When you are about to play a session of FTD but you check UA-cam just incase and BorderWise uploads a video 32 seconds ago.... wait... is me watching this considered FTD foreplay? lol
Yes, yes it is. Your significant other must love having you around, if it you put 40+ minutes into foreplay! I'm a parent of 3. Our foreplay is usually just "The kids are asleep".
I forget exactly which version of the game it was (obviously after the detection update), but I made a sub with no wireless weapon controllers and only passive detection systems - I felt quite sneaky. The DWG felt quite explody.
Love the way you upload as you learn, which adds comedy and realism, rather than missing out all the mistakes and learning, like many youtubers do in attempt to fool us into the belief that they are absolute Gods at what they do. They are not They just hide their mistakes and learning errors. Without guides like this most of us would be lost in the ocean on wooden raft with a deathstar sized lazer cannon powered by the outback pro wondering where we are going wrong.
sonar doesn't need to be very accurate because its working with torpedoes that are self-guiding IR assumes the target is giving off a HUGE IR signature and creates many detections per second
@@imadethistopostponi some of the subs in from the depths use the ai control module for missile/torpedoes also keep in mind these missile/torpedoes cannot be detected if i recall correctly
One advantage to sonar and the laser tracker (that I constantly forget about) is that on medium to large ships, most of the damage will usually be above the water line, so if you're looking for a way to add some redundancy to your detection, you can tuck a bit down below where it's relatively safe.
It is a proper setup to use sonar to acquire water target and then let it to your trackers. Sensors are way less important than trackers except rangefinders.
From what I understand, speed (velocity) is simply calculated based on the change in bearing/range between measurements rather than something that's actually measured. The settings for averaging time can also make or break your weapon systems vs certain targets. Depends, though, on how fast the guns reload, how fast the shells travel, and how maneuverable the target craft are. If I recall, as any of these get faster, you generally want to set the averaging time lower. When shooting at most ships, though, the auto setting is perfectly fine.
Detection mechanics and world settings: Why stealth subs/planes and sub hunters exist. As a note, I have heard of using radar/sonar buoys as means of detecting ships is a double-edged sword instead of just being decoys, as the signal between buoy and ship is what the wireless snooper can also detect. But it is apparent that others reported that buoys acting as detectors do not get detected by wireless snoopers.
@@jaymorrison2419 Well consider that verified it didn't work. That is helpful indeed. It had me unsure whether or not using buoy holders attached to AI connector counts as a wireless signal.
Time Stamps: 0:41 - What is Detection? 1:02 - Automatic Detection 2:42 - Detection Categories 7:19 - Intermission: The Detection Screen 10:53 - Detection Categories Continued 11:43 - Intermission: General Purpose Processing Power 12:59 - Intermission Inception: Detection Error 13:54 - Detection Categories Continued Again 19:25 - Intermission, The Revenge: The Wireless Snooper 20:33 - How To Be Sneaky, Kind Of 21:13 - Detection Categories Resumed: Coincidence Rangefinders 23:08 - THE BOIS (Buoys) 26:10 - Boing, boing, boing 26:53 - Detection Categories Concluded/Summarized 28:23 - Detection Tips & Tricks 33:20 - Jeez, I Used to Be Terrible At This Game 35:13 - God Bless Portholes 38:33 - EMP Proofing 40:49 - Umm... 41:45 - BOOM
Note that BW misspoke at 8:08: Bearing is not the direction the target is moving. Bearing is the direction your craft has to aim to see and shoot its target (not counting leading for projectiles). The direction the target is moving is part of the speed it calculates, which would be more appropriately labeled velocity. And for the error stats on the various detection blocks, a 2 degree error rating doesn't mean it will always be 2 degrees off, just that it can be up to 2 degrees off, and averaging the results over time will still get you a reasonable fix (although more accurate systems will, of course, be more reliable about it and require less averaging data points, which is great for targets that turn faster).
