    BorderWise Patreon: / borderwise
    Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
    Other music used:
    Chris Haugen - Front Porch Blues
    Dan Lebowitz - Tiptoe Out the Back
    Frank Rawel - Up And Down
    Jimmy Fontanez - ChaCha Fontanez
    Joey Pecoraro - Jazz Mango
    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 #Propulsion #Breadboard

КОМЕНТАРІ • 55

  • @Madwand99
    @Madwand99 Рік тому +19

    Very nice! I pose your next challenges: learn to control Roll via breadboard thrust vectoring (you'll want Sum components and naming your left and right engines differently) and control that "flickering" you discussed (just adjust your PIDs).

  • @OhmIsFutile
    @OhmIsFutile Рік тому +33

    You actually did it, I'm so proud of you!
    About the difference between AI and non-AI bread, place down both and look at the options you have available. It matters a lot depending on what you're trying to do.

    • @BorderWise12
      @BorderWise12  Рік тому +6

      Cheers! I will double-check that. 😁

    • @Klint_Izwudd
      @Klint_Izwudd Рік тому +2

      One day I will be able to replicate your cool hovertanks.

    • @Mernom
      @Mernom 9 місяців тому

      @@BorderWise12non AI breadboards are not aware of where your vehicle wants to go, or where the enemy is, if any.
      If you want to do things depending on if an enemy is around (say, switch an AI mainframe from fleet mode to combat mode), you'll need an AI breadboard if you don't want to rely on tricks like using an ACB to set a propulsion flag.
      That enemy awareness is actually super useful for controlling the PAC to change it's charge time depending on the enemy volume.

  • @karbengo
    @karbengo Рік тому +11

    Congratulation for passing the Breadboard cap, and showing in on video. As you mentioned, it is possible to use names to direct different inputs to saparate blocks of the same type. Your plane has two engines, that is enough to perform yaw, pitch and roll maneuvers. The script for it is slighty more advanced but the idea is to combine roll and pitch inputs with a sum module and route that to a GBS controling a single engine; then you duplicate that code for the other engine with the roll input multiplier set to a negative number; and presto! You achieved 3D vectoring. :)

    • @BorderWise12
      @BorderWise12  Рік тому +1

      Cheers! I will go learn that thing! 😁👍

    • @zuthalsoraniz6764
      @zuthalsoraniz6764 Рік тому

      If you have engines on four corners of a vehicle, you can even go further, and do full six-axis vectoring control. Pitch and roll by differential pitch vectoring, strafe and hover by collective pitch/yaw vectoring, forward/aft obviously by normal thrust control (requiring a pair of engines for jets), and yaw either by differential thrust or differential yaw vectoring, if the engines are in a horizontal plane and pointing along the fore-aft axis.

  • @siskinedge
    @siskinedge Рік тому +6

    Holy shit I love this generic block setter, this is going to revolutionise my craft
    I have so many ACBs used as peripherals on my craft to do different things
    I think this is the change to get me back into the game, I can make much smaller cheaper jets now

  • @mechastophiles2118
    @mechastophiles2118 Рік тому +2

    Thrust vectoring helps make those super-twitchy planes that are nearly impossible to hit. Time to update my air wing...

  • @Tolwrath
    @Tolwrath Рік тому +5

    Oh my God! Hell has frozen over!

    • @BorderWise12
      @BorderWise12  Рік тому +3

      Can confirm. It's lovely and cool down here now! ☃️

  • @Cobrax_x
    @Cobrax_x Рік тому +5

    FTD, the game where everyone is a beginner in at least one thing.

  • @HerrLich36
    @HerrLich36 Рік тому +2

    One important thing to note about AI Bread is that its get's turned off with the AI. Meaning an airship with a AI bread that controls height, pitch, roll and/or yaw will loss control and fall out of the sky, if you turn off its AI.
    The non-AI bread is always active and almost always better for basic control.
    Disclaimer: I haven't played my self in some time, so there is a very small change that this has changed, but i highly doubt it.
    Anyway nice to see you finally dipping your toes in the breads :)

    • @Mernom
      @Mernom 9 місяців тому

      Is it really the case? Pretty sure that not. At least not anymore.

