if the sub wasnt so resistant to damage then itd be pretty interesting dealing with threats, bigger ones like endworms would be a smaller issue due to being easy to spot and a big targets for all the guns but massive mudraptor/crawler swarms would inevitably slip in and with such a massive structure youd basically be playing underwater deadspace
Thank you so much desu! You've helped me a lot with this. Okay, so I've decided to make a fix-update for my sub, thanks to everyone's criticisms, comments and requests! I personally am a very huge fan of Dead Space, and I love the fact that people kinda saw this resembling the USG Ishimura, that is such a cool thing for me. In this update, I will fix the main reported problems: - OP Weapons - OP Walls - Lighting - Electronical Fix - Possibly Escape Pod (just make it go up lol) and Indestructable doors and hatches. AND MANY MORE! Since now Barotrauma implemented rotatable structures, possibly small detail changes. Thank you everyone for subbing to the sub and sharing your thoughts, this will definately be huge for me and my future subs. ❤🔥
Please read my comment below, about waypoints. If you remove all of them, while not in action it can give up to twice more FPS, but enemy bots still try to kill the submarine, since they aim for humans, hatches and doors
You've done an enormous amount of work, my friend. It is one of the most large-scaled projects I have ever seen! The details and atmosphere is really neat and suits the harsh underwater style of Europa's life. I admire your dedication, though, still, you have so much to learn. In any case, I wish you all the best and all the luck possible!
@@iellettbrenn1010I indeed have a lot to learn. And also, update is out! I am always down and open for criticism, so anyone should feel free to share any idea and thoughts!
This is a really cool sub and I like the aesthetics, but many of the criticisms ring true. Still, I like the massive size, it's part of the character. With some optimization you can really make this sub a top tier mod, if one of the most difficult due to the sheer volume of crew required. Keep up your work!
A very impressive and impractical sub. Kudos to the author, because eye-strain/epilepsy lights and excessive size aside it looks quite nice. Despite that, I would overall call it a bit of a "try to avoid this" build; the lighting, the sheer size, the excessive amount of guns, the intricate maze of ID restricted doors with few if any alternative routes, indestrucable airlocks. While a bit harsh in places, your criticisms are valid. Still deserves a hats-off though.
Imagine getting hit, sinking, then mudraptors break in and kill the crew. You're now welding yourself in the reactor room, no way to get to safety, no way to hold out forever, no way to fix the ship even if there were no enemies. To top it all off theres a solid 50/50 chance the sub slides off of the underwater shelf and into the abyss. This is why big subs scare me, lol.
The submarine is overpowered for sure, but it seems like it's meant for roleplayers is the thing. The walls are meant to be so strong so people can roleplay responding to it. A lot of it is complicated for roleplay it seems. The design is also really cool. One big critique I have with your videos (I love them) is that you don't realize a lot of subs and stuff are made OP for RP purposes or for people who just wanna play casual. This seems like a sub for that purpose. The performance is rough tho for sure, and the lighting needs work.
The "escape pod" is more like a secondary recon ship you can use to somewhat-safely descend into tight mission areas that you cannot fit into without outside interference. Pretty cool nonetheless.
I like the idea of the escape pod but being a hellivator to the abyss. Imagine a sub where there was a loading bay, exo suids with hmgs on hand. They deploy into the void and kill some void beast with some assistance from an orbital laser or two. Badass concept imo
This is a good example of a sub that is "overdesigned". The stat card to the left of the screen in the sub editor exists for a reason. It shows the number of items, structures, walls, and lights your sub has. If any of these numbers are in the red, you need to do some optimising and get those numbers down. For this sub, 3 out of 5 of these are in the red. You really shouldn't have any in the red. Again, that stat card has a purpose. It gives you a rough idea of how the submarine will affect performance, and frankly, it really isn't that difficult to keep those numbers in the green, even for very large subs. Always know your K.I.S.S. (Keep It Simple Stupid). This sub was made for a crew of 16-64. Can you imagine playing this with a 16 players plus 48 bots on top of having to render thousands of objects and light sources? People are going to be lagging out, and you're not going to have a fun experience. Also, I don't know why the creator felt the need to cover the sub in guns, make walls have thousands of hitpoints, and make the hatches invulnerable. Just makes the sub overpowered and saps the tension from the game. The hatches in particular are also problematic, because it breaks the AI of many enemies, since the game programs many of the NPCs to target hatches and windows, since they are supposed to be weakspots of the sub. In this case, we see crawlers piling up at the door and doing nothing, because the door cannot be damaged.