I just have a couple of every type so I guess I get all the benefits of everything apart from stealth, but my ships are big blocky and brightly coloured so I don’t care about that :)
Detectors also have a weird stat, how quick they detect things and lock onto targets. Snooper, Rangefinders, and Retro quickly pick up targets, but all the gimbal trackers can take awhile, even when used in conjuction with other detectors. The 90's and 360's can vary depending on the target's profile, except for the visual cameras. Rangefinders have great bearing but bad range for some reason. Their armored versions is good alternative to the regular cameras, but the larger size makes them easier to hit, but only the very ends need to have clear LoS. Regarding radar and sonar profile: Alloy matters less than the size of the object. An experimental ship I tried, completely alloy, above water section only 30m at longest, 12m at tallest, had a detectability range of 560m to 685m. Sonar detectability was around 1500m. It seems that control surfaces and propellers gives massive sonar signature, and block size > material used for radar. However, visual detectability can easily hit 2km on even a small craft so.... Additionally, due to the lower averaging times for fast, poncy targets, IR trackers and Radar gimbal can be recommended for a dedicated AA mainframe, due to higher detections per second, mattering more to lower averaging times. Big slow targets (
As for sonar, rubber blocks have the lowest profile beating that of alloy. 1 cubic meter has the smallest profile possible of 1m in cardinal directions.
I use detection mainly for secondary weaponry, and I use the primary weaponry manually. Both to ensure where I want a hit gets a hit, and for the pleasure of using them and feeling like my contribution to a battle mattered :)
It is fun to play co-op with your main ship's ai. Sometimes I like to pilot a ship or airship and let the AI aim the guns, or vice versa, or just aim some of them. Or have ai control some ships and I do everything on one plane or something.
It does add one more complexity layer when it comes to ship design. It should have been in the difficulty multiplier, but considering how it is unstable, world settings would be better in the mean time. I keep world detection at 0 when it comes to making designs shine function-wise and in practical combat.
Not only are detection systems fragile, but it seems that enemy AI manages to smash them quite regularly. I'll have the exact same turret setup as an enemy ship and have all my detection taken out while theirs is still functioning. I'd love to see AI aimpoint selection of weapons and customization of repair bots to choose what gets fixed first. Good vid sir!
I sometimes have that problem since I put most of my detection stuff in a large mast like a real warship, but I've had some luck with using "fire director" turrets. Essentially they are turrets loaded up with detection stuff that I sit up on the super structure and they spin to face targets. Looks cool and helps as good back ups for the mast since the mast is usually most decorative and thus very fragile.
@@imapopo2924 I put my detection on turrets as well and I'll end up with perfectly functional turrets minus detection... I do have some with masts as well and, yeah they usually don't fare as well.
Would be pretty neat if we could get passive sensors on missiles/torpedoes, both for the cool of running SEAD in From The Depths and to get them to aim straight for the sensors. Buoys would then regain their function as a decoy, or maybe there could be new sonar noisemaker/radar emitter elements for missiles.
Missiles do actually have sonar/radar decoy parts. They can be used to create interceptor missiles that attract enemy missiles or to just launch decoys away from your craft.
@@Feraligono SEAD = Suppression of Enemy Air Defense, you get the idea. Same deal for torps aiming at sonar arrays, ideal entry blow before your sub sneaks underneath a surface vessel.
Even though I've been digging around a lot, I always learn a new thing in your videos. This time it's the portholes! Oh boy, time to make new detection prefabs and slap them all over.
I never did really understand detection. Pretty much just slapped some on and hit auto-settings until things sort of worked. One thing I do remember is that as of last I played (quite a while ago now), smoke would actually block all trackers, not just the laser range finders. This confused the hell out of me because it wasn't documented anywhere ingame. Never did find out of that was intended behavior, and whether it was fixed if it was a bug. So because of that I tended to use a lot of visual cameras for bearing, radar for range, and sonar if I needed to see underwater. Didn't bother with trackers at all.
For long time now I've been thinking it would be better to make Fire Control Directors for my guns rather then give each it own like an Old School Local Fire Controller. This kinda proves it. Probably still a good Idea to have some on the Main Turrets for when you wind-up in a similar situation to that of the Last Battle of the Scharnhorst.
