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Custom Jet Basics! 🚀 From the Depths, Quick Guide
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- Опубліковано 15 сер 2024
- There's no speed like custom jet speed.
Time Stamps:
0:00 - Ze Beginning and CJE Overview
7:27 - CJE Generators
11:25 - Faction Craft Examples
Channel Membership: / @borderwise12
BorderWise Twitch: / borderwise
BorderWise Twitter: / borderwiseweta
BorderWise Patreon: / borderwise
Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
The Mini Vandals - Like Lee
Quincas Moreira - Paradox
Quincas Moreira - Miles Beyond
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 #CustomJets
You don't even need an intake; you just take a huge efficiency hit. The Hake is a good example
Damn, really?! Good to know, cheers!
Some info that is helpful when making these:
-The exhaust, or at least rear end of the engine needs to be above water for it to run. In the descriptions for the parts of the engine, it states that the intake does. This is false. The intake can be underwater as much as you want, but the exhaust needs to be above it. Keep this in mind if you're using CJE generators as the engine for a ship.
-Using jet exhaust connectors to change the direction of the exhaust facing will also change the direction of thrust, as thrust from a CJE is applied at the rear end of the engine. The potential uses for this, I will leave to your imagination.
-Setting aside the separate but limited multipliers from intakes and exhausts, the efficiency of a CJE is based on the ratio of Compressors to Combustors. The higher the ratio in favor of Compressors, the more efficient, but more than 3-to-1 hits diminishing returns hard. Even going from 2-to1 to 3-to-1 is usually not worth it in my personal opinion.
-Addons are not multipliers. They are flat additions to the type of component they attach to. As such, they're usually not worth the hassle unless those spaces are going to be open anyways, because they take up space in an awkward manner, cost more per benefit than simply adding another of their base engine component, and don't structurally connect to any blocks around them except the engine itself. They exist if you *really* need to make your engine shorter, and are otherwise useless.
-The exception to that last point is intake addons; the intake gives a separate multiplier of its own, but without addons that multiplier is only 1x. This somewhat limits the effectiveness of ducted intakes, because they don't accept intake addons and that sweet, sweet +10% total engine efficiency from 4 intake addons is often worth the inconvenience. Because...
-If you're using CJEs for engine power, you need to accept the tradeoff you are making. You can easily get over 1000 Power Per Material if you build for working Intake Addons, which is absolutely amazing, but your Power Per Volume is always going to *suck* unless you make it extremely, excessively big. Custom Jets are also very expensive in the costs of making the jet itself, specifically for the Combustors. 800 materials *per Combuster* is no joke, and the high efficiency in materials burned may not be worth the low efficiency in materials to build. Using them for engine power bears similarities to running off RTGs, in some ways.
-Lastly, when building a CJE craft you MUST give clearance at both ends. The Intake needs 8m clearance, and the exhaust needs 10m. Only the center block of the engine needs to have clearance for the larger variant, except if you are using Intake Addons, because those also need clearance of their own. This rule has one, curious exception: if you are using a Jet Generator to turn 100% of the thrust into energy/engine power, you do not need to give clearance for the exhaust, although failing to do so will still lose you the exhaust efficiency multiplier. Duct blocks are your friend, either way.
"Some info that is helpful when making these:
-The exhaust, or at least rear end of the engine needs to be above water for it to run. In the descriptions for the parts of the engine, it states that the intake does. This is false. The intake can be underwater as much as you want, but the exhaust needs to be above it. Keep this in mind if you're using CJE generators as the engine for a ship."
Yeah...found that one out the hard way when I tried to make a jet powered hydrofoil. Was pretty disappointing, really wish they would fix that, also wanted to make a seaplane with a jet, like the convair sea dart, and jet boats either CJE, or jets in the water jet sense would be awesome, also really wish CJE's could be used as shaft driven turbines and connected to props and the like.
@@grindersandgears3445 It actually is possible to use CJEs for a hydrofoil; several White Flayers craft do so, in fact. The trick is that you need to have the CJE higher up, and extend "blades" of alloy downwards from the rest of the hull into the water to place rows of hydrofoils inside them. The main one that I used as a reference when I did it was the Charger, I think it was, but there are others.
I'm not entirely sure what you're wanting with the talk of "shaft-driven turbines," but the closest guess I have would involve using Jet Generator components to get engine power from them and then using that for powering Dediblades. Which is a totally valid way of using them, and actually slightly more efficient, if you really need *even more* efficiency out of a CJE. Dediblades do work underwater as well. Or you could use the power with Crank Motors to turn steam propellers, instead.
Of course, if all you want is the look of them applied to a steam engine or something, then I recommend you start figuring out how to use Mimics and Decorations.
Am always amazed at how complicated ftd can be......
You could literally go down a rabbit hole of just custom jets for a week trying to build the most crazy or efficient and interesting you can make it,and that's just a scratching the surface of all the mechanics of ftd(detection systems, adv cannons, engines, hell freaking particle cannons and warp drives)
I can testify that you can make anything fly... just made the Broadsword capital broadsider fly with some CJEs XD
I like jet engine generators for small aircraft. Decent engine power with almost no space requirements above what you used for propulsion anyway.
I like CJE beacuse it is very easy to use to make it more efficient, more powerful and things like that. Though I only really use them on ships to make high efficiency engines to power the ship. Or to make massive thrustercraft.
I’ve been building hovercraft lately and I use custom props paired with large jet engines made with 10 compressors, 1 combuster and 4 intake addons, and using a generator gets a power per material per of more than 1200, all converted into engine power and put into custom props gets you more thrust than the jet would get on its own.
I've noticed a 3:1 ratio of compressors to combustors makes for really efficient and pretty powerful engines; and if you need more power you can slap on some injectors or extra combustors and it still works decently well.