-Stat card tells you nothing about real performance. All those items, lighting, structures and so on cant be even compared to playable hull size in terms of performance. I get actually curious about it, so: If i turn debugai on, it will show me 40 fps as average, if i remove all hulls, it will be 62, if i remove all hulls and waypoints, it will be 130! (All with 2 bots in sub editor + lock command). Do you really think that 17 shadow casting lamps, or 170 non shadow lamps give me at least 5% of this difference? If i were author of this project, i just dont even create waypoints, since it make 78 fps as average, sub is unplayable with bots, and creatures cant even enter it. -This honestly feels like creating a city in minecraft. You build a city, but there will never be any citizen. -Thats because this sub main idea is in 4:34. It is not supposed to be campaign friendly, balanced and some other non important shish.
For a big group it's probably perfect, I think the hull health being that large could be fine since mechanics have to spend half their lives sitting there welding it back or else 3/4 of the ship would be flooded at any given moment
I feel like all the feedback here is productive and useful; The submarine was submitted for review and it's design had some gaps. The person who released it even made some improvements and released an update c:
Search for "Hull" in the sub builder and draw them out. They're not the physical barriers you'd traditionally think of, you have to determine where the "hull" actually is by drawing them for each room in your sub. Make sure to indicate which hulls are ballast/wetrooms and select all ballast hulls to find and set the buoyancy ratio in the navigation terminal settings
I'm currently working on my first sub, and while it doesn't have any blind spots (except the airlock at the front) it only uses two small turrets. Since it's in a diamond shape, a single turret at the top and the bottom gives nearly full coverage. What do you think about the balance for this? I'm also thinking of changing out all of the small diagonal shell pieces for a longer rotated shell once the next update hits
Dont worry about blindspots, it is just about your taste. I personally hate the idea 1 fking raptor get to your humpback from below, to left ballast, and you cant even kill him with railgun, since it has only 180 degrees, and ballast zone is require like 210. So 1 raptor and any other small creature just punish you for playing stock humpback. Normally, there are always be blindspots, like front/back of ship, docking hatch etc. Just dont make guns overkill. Like flak that burst 5 shots, and reload only 3 seconds, and so on. You can do "overkill" style, that is actually close to vanilla. For example build 2 flaks close to each other, when you shoot from first flak, there are delay component for second gun, make their fire rate twice slower(or 1.8, cause flak is not created to be full auto), but in fact you have 2 guns that is equal to 1 stock flak. Or you can make super small capacitor to chaingun, that is fire rate twice higher than usual. You burst millions of bullets, but then you are suddenly left withour energy, and now your chaingun fire rate 4 times slower than stock. Some people i played with, call it overpowered, but if there are big target, or EMP monsters, this will be a cone, cause you need good DPS, and not burst damage. You can try chaingun example in Humpback Großreinigung(workshop). P.s. Dont be afraid of stealing ideas, or even parts of different people submarines.
The escape pod critique seems stupid. For one I'm not sure a detachable pod in this game could generate enough thrust to go up without falling straight back down (usually onto the sub), and even if it did, it'd just hit the ice sheet at the top and kill the inhabitants.
aesthetics, decoration are pretty good except for the epilepsy rooms and oversaturated RGB, but the actual infrastructure of this ship is ass, from what im getting
I've been working on a big sub which was intended for the end of a campaign I'm running along with rp. A little over 100 meters long and four floors. a lot of the planned systems were removed due to my inability to make them work without having to spend a lot of time learning to make things which would add a ton of extra parts. no horizontal elevator because I couldn't figure out how to make it work so it just became a long straight hallway which served to act as an alternative route along the ship. fucking hate how ugly it looks and functionally useless it is but I kept it to maintain the exterior look. And there I was stressing out over how I surely went too far with my 5 guns (plus 2 more guns on the shuttle which could serve as extra guns on the bottom of the ship when docked), 58 shadow casting lights (had a lot of interiors to light up and still had to leave some dark spots) and increasing the shell health to a whopping 250. And now I feel a lot less bad for my choices thanks to this comparison. Thank you Desu, very cool.