You did not mention the Scrambler ECM which can be very handy for stealth craft (e.g. Banshee) Also, the advantage of IR camera 90 and more importantly the tracker over visual is the tickrate. IR tracker ticks 40/s, IR camera 90 ticks 30/s which are significantly better for long range engagements and moving targets. The further and faster the target is, chances are you will miss the target due to it estimating the wrong place to begin with. They are expensive but it is all comes down to the trackers more so than cameras unless you have multiple targets to engage at once which then requires more AI anyway. Also the detector on turret thing will be gone if the current devtest lands on stable branch as it reduces sensor/tracker efficiency on turret by 30%.
I would love a tutorial on the controls lol been playin this game a while and still dont know the hotkeys to do a lot of things. That would be the most useful tutorial to me at this point! I can build something a hundred times to troubleshoot, but screwing things up trying to press random keys is infuriating!
@@BorderWise12 I've tried to look at that, but i feel like not everything is there. Maybe I'm blind, that could be totally true... but like the free cam.. I accidently found out about the double tap "E" for unbinded free cam instead of just the tab freecam. I never saw that in the options. I just figured if i was ignorant about this, then just by common rule, others would be too :p
17:38 so range is not imoprtant in certain circumstances if you are a ship and the enemy is a ship plus you are using particl cannons and lasers range is not that important how ever if you are a ship and the enemy is an aircraft range becomes significantly more important because of the elevated bearing issue
Few notes that came to mind watching it that differ from how I run things, but after all it's like assholes - everyone has their own and it's all just sh... :D Regarding configuring the detection: Use priority for the detection, having 360 detection is fine - having multiple of it is preferred because redundancy. But having them on low priority, meaning they do not affect the exact calculation as much as 90 degree, or trackers, means they do not affect overall accuracy as contrary to what was said. This becomes considerably more important when we're talking about hit-scan weapons such as laser and particle, and to a lesser extent high velocity rail guns. You can tell the AI controlling them to basically ignore distance, meaning it doesn't affect the calculation, meaning it's one weak point less.4 Regarding detection placing: For love of god use inter-vehicle transmitters for EVERYTHING not explicitly stealthy. Meaning if you have a large battleship, and you have all the relevant detection but it's still detection - it'll be torn out rather quick when compared to actual armoured hull, slap a recon plane to it with that attached to it. Meaning you get accurate tracking data from (preferably) very hard to hit, very small, and very cheap plane that doesn't get fired upon because it has no guns, has low mass, and overall isn't a threat to most AI designs. And as an added bonus, until ALL of the fleet is crippled, ALL of the fleet will keep firing and detecting. Far as other things go, spreading them all over, especially away from centre of mass and weapons, is a very good idea. But a thing to note are the detection cones. Meaning if you have a 90 deg. camera, it will detect the -whole- broadside, meaning that one thing squared far to the rear will have just as accurate data on the target 20 degrees from the front, even though it maybe shouldn't see it logically. Also squaring it a block deep away helps a lot in keeping them alive - even more so if you use ring shields to boost the AP.
Using inter-vehicle transmitters are great for fleet combat. It is somewhat unused except for those who know how to coordinate detection settings to the fleet as a whole. A flagship would be exceptionally tanky but can be rendered blind if the detection systems get all shot despite the redundancy, so surviving ships can provide their data for the big guns to correctly aim at them. 0 world detection setting would be a great difficulty multiplier since it directly contributes to design difficulty.
So basically, how I learned it is: P: This is the gain, it's how much fast the craft adjusts its relevant category (pitch, yaw etc) to get to the desired position (being stable). Set this super low and then only increase it to as high as you need, between 0.01 and 0.1 usually I: Integral, which is how long the PID has to correct the crafts position using the given value in P before it overrides the gain setting you set and just uses more power than it is supposed to. Basically, if you have a hovercraft that is falling out of the sky from damage, if you set this to 3 seconds it will use the gain value you set and try to correct itself using that value for 3 seconds before it goes 'fuck this isn't working' and pumps more power to try and correct the issue. D: Derivative - This is how far in the future the PID predicts where it will be, honestly I'm not 100% sure on how exactly this impacts the craft, but usually lower values are better for most things. I'm sure somebody else will be able to give you a more in depth guide for derivative. Hope this helps!