Also: do you have any fuel engine advice?
My best fuel engine advice is to build a few engine prefabs that work well enough and use them all the time.
^ this. I have 2 basic injector engines prefabs I use all the time, one a 3*3 'base' (that contains the engine block) and a 3*3 'extension', and there is no limit to how many extensions you can put on one base. When it is as long as you want, you slap a radiator on the end and it is stable, you then can add rads to the side for extra efficiency.
Truth. Don't let the perfect be the enemy of he good. Especially as the best engines aren't /nearly/ as much better than decent ones as used to be the case.
Also, don't be afraid to have more than one engine in a vehicle that has the space for it.
Small custom jet engines are really good for engine power on tanks because you get basically as good of a power/efficiency/volume balance as you can get. Especially if you don‘t need that much power.
You say the addons make the compressor "more efficient", but that's not really true tbh. It increases the effective number of compressors, sure, but for the small CJE, a compressor addon costs 37.5% of the cost and 100% of the volume for 20% of the effect, and the same goes for extra combustors, while the fuel injector is even worse for cost - 40% of the effect for 83.33...% of the cost. Two small CJEs with no addons (excluding intake addons, which are a special case) produce 11.11...% more thrust than a single identical one with full addons, while costing up to 20% (in the limit of a very long one, ignoring flat costs of intakes, controllers and exhaust) less and taking up only 40% of the space.
For large CJEs, they are also not worth it cost- or volume-wise (10% effect for 20% cost and 11.11...% volume on the compressor), and also they absolutely ruin your form factor (expanding it to a 5x5 from a 3x3).
I've been meaning to test the air intake add-ons for the same metrics compared to using an additional compressor
I meant efficient as in thrust per material burnt, not material cost overall. But good to know, cheers!
@@BorderWise12 Oh yeah, that is from increasing the compressor:combustor ratio. But for the purpose of the efficiency calculation, it doesn't matter where the compressor or combustor count come from.
I love how quick for border wise is 15 minutes
Fun fact: Actual warships like the Arleigh Burke-class destroyer use jet engines (called gas turbines) for power.
Sometimes flipping the exhaust corner around (ie reversing which end you're using as the engine end) fixes that graphical glitch.
How do CJEs compare with other systems (fuel engine, steam engine, RTG, small CJE, etc) for the purpose of a pure energy generator, for example for a ship with lots of PACs and railguns, or perhaps even turboelectric propulsion?
Worst idea 2nd to rtgs in terms of energy generation pretty sure, not only it uses alot of fuel, it makes only a bit of power compared to using fuel engines. but a medium steam turbine would make more than the size of the jet engine. Only use the jet engine generator when you don't have any space for fuel engines or battery for power in your craft for engine power, but do note that if they're in water, they will not make any engine power
Edit: but if you're pretty desperate for some energy, even a bit, you can still control the energy or power generation in the cje and limit it or make it as powerful as you can if you want, but its not very efficient, I'd say only use when you need to
One more edit: tommorow ill test how good they are compared to steam turbines and a few simple fuel engine designs and tell you
With a good ratio you can actually have a full line of combusted with injectors on every side and still have like 40% compression efficiency meaning you can have very efficient and powerful engines
The thing with Jet generators is that they dont work underwater or in space, as the jet also doesnt work in those. Thats the main disadvantage compared with other engines.
ah thanks borderwise, I needed a tutorial of the new custom jet engine, which rarely could find.
You're welcome! I'll probably make more detailed CJE videos in the future too.
I have a question how to change when a bad guy ship goes below 80%? I want to chage it to like 50%. Where is said too damaged low health
I think that's only an option in custom battles. In the designer and campaigns it might be fixed, although I'm not sure.
@@BorderWise12 Ok.
Thanks baby.
I always wondered how feasible it is to slap one as a power generator onto a ship and route intakes over the water level so it works properly.
Probably not very but surely I can dream about having a gas turbine powered ship.
It works pretty well actually, it's a stupidly easy way to get an engine past 1000 power/mat.
There's a ship on the workshop that does that, Cerberus Battlecruiser
@@kerdain7239 I'll give it a look, thanks!
My biggest ship (500,000+ Materials) I run using 6 big custom jets with 10 compressors and 1 combuster each, I can get this huge thing going over 50 m/s using max speed paddle wheels
Funny thing, you actually don't need to route your intakes over the water. Despite what the descriptions say, it's the *exhaust* that needs to be above the water level for the engine to work.
Nice vid.
No compressors. Combustors for life.
Is a jet turbine a bad idea for powering ships(Providing engine power, not thrust)? The venting of the intakes and exhaust would make things harder.
It's good for powering aircraft that are too small for proper engines. Otherwise even a one cylinder fuel injector engine would provide enough power for your manuevering thrusters and be small enough to fit in a plane.
@@blazingbl2gamingop794 I was talking about actual water-borne ships.
It's not bad, but sine they don't function below water you'll have to put them above deck if you don't want to lose power when flooded.
@@BorderWise12 that could be good if your props are below your COG, but otherwise I'd say just use a fuel engine. It can function underwater, can be configured to produce little heat, can be easily hidden in the heavily armoured depths of your hull, and is probably cheaper material cost to engine power.
@@BorderWise12 Of course, that whole "mecanic" just is stupid because it happens even when the exhaust and intake are way, way outta the water.
i thought jets cut off underwater, otherwise i would have been using them as generators in a lot of small boats.
They do. I didn't mention that, oops. Guess people can find that out very quickly for themselves... 😅
As a point of order, though: the ingame descriptions for this aspect of them is false. It's not the intakes that need to be above water, but the exhausts. The intakes can be as deep underwater as you want, so long as the exhausts come up above the waves.