Ну куда в начале столько надушнил, это же арт проект... Я уже писал в видосе про саб эдитор, что реально влияет на производительность. Уникальные текстуры это точно не то, что хоть как то поможет этой игре или подлодке. Существует же среднее значение к/с, им всё и тестилось(хотя на руках цифр у меня нет). Главный бич этой игры - физика. Расчёт хулов, гапсов и предметов(не спрайтов, а именно предметов, по этому существуют моды на сундук типа I/O, что бы меньше нагрузки на сервак падало).
@@InitialDesu Ну ты же сравнивая лодки пишешь в видео "вот подлодканейм, тут сделали вот так, и ты мог бы сделать так же", вполне себе претензия к автору, хотя по итогу все эти оптимизации оказываются просто плацебо-задрачиваним(
@@InitialDesu Я жестко обосрался, вот тут как всё по факту обстоит. Это мой ответ человеку про карчворк майнлеер и его лагодром. Пойду возвращать "фпс френдли" версию, блR... Long story short, i did even more testing after devs added more optimisation after new game update. Debugai dont show anything actually related to real game performance. For some reason hulls and waypoints really affects fps in this mode, but i tried it on Encledan without debugai and there are zero performance boost. Then i remove all hulls and it didnt change anything neither. So in total results: freecam + lock = 25 avg fps freecam + lock + removed almost all shadow casting lamps and half of usual lamps = 30 avg fps freecam + lock + lights + all structures except shuttles = 54 fps... (Тестил в открытом сервере, соло без ботов, спаунил пяток рапторов, никакой заметной не увидел) Pahtos - I freecam + lock = 8 fps freecam + lock + remove all structures except shuttles = 21 fps Conclusion - my tool to test game performance was wrong for years, and i contributed misinfomation in internet to some people :( p.s. new game update actually increase my fps in debugai from 60 to 80 in this submarine, so it has to be actually cool update.
Hey initaldesu I've recently started sub building over the past 4 months and built 3 submarines wanted to ask if you are able to take a look at them and scream in my ear what I have horribly messed up and could improve upon still new to it and would like to learn from my mistakes from a professional europa veteran and my measly like 400 hours before I 100% go into sub building
This is not a submarine, its a full mobile station looking for a place to get settled already. This really shouldn´t be used for a campaing at all, and used mostly by a increadebly large group of people with really good specs.
One main reactor, one reactor made of two separates to charge the weaponry and back-up batteries, and one to fire the Ion ray at the front, simple enough!
me too, im pretty good at reading fast but this is just very confusing. sometimes cant even see when the text switches up because im focusing on the gameplay
overpowered sub = boring gameplay, with terrible perfomance = no multiplayer for you, because people will lagg and leave. Over all better left forgotten
bro is ready for a 100 player session
Everyone is gonna need a 4090 minimum 😭
Bro, this sub can be a station on its own
That is what I think at the first 2 minutes watching the video 😂
if the sub wasnt so resistant to damage then itd be pretty interesting dealing with threats, bigger ones like endworms would be a smaller issue due to being easy to spot and a big targets for all the guns but massive mudraptor/crawler swarms would inevitably slip in and with such a massive structure youd basically be playing underwater deadspace
Hahaha
the brawler tree mechanic in question:
This reminds me of my first go at making a station for SS13.
I learned a lot, like a lot. But to call it unplayable would be an understatement.
Very neat sub, it seems nice for something like roleplaying but outside that it seems like a pain to use.
...I LIKE IT.
yeah, for roleplaying it fits well
My thoughts exactly
Thank you so much desu! You've helped me a lot with this.
Okay, so I've decided to make a fix-update for my sub, thanks to everyone's criticisms, comments and requests! I personally am a very huge fan of Dead Space, and I love the fact that people kinda saw this resembling the USG Ishimura, that is such a cool thing for me.
In this update, I will fix the main reported problems:
- OP Weapons
- OP Walls
- Lighting
- Electronical Fix
- Possibly Escape Pod (just make it go up lol)
and Indestructable doors and hatches.