Update what exactly? AI components have just had a graphical overhaul. Their mechanics haven't changed to any significant degree since this video was made.
@@BorderWise12 I am sorry. I meant this part: ua-cam.com/video/l9CSh-oy4oI/v-deo.html , I asked around in the subreddit and it seems that it doesn't affect it that much. Not significantly enough to take on; lets say the tarpon from DWG. So never mind, unless you can give some sweet examples. Thank you/
Rotating sensors that ignores masts = exploit... 90 deg. optical sensor that sees just fine through long thin tube = a cool feature... Am I getting that the right way? :)
7:14 Regarding the age of sail comment, how come I never see ANYONE make sailboats? No UA-camr makes them and they're disgustingly uncommon on the workshop. Considering this is a game about pirates (basically) I'd have thought they'd be a lot more common.
I'm not sure, but I'd guess that it's because meta-wise they're not great and they're actually more complex to build than other craft. Also on my part, I keep forgetting that sails are even an option in this game. 🤷♂️
I would think having a supercavitation base on your shells would be very important, but then you'd lose some HE damage. If the shell is properly designed I could see it being effective.
FUCK MY LIFE. These menus are the worst thing to comprehend and use. Im setting detection to 1 and saying fuck it. I understand how all the detection system works but all the fine tuning you need to do to get the damn thing to work well is a nightmare.
I'm detecting a very useful and enjoyable video.
When you are about to play a session of FTD but you check UA-cam just incase and BorderWise uploads a video 32 seconds ago....
wait... is me watching this considered FTD foreplay? lol
Yes, yes it is. Your significant other must love having you around, if it you put 40+ minutes into foreplay!
I'm a parent of 3. Our foreplay is usually just "The kids are asleep".
I forget exactly which version of the game it was (obviously after the detection update), but I made a sub with no wireless weapon controllers and only passive detection systems - I felt quite sneaky. The DWG felt quite explody.
ха-ха, очень смешно мой друг!
I wonder how this can go these days. I really want sneaky capture units for campaign.
Love the way you upload as you learn, which adds comedy and realism, rather than missing out all the mistakes and learning, like many youtubers do in attempt to fool us into the belief that they are absolute Gods at what they do. They are not They just hide their mistakes and learning errors. Without guides like this most of us would be lost in the ocean on wooden raft with a deathstar sized lazer cannon powered by the outback pro wondering where we are going wrong.
Looks at sonar range error:
0.75%- HORRIBLE
Looks at 360 IR camera range error:
12.5%- Thats pretty bad
sonar doesn't need to be very accurate because its working with torpedoes that are self-guiding
IR assumes the target is giving off a HUGE IR signature and creates many detections per second
360 cameras are largely for finding something in the first place, then you can put your trackers on it for the accurate measurements.
@@xt6wagon not my point but ok lol. I would use either a 360 radar either a snooper
@@imadethistopostponi some of the subs in from the depths use the ai control module for missile/torpedoes also keep in mind these missile/torpedoes cannot be detected if i recall correctly
@@drivver4470 passive sonar can detect torpedo props and pass them to anti "missile" torps.
One advantage to sonar and the laser tracker (that I constantly forget about) is that on medium to large ships, most of the damage will usually be above the water line, so if you're looking for a way to add some redundancy to your detection, you can tuck a bit down below where it's relatively safe.
It is a proper setup to use sonar to acquire water target and then let it to your trackers. Sensors are way less important than trackers except rangefinders.
"I will see you next time in From the Depths," confident in your detection systems, I see. =P
Laughs in flak just powerful enough to damage portholes
@@CreeperDude-cm1wv *Laughs in disproportionally large PAC cannon that eats up too much power to fire*
@@Attaxalotl the pain of wanting a raft sized ship with battleship sized fire power.
@@john.d.rockefeller2538 Or not knowing how batteries work at the time.
You are the kind of guy to say “that needs a video of its own” and then actually make that video
Borderwise, how the hell do you always know to make a 40 minute guide on the topic I just started figuring out about?
