From the Depths: Building a BIG Plasma Cannon Turret for Lieutenant Vincent Veritas!

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  • Опубліковано 1 вер 2023
  • Army of Gmodism Lieutenant Vincent Veritas has tasked us with creating a Plasma Cannon Turret: Belenus it is called, a long range general purpose Plasma Cannon turret with a low profile.
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КОМЕНТАРІ • 34

  • @GMODISM
    @GMODISM  10 місяців тому +3

    How to get Enlisted in the Army of Gmodism: ua-cam.com/video/xh73DT4PaxE/v-deo.html
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  • @rembeech4261
    @rembeech4261 10 місяців тому +12

    great video but... 156/2 is 78

    • @GMODISM
      @GMODISM  10 місяців тому +2

      Oh darn hahahahha my math check mate

  • @lchristmas7394
    @lchristmas7394 10 місяців тому +5

    Love the plasma turret design, i thing i will go and try to make my own plasma weapon now.

    • @GMODISM
      @GMODISM  10 місяців тому +1

      Good luck mate! Plasma is su easy and so XD

  • @vincentvondoomer3911
    @vincentvondoomer3911 10 місяців тому +4

    Thank you for the hard work and turret!

    • @GMODISM
      @GMODISM  10 місяців тому +2

      Thank you too!

  • @tolbryntheix4135
    @tolbryntheix4135 10 місяців тому +1

    I wonder: With the 73 charges setting (should be 78), since the damaged area is so large, it might make sense to delay one gun by about 0.1s so it should hit inside of the crater of the first projectile, essentially allowing you to either skip an airgap or dig deeper into a continuous chunk of armor.

    • @GMODISM
      @GMODISM  10 місяців тому +1

      yes, your thknking is wise, BUT weapon sync causes all sorts of peoblems because its buggy... however thankfully you will almost never hit a target at a perfect 90 degree angle so might not matter much :)

    • @tolbryntheix4135
      @tolbryntheix4135 10 місяців тому

      ​@@GMODISM It is indeed difficult to account for all different scenarios with weapon sync but I found these rules to help:(at least for turrets with 2 guns, with more it gets too chaotic for most rulesets to work well)
      1. Set the minimum delay to be what you need, eg. 0.1 seconds in this case.
      2. Set the maximum delay between firing to be like 0.1s lower than the reload time of the weapon you are synced up to.
      3. Set maximum time until sync ignored to be only around 1 second.
      This setup also requires you to change the maximum rpm to match the sustained RPM and to calculate your reload time from that, otherwise, there may be unintended behaviour.
      The problem is, plasma goes very fast, in this case 2400 m/s and to guarantee that the plasma hits in a different physics frame (physics update 40 times per second) you need to have the projectiles path be at least (2400m/s)/(40s^-1)=60 meters different, meaning that with roughly the same starting point (the turret) the second plasma gun needs to travel 60 meters further. Otherwise it hits in the same physics frame and thus causes both projectiles to hit the initially pristine armor.

    • @GMODISM
      @GMODISM  10 місяців тому +1

      @@tolbryntheix4135 I did play arround with very similar rules, but in tournament scenarios I find that synced guns sometimes don't fire as often on my system, so I had to stop using it. BUT if it would be reliably fixed I would be very happy! What I can do is to have different charge times for them to force some desync, that's how I usually do it if I have to XD #workarounds

    • @tolbryntheix4135
      @tolbryntheix4135 10 місяців тому

      @@GMODISM Yeah thats a good idea, i was thinking of doing something fancy with local weapons controllers/breadboards/ACB, but this is a lot more elegant.
      On a related note: I also recently played around with some decoy crams to spoof active defenses and found that using a 2 second faster reload than on the main crams meant most point defense, especially DIF flak went for them every time except for the first volley. Pretty useful considering you can get 15k hp on a kinetic cram for only 3.2k materials.

