Very good guide. Better than what i had when i started. One thing, since most of us build in "holes" specifically for bigger guns. having a neck to the gun seems like it should be included in every tutorial. The only place it might not be used is in tanks. But very nice video. Thx.
Glad it’s useful! About turret necks there are 2 schools, some argue for it. I’m strongly against it however, I recommend the turret heads to be thicker than the neck, and if a neck is being used, make it at least 5x5 in diameter. This is because stray fragments and HE damage leakage, but hey, this sounds like a empirical testing video!
This is one of your better tutorial vids, its easy to understand and methodic. Extremely helpful for beginners. First 10-15 mins of the vid could be used as a foundation for APS knowledge, later people can improvise. If I may suggest, you should redoo all your old tutorials. As I said, these new tutorial vids of yours are vastly better.
@@GMODISM Also, about you old hovercraft vid. Specifically th eprojectile avoidance section, the if(100-d,1,0). With that equation hovercraft only dodges/strifes to the right. (Never to the left) How do we make it starfe right or left? Cuz currently if projectile is about to miss the craft on the right angle, the craft will dodge/starfe to the right and will "pick up" the fly by projectile. Thanks again for your tutorial vids, you are helping us beginners alot.
A six way connector isn't useless. They cost 40 less than coolers. They're great for pure rail guns. What happened with you missile interceptors testing.
Not completely useless I agree, but as with the laser targeter it's special usecase and outside this guide ^^ However I like to instead use gauge increasers, a few extra won't hurt so that the weapons caliber won't drop when damaged!
Very good guide! Btw, how do you display that much info when looking at the aps? At 16:10 you can see the recoil and other info that doesnt appear to me.
Honestly I'm surprised I personally find CRAM cannons way simpler then APS, but in fairness this game is massive and everyone thinks differently, if you want some tips for building CRAMs here's one I always follow: try to maximize how many packers are connected to each pellet, doing this will increase overall efficiency and reduce costs massively.
@@ForkEnthusiast-tw8fgcant extend the gun using the autoloader as connection point anymore. Might not matter for tiny guns but anything of size will be a nightmare to tetris like that
All gun sounds for APS in FtD: ua-cam.com/video/UxpcCtOhEU8/v-deo.htmlsi=l5odwy7X5m_uxe-N
Very good guide. Better than what i had when i started.
One thing, since most of us build in "holes" specifically for bigger guns.
having a neck to the gun seems like it should be included in every tutorial.
The only place it might not be used is in tanks.
But very nice video. Thx.
Glad it’s useful! About turret necks there are 2 schools, some argue for it. I’m strongly against it however, I recommend the turret heads to be thicker than the neck, and if a neck is being used, make it at least 5x5 in diameter. This is because stray fragments and HE damage leakage, but hey, this sounds like a empirical testing video!
Thank you for uploading this! Trying figure this out using the in game tutorials was driving me crazy, you are a lifesaver!!!
Glad to hear it! Stay tuned, there are more instant tutorials incomming of every single part of the game (my intention)
This is one of your better tutorial vids, its easy to understand and methodic.
Extremely helpful for beginners.
First 10-15 mins of the vid could be used as a foundation for APS knowledge, later people can improvise.
If I may suggest, you should redoo all your old tutorials. As I said, these new tutorial vids of yours are vastly better.
Thanks mate, indeed I am in the process, this video is a remake of 3 earlier videos actually
@@GMODISM Also, about you old hovercraft vid. Specifically th eprojectile avoidance section, the if(100-d,1,0). With that equation hovercraft only dodges/strifes to the right. (Never to the left)
How do we make it starfe right or left? Cuz currently if projectile is about to miss the craft on the right angle, the craft will dodge/starfe to the right and will "pick up" the fly by projectile. Thanks again for your tutorial vids, you are helping us beginners alot.
I've been looking for a video like this all day, thanks for the clear explanation and tutorial
Welcome to the channel mate, the tutorial with this video type, save it so they will be found easily next time you look for a ftd tutorial ;)
A six way connector isn't useless. They cost 40 less than coolers. They're great for pure rail guns. What happened with you missile interceptors testing.
Yes.
Not completely useless I agree, but as with the laser targeter it's special usecase and outside this guide ^^
However I like to instead use gauge increasers, a few extra won't hurt so that the weapons caliber won't drop when damaged!
Yeah about the testing I found some new info and complex tips, wanna include them too!
@@GMODISM Sweet! Can't wait until you make a video.
@@GMODISM By the time that the gauge line gets damaged the turret is usually toast anyway
Good Video, and now best shell sizes and shells. With some Examples of Armor and how ITS behave. In different turret sizes😆
Sound more like empirical testing to me 🤔
Because it kinda depends on: what’s the target 🎯
@@GMODISM yes emperical Testing good idea
@@GMODISM Just a question how you Setup your Test wall of intry Shooting on a Wall No DMG. Rockets Just stay there Till they explode
Iam obsessed with a ap/he/frag or fire gun but indindt get the Armor Piercing i need in smaller 100mm z.b
Very good guide! Btw, how do you display that much info when looking at the aps?
At 16:10 you can see the recoil and other info that doesnt appear to me.
Mate, it has to have a shell chambered to be able to show stats, also rail stats only show when rail is there to display in that detail, perhaps that?
Been watching Gmodism since Garry's mod ACF videos, keep up with the great content.
I find crams way more complicated and aps blows up is a much cooler and spectacular fashion so it wins every time.
CRAM is crazy damage man, perhaps I must redo that tutorial
Honestly I'm surprised I personally find CRAM cannons way simpler then APS, but in fairness this game is massive and everyone thinks differently,
if you want some tips for building CRAMs here's one I always follow: try to maximize how many packers are connected to each pellet, doing this will increase overall efficiency and reduce costs massively.
Btw you can have 5 clip aps if you use 1 meter loaders. Not practical but you can!
@@dripwastaken7884 I do this all the time, why is it impractical?
@@ForkEnthusiast-tw8fgcant extend the gun using the autoloader as connection point anymore. Might not matter for tiny guns but anything of size will be a nightmare to tetris like that
@@dripwastaken7884 More importantly, you can't use ammo ejectors, meaning your gun will explode violently when damaged.
@@avi8aviate Just make it a kinetic full rail gun and you won't have to worry about ejectors.
@@avi8aviate no ma'am.
Hi, nice video;
Do you happen to know the exact duration of the tracer buff in miliseconds? Or at least in seconds?
Ugh, don't dare to guess, but the buff is falling off gradually, look at the firing piece when shooting it will tell you the % of the buff :)
@GMODISM Welp, now i feel dumb. Thanks :')
Just found your channel! Great tutorial. Did you play Gmod ACF back in the day? Asking because of your name.
Welcome (back) yeah I made many ACF tutorials, even one last year as it still exists, but more on FtD now :)
22:12
*Bad things.*
A questen an ap head Just increase the ap value dont Go through the Block IT Hits Just when IT destroy es the Block or?
my sigma