Because I am a magic man. 😛
From what I understand, speed (velocity) is simply calculated based on the change in bearing/range between measurements rather than something that's actually measured.
The settings for averaging time can also make or break your weapon systems vs certain targets. Depends, though, on how fast the guns reload, how fast the shells travel, and how maneuverable the target craft are. If I recall, as any of these get faster, you generally want to set the averaging time lower. When shooting at most ships, though, the auto setting is perfectly fine.
And with ships that specialize in high velocity and hitscan weapons, lower timings would be effective.
Detection mechanics and world settings: Why stealth subs/planes and sub hunters exist.
As a note, I have heard of using radar/sonar buoys as means of detecting ships is a double-edged sword instead of just being decoys, as the signal between buoy and ship is what the wireless snooper can also detect.
But it is apparent that others reported that buoys acting as detectors do not get detected by wireless snoopers.
I posted this over to the FtD discord, and the general consensus is that they do not get picked up on wireless snoopers.
@@jaymorrison2419
Well consider that verified it didn't work. That is helpful indeed. It had me unsure whether or not using buoy holders attached to AI connector counts as a wireless signal.
@@Aereto There is no reason a wireless snooper should pick it up as it's a one way signal from the buoy.
Stealth ships can be amazing. When an enemy can't hit you with weapons you can just take your time. Rubber is really good for stealth.
Time Stamps:
0:41 - What is Detection?
1:02 - Automatic Detection
2:42 - Detection Categories
7:19 - Intermission: The Detection Screen
10:53 - Detection Categories Continued
11:43 - Intermission: General Purpose Processing Power
12:59 - Intermission Inception: Detection Error
13:54 - Detection Categories Continued Again
19:25 - Intermission, The Revenge: The Wireless Snooper
20:33 - How To Be Sneaky, Kind Of
21:13 - Detection Categories Resumed: Coincidence Rangefinders
23:08 - THE BOIS (Buoys)
26:10 - Boing, boing, boing
26:53 - Detection Categories Concluded/Summarized
28:23 - Detection Tips & Tricks
33:20 - Jeez, I Used to Be Terrible At This Game
35:13 - God Bless Portholes
38:33 - EMP Proofing
40:49 - Umm...
41:45 - BOOM
So the three categories of sensors end up being:
“Is someone looking at me?”
“Am I looking at something?”
“Something is right there”
Note that BW misspoke at 8:08: Bearing is not the direction the target is moving. Bearing is the direction your craft has to aim to see and shoot its target (not counting leading for projectiles). The direction the target is moving is part of the speed it calculates, which would be more appropriately labeled velocity. And for the error stats on the various detection blocks, a 2 degree error rating doesn't mean it will always be 2 degrees off, just that it can be up to 2 degrees off, and averaging the results over time will still get you a reasonable fix (although more accurate systems will, of course, be more reliable about it and require less averaging data points, which is great for targets that turn faster).
Adjusting the bearing averaging guide has been a game changer (I can use lasers against planes now), thanks.
Yer welcome! :D
All I know about the detectors is that I slap a bunch of each all over my ships. seems to work out pretty well.
I just have a couple of every type so I guess I get all the benefits of everything apart from stealth, but my ships are big blocky and brightly coloured so I don’t care about that :)
Detectors also have a weird stat, how quick they detect things and lock onto targets. Snooper, Rangefinders, and Retro quickly pick up targets, but all the gimbal trackers can take awhile, even when used in conjuction with other detectors. The 90's and 360's can vary depending on the target's profile, except for the visual cameras.
Rangefinders have great bearing but bad range for some reason. Their armored versions is good alternative to the regular cameras, but the larger size makes them easier to hit, but only the very ends need to have clear LoS.
Regarding radar and sonar profile:
Alloy matters less than the size of the object. An experimental ship I tried, completely alloy, above water section only 30m at longest, 12m at tallest, had a detectability range of 560m to 685m. Sonar detectability was around 1500m.
It seems that control surfaces and propellers gives massive sonar signature, and block size > material used for radar.
However, visual detectability can easily hit 2km on even a small craft so....