    • @GMODISM
      @GMODISM  10 місяців тому +1

      Smart, they will get out of sync though, having fast decoy spammers is better I think, gimle has 2 and they fire at like 20% packing or something, seems to fool some systems ;)

  • @benhamster
    @benhamster 10 місяців тому +2

    Why are you not using a longer barrel so you can fit more heatsinks? It seems like that would reduce energy costs sognificantly.

    • @GMODISM
      @GMODISM  10 місяців тому

      Well, they cost much and introduce more weakness into the design, they cool some yes, but for must plasma one must use cooling if one wants accuracy :)

    • @twinkyoctopus
      @twinkyoctopus 10 місяців тому

      honestly it's probably cheaper to just add more energy generation than more heatsinks

  • @kiryu5499
    @kiryu5499 10 місяців тому

    I might end up replicating the tetris of this turret for my next ship in adventure mode, i’ve been wanting to move away from the big derp that is my laser system and this seems like a perfect replacement that would save up space

    • @GMODISM
      @GMODISM  10 місяців тому

      Plasma is surely very compact, good luck with that!

    • @kiryu5499
      @kiryu5499 9 місяців тому +1

      I have managed to fit 4 of these turrets and now have plenty of space since i got rid of the laser system, they do even more damage and the power generation i had for the laser allows me to fire them continuously for almost 20 minutes

  • @Ink_Tide
    @Ink_Tide 10 місяців тому +3

    27:35 ...I'd convinced myself I was doing something wrong with my attempt at PACs with a fire cycle of "pierce -> impact -> explosive ->EMP" in quick succession (but not simultaneously - the goal was to try and expose things more vulnerable to the next damage type before the next damage type came through; I'd also played around with higher spread/lower focus for each part of the cycle). I haven't been able to figure out why it was so inconsistent and often just didn't fire at all for MONTHS.
    It's just broken?! Fuck! So much time wasted.

    • @GMODISM
      @GMODISM  10 місяців тому +1

      well mate I got a pac cannon and it also did impact pierce emp to try and oneshot, but sometimes they just missfired and only the first always went off .. the others only sometimes, so yeah weapon synch has been iffy for years...

    • @Enzejansen
      @Enzejansen 9 місяців тому

      @@GMODISM they should just remove it and add back the firing delay, so much simpler and works always

    • @GMODISM
      @GMODISM  9 місяців тому

      @@Enzejansen well, that was even worse, believe it or not! I can't understand how this, making a timer that works seems such a challenge for them?!?

  • @angelomatulac3764
    @angelomatulac3764 10 місяців тому

    What if you stacked the barrels on top of each other and had one slightly back a bit so the second shot goes through the hole of the first

    • @GMODISM
      @GMODISM  10 місяців тому

      Yeah that might be a cool idea actually, or just make the other shot 5M/S slower

  • @jacobjackson1717
    @jacobjackson1717 9 місяців тому

    The battle at won was college

  • @dog_love3568
    @dog_love3568 10 місяців тому +1

    this shit op bruh need a fix

    • @GMODISM
      @GMODISM  10 місяців тому +4

      Haha perhaps we should do a damage testing episode?

    • @ddssrr1614
      @ddssrr1614 10 місяців тому

      @@GMODISM Plz. That be super interesting

    • @Meth_Gameing
      @Meth_Gameing 10 місяців тому

      ​@@GMODISMYes, I would like that

    • @twinkyoctopus
      @twinkyoctopus 10 місяців тому +1

      it's insanely expensive though, which is the balancing factor here. I've found that a modest turret costs almost twice as much as a battleship-size APS or Cram, in which case it's effectiveness is roughly similar. a disadvantage of plasma to APS or Cram is that it doesn't penetrate all that much, though granted it doesn't really need to.

  • @dog_love3568
    @dog_love3568 10 місяців тому

    he said shit!

  • @blakew.2327
    @blakew.2327 9 місяців тому

    cool Turret

    • @GMODISM
      @GMODISM  9 місяців тому

      Glad you like it!