AND MANY MORE! Since now Barotrauma implemented rotatable structures, possibly small detail changes.
Thank you everyone for subbing to the sub and sharing your thoughts, this will definately be huge for me and my future subs. ❤🔥
Please read my comment below, about waypoints. If you remove all of them, while not in action it can give up to twice more FPS, but enemy bots still try to kill the submarine, since they aim for humans, hatches and doors
You've done an enormous amount of work, my friend. It is one of the most large-scaled projects I have ever seen! The details and atmosphere is really neat and suits the harsh underwater style of Europa's life. I admire your dedication, though, still, you have so much to learn. In any case, I wish you all the best and all the luck possible!
@@iellettbrenn1010I indeed have a lot to learn. And also, update is out! I am always down and open for criticism, so anyone should feel free to share any idea and thoughts!
This is a really cool sub and I like the aesthetics, but many of the criticisms ring true. Still, I like the massive size, it's part of the character. With some optimization you can really make this sub a top tier mod, if one of the most difficult due to the sheer volume of crew required. Keep up your work!
Very long dugong: Finally, a worthy opponent! Our battle will be legendary!
It feels more like a setpiece for a machinima rather than an actual sub
A very impressive and impractical sub. Kudos to the author, because eye-strain/epilepsy lights and excessive size aside it looks quite nice. Despite that, I would overall call it a bit of a "try to avoid this" build; the lighting, the sheer size, the excessive amount of guns, the intricate maze of ID restricted doors with few if any alternative routes, indestrucable airlocks. While a bit harsh in places, your criticisms are valid.
Still deserves a hats-off though.
“Elevator to Hell” that got me 😂
What a technological and retinal nightmare!
The swag that could be possible with this behemoth is immense
Imagine getting hit, sinking, then mudraptors break in and kill the crew. You're now welding yourself in the reactor room, no way to get to safety, no way to hold out forever, no way to fix the ship even if there were no enemies. To top it all off theres a solid 50/50 chance the sub slides off of the underwater shelf and into the abyss.
This is why big subs scare me, lol.
Sub looks great i hope the author can use this vid as feedback and fix/improve on the submarine
I absolutely will
It seems like it was aiming for a dead-space kind of vibe
holy shit, Terran 1 from the original Starcraft caught me super off guard
Feel like the escape pod is something else like what is hanging from the ceiling :)
>spend 5 minutes getting to the escape pod
>get ejected downward into the abyss
Creator: This took me a year to create!
InitialDesu: So you have chosen *death*
A submarine you can get yourself lost in
I think this sub made for Larp roleplay with traitors
Станция на подлодке...
Мда, некоторых моряков мы будем помнить всегда F
I feel like the escape pod is something you'd put prisoners in for executions lol
bro the sub has a hellpod thats wild
Bro did a fucking dead space sub
I think this would be a really great sub for roleplay
Да, подлагивает, но...
*КАК ЖЕ ОНА ПРЕКРАСНА*
That frontal laser made me feel things
The submarine is overpowered for sure, but it seems like it's meant for roleplayers is the thing. The walls are meant to be so strong so people can roleplay responding to it. A lot of it is complicated for roleplay it seems. The design is also really cool.
One big critique I have with your videos (I love them) is that you don't realize a lot of subs and stuff are made OP for RP purposes or for people who just wanna play casual. This seems like a sub for that purpose. The performance is rough tho for sure, and the lighting needs work.
ın short... Capital Submarine litterally.
The "escape pod" is more like a secondary recon ship you can use to somewhat-safely descend into tight mission areas that you cannot fit into without outside interference. Pretty cool nonetheless.
Bread
🍞
🥖
the reactor is so radioactive
that even a PUCS can't survive it!
This ship caused a neurotrauma to me...
I like the idea of the escape pod but being a hellivator to the abyss. Imagine a sub where there was a loading bay, exo suids with hmgs on hand. They deploy into the void and kill some void beast with some assistance from an orbital laser or two. Badass concept imo
Feel free to pause on every phrase
Seems less like it was built for playability, and more as a personal art project, which is fair
Holy Sigmar, bless this ravaged body
This seems like it would be a perfect fit for running the crazy monster mods.