Additionally, due to the lower averaging times for fast, poncy targets, IR trackers and Radar gimbal can be recommended for a dedicated AA mainframe, due to higher detections per second, mattering more to lower averaging times.
Big slow targets (
As for sonar, rubber blocks have the lowest profile beating that of alloy. 1 cubic meter has the smallest profile possible of 1m in cardinal directions.
I use detection mainly for secondary weaponry, and I use the primary weaponry manually. Both to ensure where I want a hit gets a hit, and for the pleasure of using them and feeling like my contribution to a battle mattered :)
It is fun to play co-op with your main ship's ai. Sometimes I like to pilot a ship or airship and let the AI aim the guns, or vice versa, or just aim some of them. Or have ai control some ships and I do everything on one plane or something.
Fixed the title for ya: “Abonenation guide” :p
I still dislike the detection system, but a good guide always helps!
It does add one more complexity layer when it comes to ship design. It should have been in the difficulty multiplier, but considering how it is unstable, world settings would be better in the mean time.
I keep world detection at 0 when it comes to making designs shine function-wise and in practical combat.
Finally i have wanted this for soooo long
honestly laser range finders are stupidly good, .1 gppp makes them practically free
The game is practically screaming at you to have 10 of them lol!
Not only are detection systems fragile, but it seems that enemy AI manages to smash them quite regularly. I'll have the exact same turret setup as an enemy ship and have all my detection taken out while theirs is still functioning. I'd love to see AI aimpoint selection of weapons and customization of repair bots to choose what gets fixed first. Good vid sir!
I sometimes have that problem since I put most of my detection stuff in a large mast like a real warship, but I've had some luck with using "fire director" turrets. Essentially they are turrets loaded up with detection stuff that I sit up on the super structure and they spin to face targets. Looks cool and helps as good back ups for the mast since the mast is usually most decorative and thus very fragile.
@@imapopo2924 I put my detection on turrets as well and I'll end up with perfectly functional turrets minus detection... I do have some with masts as well and, yeah they usually don't fare as well.
Thankyou again
Yer welcome. :)
Would be pretty neat if we could get passive sensors on missiles/torpedoes, both for the cool of running SEAD in From The Depths and to get them to aim straight for the sensors. Buoys would then regain their function as a decoy, or maybe there could be new sonar noisemaker/radar emitter elements for missiles.
Missiles do actually have sonar/radar decoy parts. They can be used to create interceptor missiles that attract enemy missiles or to just launch decoys away from your craft.
@@Feraligono I know, I meant decoys specifically tailored to passive seekers on missiles/torpedoes.
@@_tyrannus So like guided by a passive radar/sonar module? That could be potentially interesting.
@@Feraligono SEAD = Suppression of Enemy Air Defense, you get the idea. Same deal for torps aiming at sonar arrays, ideal entry blow before your sub sneaks underneath a surface vessel.
The wireless snooper is sorta op.
The ECM should have been discussed. While expensive, its super fun to stick on fast long ranged craft.
... I forgot about that thing. >_
Even though I've been digging around a lot, I always learn a new thing in your videos. This time it's the portholes! Oh boy, time to make new detection prefabs and slap them all over.
I never did really understand detection. Pretty much just slapped some on and hit auto-settings until things sort of worked.
One thing I do remember is that as of last I played (quite a while ago now), smoke would actually block all trackers, not just the laser range finders. This confused the hell out of me because it wasn't documented anywhere ingame. Never did find out of that was intended behavior, and whether it was fixed if it was a bug.
So because of that I tended to use a lot of visual cameras for bearing, radar for range, and sonar if I needed to see underwater. Didn't bother with trackers at all.
Just read through the latest patch notes from yesterday , and coincidentally they just fixed that issue with smoke blocking trackers of all types.
For long time now I've been thinking it would be better to make Fire Control Directors for my guns rather then give each it own like an Old School Local Fire Controller. This kinda proves it. Probably still a good Idea to have some on the Main Turrets for when you wind-up in a similar situation to that of the Last Battle of the Scharnhorst.
i just usually just throw a few of everything on my ships and it usually works
I cannot for the life of me get the radar buoy to show up as a missile option. I feel like I've tried everything.