  • @Mernom
    @Mernom 9 місяців тому +1

    I wish you could make 'prefabs' inside of the breadboard. I end up having to remake the same basic circuit again and again for every craft I make, and since only some of the functions overlap, a master prefab is not fully usable for this.

    • @BorderWise12
      @BorderWise12  9 місяців тому

      That would be really handy, yeah.

  • @cxob2134
    @cxob2134 Рік тому +2

    you can reduce the flickering of the pitch control by lowering the PID gain of your Pitch controller.

  • @vadenummela9353
    @vadenummela9353 Рік тому +1

    You can make a very easy thrust-vectoring jet with 2 spinblocks. One for Yaw and one for Pitch.

    • @noobreelsgaming3270
      @noobreelsgaming3270 Рік тому

      Not a workable solution for things with CJEs in the main structure.

  • @zuthalsoraniz6764
    @zuthalsoraniz6764 Рік тому

    It does work with the hull versions of custom jets - or at least, with having a hull exhaust on a small CJE that is otherwise all normal components.

  • @arildboes
    @arildboes 2 місяці тому

    Thanks! Just what I was looking for >D

  • @dreadpiratelenny1348
    @dreadpiratelenny1348 Рік тому +1

    It actually does work on shaft driven propellers and hull exhausts. It shouldn't, but it does.
    Also, I think I found a glitch with breadboards concerning pump buoyancy... you can set them to %400!!!

    • @scorpion563
      @scorpion563 Рік тому

      A good way to make buoyant boats :o

    • @dreadpiratelenny1348
      @dreadpiratelenny1348 Рік тому

      @Scorpion 56 Untill it gets a few holes. I use this trick with breadboard for dynamic pump system for extra stability (named pumps on either side/end increase/decrease per roll/pitch value) and emergency floatiness (altitude going down? pump power goes up!)

  • @Klint_Izwudd
    @Klint_Izwudd Рік тому +1

    I tried to do this to make a harrier and my god the pain.
    I decided to upload to show my pain, it's called the Buzzard Vtol.
    In the end it wasn't very practical because going VTOL with a small jet in combat just makes you an easy target, but I imagine if you applied the same concept to an airship it would work. Basically switches to flight controls to get in range and then switches to hover when in range. With tweaking it could do/make it work with the old strafing thing but personally I gave up on this vehiicle because it's too easy to shoot down.

    • @briancong12345
      @briancong12345 Рік тому

      Can't figure out for the life of me how to make planes viable in combat, tbh. Against most enemies it's fine because you can always dodge incoming flak and missiles, but as soon as lasers come into play you start getting into major trouble. Maybe if you include a multiple shield layer, but that immediately expands your plane size to significantly larger due to needing more generator space. Even using jet engines I don't feel like anything smaller than, say, an Su-35 (which is one of the largest combat aircraft out there) seems to be viable, due to how bad stealth is. I may have another go at it with a twin-engine fighter rather than my single engine design, however; recently figured out that a rotating shield design is very powerful against lasers and APS.

    • @Klint_Izwudd
      @Klint_Izwudd Рік тому

      @@briancong12345 I my experience, either use them as standoff platforms (ie have them close until the they reach their weapon's max range and then fire before running away) or have them be small with the U turn attack run, not the flyover. Flyover is too predicable, but if you use Uturn they are flying in little circles near the target instead of around the target. Guns just don't know how to track them and IR missiles get thrown off.

    • @Mernom
      @Mernom 9 місяців тому

      Check out one of the Steel Striders helicopters. It doesn't fully utilize the concept, but it is similar.

  • @grandfremdling3841
    @grandfremdling3841 Рік тому +1

    10 minutes. Great!

  • @comradetonk8280
    @comradetonk8280 Рік тому +1

    I use breadboard instead of PiD blocks nowdays.
    Takes up much less space.
    Only catch is the pitch and roll need to be reversed for some reason

    • @siskinedge
      @siskinedge Рік тому

      IIRC, the AI mainframe can handle PID now without the extra PID blocks

  • @xvxscarecrow
    @xvxscarecrow Рік тому +1

    Tried the tutorial with the prefab jet and it worked great. Managed to get a missile jet for my playthrough. The issue im having though is when i try to scale it up into a bigger flyer and control custom jets with jet generators it doesnt work. The jet i build just seems to want to flip onto its back and fly into the sea. I set up the breadboard to control the jet controller and set it up the same way but no luck. Are you able to do a build tutorial on custom made aircraft. I have watched a lot of your videos and they have been very helpful thanks.