Honestly I think you were a bit hard on it, some balancing and removal of epilepsy lights and it would be a top notch sub
This is a good example of a sub that is "overdesigned". The stat card to the left of the screen in the sub editor exists for a reason. It shows the number of items, structures, walls, and lights your sub has. If any of these numbers are in the red, you need to do some optimising and get those numbers down. For this sub, 3 out of 5 of these are in the red. You really shouldn't have any in the red. Again, that stat card has a purpose. It gives you a rough idea of how the submarine will affect performance, and frankly, it really isn't that difficult to keep those numbers in the green, even for very large subs. Always know your K.I.S.S. (Keep It Simple Stupid).
This sub was made for a crew of 16-64. Can you imagine playing this with a 16 players plus 48 bots on top of having to render thousands of objects and light sources? People are going to be lagging out, and you're not going to have a fun experience.
Also, I don't know why the creator felt the need to cover the sub in guns, make walls have thousands of hitpoints, and make the hatches invulnerable. Just makes the sub overpowered and saps the tension from the game. The hatches in particular are also problematic, because it breaks the AI of many enemies, since the game programs many of the NPCs to target hatches and windows, since they are supposed to be weakspots of the sub. In this case, we see crawlers piling up at the door and doing nothing, because the door cannot be damaged.
-Stat card tells you nothing about real performance. All those items, lighting, structures and so on cant be even compared to playable hull size in terms of performance. I get actually curious about it, so:
If i turn debugai on, it will show me 40 fps as average, if i remove all hulls, it will be 62, if i remove all hulls and waypoints, it will be 130! (All with 2 bots in sub editor + lock command). Do you really think that 17 shadow casting lamps, or 170 non shadow lamps give me at least 5% of this difference? If i were author of this project, i just dont even create waypoints, since it make 78 fps as average, sub is unplayable with bots, and creatures cant even enter it.
-This honestly feels like creating a city in minecraft. You build a city, but there will never be any citizen.
-Thats because this sub main idea is in 4:34. It is not supposed to be campaign friendly, balanced and some other non important shish.
For a big group it's probably perfect, I think the hull health being that large could be fine since mechanics have to spend half their lives sitting there welding it back or else 3/4 of the ship would be flooded at any given moment
Correction, the hull health could be toned down a little so there's a semblance of a threat
cool looking, but other than that just a pain to use.
I spoke to the author, and he says it's supposed to be hard to operate. If you know anything about warhammer 40k you will know what I mean
played around with it, its less hard to use more like annoying and unfun to use, everything feels clunky and slow@@BFT_exe
... oh boi, neither the camels nor the sardines are going to make trough what that this thing cant
i wanna see this get played in a 50 player session
this videos are amazing
Now do a solo run in this no bots
This is the most impressive sub I have ever seen. Sure, it has a lot of problems, but come on... you don't have to be so harsh.
I feel like all the feedback here is productive and useful; The submarine was submitted for review and it's design had some gaps. The person who released it even made some improvements and released an update c:
Phew, glad he hasn't seen my football length sub then......
"Escape pod" more like "Escape life pod" 😂
Самый топ это "спасательная шлюбка" на этой подлодке которая падает в бездну
Bro makes a sub the size of a colony while I can't make a single room because the game keeps telling me "there is no hull"
Search for "Hull" in the sub builder and draw them out. They're not the physical barriers you'd traditionally think of, you have to determine where the "hull" actually is by drawing them for each room in your sub. Make sure to indicate which hulls are ballast/wetrooms and select all ballast hulls to find and set the buoyancy ratio in the navigation terminal settings
I'm currently working on my first sub, and while it doesn't have any blind spots (except the airlock at the front) it only uses two small turrets. Since it's in a diamond shape, a single turret at the top and the bottom gives nearly full coverage. What do you think about the balance for this?
I'm also thinking of changing out all of the small diagonal shell pieces for a longer rotated shell once the next update hits
Dont worry about blindspots, it is just about your taste. I personally hate the idea 1 fking raptor get to your humpback from below, to left ballast, and you cant even kill him with railgun, since it has only 180 degrees, and ballast zone is require like 210. So 1 raptor and any other small creature just punish you for playing stock humpback. Normally, there are always be blindspots, like front/back of ship, docking hatch etc.