You did not mention the Scrambler ECM which can be very handy for stealth craft (e.g. Banshee)
Also, the advantage of IR camera 90 and more importantly the tracker over visual is the tickrate. IR tracker ticks 40/s, IR camera 90 ticks 30/s which are significantly better for long range engagements and moving targets. The further and faster the target is, chances are you will miss the target due to it estimating the wrong place to begin with.
They are expensive but it is all comes down to the trackers more so than cameras unless you have multiple targets to engage at once which then requires more AI anyway.
Also the detector on turret thing will be gone if the current devtest lands on stable branch as it reduces sensor/tracker efficiency on turret by 30%.
I forgot about the scrambler, but I did mentioned the detections per second of IR cameras.
I would love a tutorial on the controls lol been playin this game a while and still dont know the hotkeys to do a lot of things. That would be the most useful tutorial to me at this point! I can build something a hundred times to troubleshoot, but screwing things up trying to press random keys is infuriating!
Check the options menu and memorize the keybindings, or you can even change them to something more suitable for you.
@@BorderWise12 I've tried to look at that, but i feel like not everything is there. Maybe I'm blind, that could be totally true... but like the free cam.. I accidently found out about the double tap "E" for unbinded free cam instead of just the tab freecam. I never saw that in the options. I just figured if i was ignorant about this, then just by common rule, others would be too :p
@@lexbecraycray8658 No, it's all there. You just need to find it. 😁
17:38 so range is not imoprtant in certain circumstances
if you are a ship and the enemy is a ship plus you are using particl cannons and lasers range is not that important
how ever if you are a ship and the enemy is an aircraft range becomes significantly more important because of the elevated bearing issue
Nice name borderwise keep up!
Those surge suppressors are too far away from the mast to be effective. Ask me how I know.
What keying is it to look at the components in a craft or show's you the decompression.
if your talking about how he made all the blocks small, then the default key is p
Retroreflector detectors also see IR CAMERAS.
Check the tooltip, I think, they dont.
Why do you say "And then you just make your craft out of rubber or something" at 21:10. Does rubber have stealthier cross section than alloy?
Yep!
Passive sonar can also hear propellers.
Yes, true, but I think that was added after this video was made.
Ah, bugger, do I have to mark this as outdated?
Few notes that came to mind watching it that differ from how I run things, but after all it's like assholes - everyone has their own and it's all just sh... :D
Regarding configuring the detection:
Use priority for the detection, having 360 detection is fine - having multiple of it is preferred because redundancy. But having them on low priority, meaning they do not affect the exact calculation as much as 90 degree, or trackers, means they do not affect overall accuracy as contrary to what was said. This becomes considerably more important when we're talking about hit-scan weapons such as laser and particle, and to a lesser extent high velocity rail guns. You can tell the AI controlling them to basically ignore distance, meaning it doesn't affect the calculation, meaning it's one weak point less.4
Regarding detection placing:
For love of god use inter-vehicle transmitters for EVERYTHING not explicitly stealthy. Meaning if you have a large battleship, and you have all the relevant detection but it's still detection - it'll be torn out rather quick when compared to actual armoured hull, slap a recon plane to it with that attached to it.
Meaning you get accurate tracking data from (preferably) very hard to hit, very small, and very cheap plane that doesn't get fired upon because it has no guns, has low mass, and overall isn't a threat to most AI designs. And as an added bonus, until ALL of the fleet is crippled, ALL of the fleet will keep firing and detecting.
Far as other things go, spreading them all over, especially away from centre of mass and weapons, is a very good idea. But a thing to note are the detection cones. Meaning if you have a 90 deg. camera, it will detect the -whole- broadside, meaning that one thing squared far to the rear will have just as accurate data on the target 20 degrees from the front, even though it maybe shouldn't see it logically. Also squaring it a block deep away helps a lot in keeping them alive - even more so if you use ring shields to boost the AP.
Using inter-vehicle transmitters are great for fleet combat. It is somewhat unused except for those who know how to coordinate detection settings to the fleet as a whole. A flagship would be exceptionally tanky but can be rendered blind if the detection systems get all shot despite the redundancy, so surviving ships can provide their data for the big guns to correctly aim at them.