    • @BorderWise12
      @BorderWise12  Рік тому +1

      If it's flipping upside down, it might be a few things:
      - Thrust is placed too low, causing it to pitch up.
      - The jets are placed upside down, causing the breadboard pitch controls to be inverted.
      Hope that helps!

  • @3dwrecker_4660
    @3dwrecker_4660 Рік тому

    GG BorderWise! Your wisdom shall be very useful in my campaign.

  • @onerxowns2202
    @onerxowns2202 Рік тому +2

    How to roll using BreadBoard ? I.e how to input opposite axis movement to create roll movement ?

    • @siskinedge
      @siskinedge Рік тому +1

      Ok, so lets say that you have a plane similar to the one in the video:
      - make sure your two jet engines are named
      - The Pitch and Roll outputs are going to share the same inputs, so you handle this the same way as a thrustercraft A get 50% B gets 50%, though you could change that ratio depending on weight distribution (long boi need more pitch, wide boi need more roll)
      - The Pitch output is multiplied by 7.5 (for 50%), and the same for Roll
      - That is then added together for each output for each engine, as roll needs two opposing directions
      I would also make the recommendation with this to use PIDs either in the breadboard or on the AI as they can smooth things out.

  • @solitaregames
    @solitaregames Рік тому

    hmm so breadboards is not how I thought. Looks more like how you branch cobweb actions in games. But when I tried to work on it I could not move the tiles, which confused me.
    What I wanted to do with the ai breadboard was to make the ai change behaviors based on situation. I do not know if that is even possible?

    • @alibee4421
      @alibee4421 Рік тому

      I believe it is, (I can't remember their name but) there is anothet ftd ytber with a very in-depth bread tutorial

  • @iUseSporks
    @iUseSporks Рік тому

    Thank god I’ve wanted to do thrust vectoring for so long…..now to figure out roll when you have 2 thrusters….bc…. you know…… it’s to difficult to add ailerons on the wing tips

    • @BorderWise12
      @BorderWise12  Рік тому +1

      Yup, that's next on the to-do list! 👍

    • @iUseSporks
      @iUseSporks Рік тому

      @@BorderWise12 awesome!!!! Have you tried small missiles with heat warheads? Been messing around with them and found for it’s size it’s significantly better than nearly any weapon I could make. spam enough of them and it’s been carving through ships (been rearming my jets to carry 96 of them and been finding Hugh success for low cost.)

  • @andrelanger8396
    @andrelanger8396 Рік тому

    Yeah yeah

  • @thebevil8127
    @thebevil8127 Рік тому +1

    One question that I have about this- say I have small vertical CJE's for hover and small CJE's for forward thrust. if I want to strafe using the vertical CJE's how does the breadboard tell the difference between the hover and forward thrusters?

    • @Brenzo44
      @Brenzo44 Рік тому +5

      Easiest way to distinguish between types of the same block is naming. First, name your up and forward CJE's something different like..."up", and "forward". Shift+N is default keybind. Then, in the bread, the Generic Block Setter has a field for "Block Name Filter". Set this to whatever you named the thruster you wanna control. If you want your "up" to respond to the GBS, you input up in the field, etc etc.

    • @BorderWise12
      @BorderWise12  Рік тому +3

      Block-naming! Thing I mentioned near the end of the video. 😁

    • @thebevil8127
      @thebevil8127 Рік тому +2

      @@Brenzo44 ty!

    • @siskinedge
      @siskinedge Рік тому +1

      I'd also recomend not using spaces or special characters in your part names as that can cause issues

  • @andrelanger8396
    @andrelanger8396 Рік тому

    Finnally

  • @andrelanger8396
    @andrelanger8396 Рік тому +1

    1:45 Blind?

  • @lagrangepoint9386
    @lagrangepoint9386 Рік тому

    What's the key to switch between view modes, as you do at 1:35? Non-structural blocks and such? I've been using the Shift-E build menu, and it's annoying.

    • @mancher2794
      @mancher2794 Рік тому

      Shift + P, gotta tap it multiple times to cycle between the different modes.

    • @lagrangepoint9386
      @lagrangepoint9386 Рік тому

      @@mancher2794 Cheers!