Just dont make guns overkill. Like flak that burst 5 shots, and reload only 3 seconds, and so on. You can do "overkill" style, that is actually close to vanilla. For example build 2 flaks close to each other, when you shoot from first flak, there are delay component for second gun, make their fire rate twice slower(or 1.8, cause flak is not created to be full auto), but in fact you have 2 guns that is equal to 1 stock flak.
Or you can make super small capacitor to chaingun, that is fire rate twice higher than usual. You burst millions of bullets, but then you are suddenly left withour energy, and now your chaingun fire rate 4 times slower than stock. Some people i played with, call it overpowered, but if there are big target, or EMP monsters, this will be a cone, cause you need good DPS, and not burst damage.
You can try chaingun example in Humpback Großreinigung(workshop).
P.s. Dont be afraid of stealing ideas, or even parts of different people submarines.
Slow the subtitles down holy shit. I had to pause so many times.
If cap slams that boy into something, that would take me about 1 year and half to fix the hull
Можешь показать как сделать большой шлюз для челнока
Выглядит больше как станция, чем субмарина. Не напомишь, у тебя выходили ролики с советами по тому, как обустроить кастомную подлодку?
С советами про обустройство не выходило, про базовые вещи я затронул в большем туториале по редактору, также есть ролик про юзабельные декорации
@@InitialDesu хм. Ну... Надеюсь подкинул идейку по новому ролику)
why is the sub need to have gun blindspot?
Yes! Another niche game content creator that has their brain stuck in 2016 just like me!
@@s12830 lmao so true
Clearly this calls for the Revenant on the Workshop :p
I do wonder what you would say to my custom b-71 sub, it is a fucking atrocity of a sub but it was made for a custom campaign
They keep getting bigger 💀
The escape pod critique seems stupid. For one I'm not sure a detachable pod in this game could generate enough thrust to go up without falling straight back down (usually onto the sub), and even if it did, it'd just hit the ice sheet at the top and kill the inhabitants.
aesthetics, decoration are pretty good except for the epilepsy rooms and oversaturated RGB, but the actual infrastructure of this ship is ass, from what im getting
I've been working on a big sub which was intended for the end of a campaign I'm running along with rp.
A little over 100 meters long and four floors. a lot of the planned systems were removed due to my inability to make them work without having to spend a lot of time learning to make things which would add a ton of extra parts. no horizontal elevator because I couldn't figure out how to make it work so it just became a long straight hallway which served to act as an alternative route along the ship. fucking hate how ugly it looks and functionally useless it is but I kept it to maintain the exterior look.
And there I was stressing out over how I surely went too far with my 5 guns (plus 2 more guns on the shuttle which could serve as extra guns on the bottom of the ship when docked), 58 shadow casting lights (had a lot of interiors to light up and still had to leave some dark spots) and increasing the shell health to a whopping 250.
And now I feel a lot less bad for my choices thanks to this comparison.
Thank you Desu, very cool.
We had RP mining station smaller than that, dayum
這巨大的戰艦,是為了甚麼存在呢?
try the dugong ultimate
May i know what is the first song that you used?
Ego Sum Deus
@@InitialDesu Thank you very much! You can have my protein bar, as a show of gratitude.
Might be soggy though... and irradiated
Ну куда в начале столько надушнил, это же арт проект...
Я уже писал в видосе про саб эдитор, что реально влияет на производительность. Уникальные текстуры это точно не то, что хоть как то поможет этой игре или подлодке. Существует же среднее значение к/с, им всё и тестилось(хотя на руках цифр у меня нет). Главный бич этой игры - физика. Расчёт хулов, гапсов и предметов(не спрайтов, а именно предметов, по этому существуют моды на сундук типа I/O, что бы меньше нагрузки на сервак падало).
что реально влияет на производительность так это криворукие разработчики игры, к создателю лодки у меня претензий никаких
@@InitialDesu
Ну ты же сравнивая лодки пишешь в видео "вот подлодканейм, тут сделали вот так, и ты мог бы сделать так же", вполне себе претензия к автору, хотя по итогу все эти оптимизации оказываются просто плацебо-задрачиваним(
откройте словарь даля и посмотрите значения слова претензия
@@InitialDesu посмотрел
@@InitialDesu
Я жестко обосрался, вот тут как всё по факту обстоит. Это мой ответ человеку про карчворк майнлеер и его лагодром. Пойду возвращать "фпс френдли" версию, блR...