0 world detection setting would be a great difficulty multiplier since it directly contributes to design difficulty.
Love the videos, is it possible for a PiD guide? those things have always dumbfounded me
So basically, how I learned it is:
P: This is the gain, it's how much fast the craft adjusts its relevant category (pitch, yaw etc) to get to the desired position (being stable). Set this super low and then only increase it to as high as you need, between 0.01 and 0.1 usually
I: Integral, which is how long the PID has to correct the crafts position using the given value in P before it overrides the gain setting you set and just uses more power than it is supposed to. Basically, if you have a hovercraft that is falling out of the sky from damage, if you set this to 3 seconds it will use the gain value you set and try to correct itself using that value for 3 seconds before it goes 'fuck this isn't working' and pumps more power to try and correct the issue.
D: Derivative - This is how far in the future the PID predicts where it will be, honestly I'm not 100% sure on how exactly this impacts the craft, but usually lower values are better for most things. I'm sure somebody else will be able to give you a more in depth guide for derivative.
Hope this helps!
@@zachawkes2842 and you just summed up a 20 min video i watched into a like 30 sec read, it can get a little annoying when youtubers prattle on
@@tacolord2561 yeah as much as I like Borderwise, the tutorial videos are horrendously bloated with rambling.
I haven't finished the vid cause jezze 42 mins but yeah detection is a doozy
Man why I gotta have a masters degree in from the depths to play it
Have you planned about a AI video. I find AI to be the most complicated.
Can you please update this video? I can't find anything online.
Update what exactly? AI components have just had a graphical overhaul. Their mechanics haven't changed to any significant degree since this video was made.
@@BorderWise12 I am sorry. I meant this part: ua-cam.com/video/l9CSh-oy4oI/v-deo.html , I asked around in the subreddit and it seems that it doesn't affect it that much. Not significantly enough to take on; lets say the tarpon from DWG. So never mind, unless you can give some sweet examples. Thank you/
Rotating sensors that ignores masts = exploit... 90 deg. optical sensor that sees just fine through long thin tube = a cool feature... Am I getting that the right way? :)
Well, it does sound silly now that you point it out... I guess the camera could change the zoom/focus to see down the tube better?
Love your accent, are you British, sorry if im wrong Britannia have been Lots of places
Cheers! And nope, I'm from New Zealand. :D
7:14 Regarding the age of sail comment, how come I never see ANYONE make sailboats? No UA-camr makes them and they're disgustingly uncommon on the workshop. Considering this is a game about pirates (basically) I'd have thought they'd be a lot more common.
I'm not sure, but I'd guess that it's because meta-wise they're not great and they're actually more complex to build than other craft.
Also on my part, I keep forgetting that sails are even an option in this game. 🤷♂️
I miss separate resources made the game slightly longer and I like a long grindy game
So early yet i have nothing to say
You REALLY don't want to do PACs, right?
Just strap a single 90’ camera on a Two Axis Turret and She’ll be right.
Not anymore. They had their detection power cut by a good percentage. Anything on a subobject is going to run at 70-80 % effectiveness.
Make a guide on super structures
On the the to-do list. 👍
I have a queation is a submarine with aphe railguns feasible
Ps like your new ship
Yup. Just remember to put supercavitation bases on the shells.
I would think having a supercavitation base on your shells would be very important, but then you'd lose some HE damage. If the shell is properly designed I could see it being effective.
Thanks for the advice and great content
@@shipmasterkent9176 Yer welcome! Nutty makes a good point, by the way. SuperCavs do cost you a bit of damage.
all the clarity of a drunk uncle
FUCK MY LIFE. These menus are the worst thing to comprehend and use. Im setting detection to 1 and saying fuck it. I understand how all the detection system works but all the fine tuning you need to do to get the damn thing to work well is a nightmare.
Would love to know if anyone from BAE or Raytheon play FTD and if they have a good explanation of these blocks.
Nah they play command
*finger guns* the fastest comment in the west and in canada
Kind of stupid from the devs the game is already complicated we dont need the game even more complicated