Long story short, i did even more testing after devs added more optimisation after new game update. Debugai dont show anything actually related to real game performance. For some reason hulls and waypoints really affects fps in this mode, but i tried it on Encledan without debugai and there are zero performance boost. Then i remove all hulls and it didnt change anything neither.
So in total results:
freecam + lock = 25 avg fps
freecam + lock + removed almost all shadow casting lamps and half of usual lamps = 30 avg fps
freecam + lock + lights + all structures except shuttles = 54 fps...
(Тестил в открытом сервере, соло без ботов, спаунил пяток рапторов, никакой заметной не увидел)
Pahtos - I
freecam + lock = 8 fps
freecam + lock + remove all structures except shuttles = 21 fps
Conclusion - my tool to test game performance was wrong for years, and i contributed misinfomation in internet to some people :(
p.s. new game update actually increase my fps in debugai from 60 to 80 in this submarine, so it has to be actually cool update.
just an underwater battleship at this point
maybe even bigger
The text at the start is waaaaaaay to fast!
Hey initaldesu I've recently started sub building over the past 4 months and built 3 submarines wanted to ask if you are able to take a look at them and scream in my ear what I have horribly messed up and could improve upon still new to it and would like to learn from my mistakes from a professional europa veteran and my measly like 400 hours before I 100% go into sub building
Yes, I can look at them, do you have them in workshop?
@InitialDesu yeah I can send you the links when I get home tho I did use ek and enhanced arms to build them bc my friend group mainly uses those mods
Tho I'm not out of work for another 6 hours just lmk how you would like them sent
@@Masterbeefwd404 No problem, you can send links in my discord or in steam messages
@InitialDesu awsome I'll send ehm to you via discord when I'm home and thank you!
I love making small Vanilla ships.
Maybe... I will sent some.
кто знает как запустить ивент на ней?
More party lights
5k hp walls and invulnerable hatches is a big deal breaker
This is not a submarine, its a full mobile station looking for a place to get settled already.
This really shouldn´t be used for a campaing at all, and used mostly by a increadebly large group of people with really good specs.
for "canon" event he could just place volatile compound N instead of having that big ah circuit
Is it convenient/efficient. Absolutely not. Is it cool as fuck? Yes
The ship is pretty unbalanced but I think certain features are great if implemented correctly on other submarines.
If some reason chimera got in ship it turn to deadspace 💀
so, it has two reactors or what?
One main reactor, one reactor made of two separates to charge the weaponry and back-up batteries, and one to fire the Ion ray at the front, simple enough!
Это прям крутой флагман
Why make an indestructible sub? Dont like playing the game?
Is this the biggest sub rn?
I feel like It's a little cheaty to have 5k hp walls and guns with no blindspots, but other than that it's a good sub for at least 40 players
Text is to fast brother. It's had to read as non native english speaker.
As a non native english speaker i read it perfectly
me too, im pretty good at reading fast but this is just very confusing. sometimes cant even see when the text switches up because im focusing on the gameplay
would like to add its only too fast to read in the in editor part
yeah people spoof energy shields with ungodly amounts of discharge coils
it doesnt even work like an energy shield it just sucks
I need to pause the video to actually read something.
Rule of cool.
I feel bad for the submitter. Like imagine being like "I spent a year on this" but it still has exclamation points and lag. x_x
There's a lot of good things going on here, a lot of passion too, however this sub desperately needs a rebalance.
Looks okayish but it´s not very functional nor balanced
- No blindspots
- HP cranked to the max
- Weird "RP" systems that quickly get annoying
That's a custom sub, alright
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Im gonna make worse and bigger
впечатляет, но неиграбельно
overpowered sub = boring gameplay, with terrible perfomance = no multiplayer for you, because people will lagg and leave. Over all better left forgotten
Another giant pointless lag machine. These submarines may be interesting to look at, but they are completely unplayable
just me or is the text too fast for me to read? its very confusing too