Nice. Also Draba and Awellner were wondering about ways to get better documentation on mechanics in game. Might involve linking the wiki but that needs peeps to help update the wiki.
Hey BorderWise, in this video, you mentioned: •1 friendly Kobold •1 friendly Duster •2 arseholes •10 marauders w/o friendly (unfriendly marauders) •13 friendly marauders Enjoy the data and statistics, brought to you by a shit load of coffee and too much time on my hands.
Also, I totally understand Dusters and Kobolds were mentioned more than once, but they didn't have 'friendly' attached and it was too few to count, I was already counting two or three different statistics
The 'regular' bombing run is probably meant for ships as well which you probably don't want to have ram the enemy, while the aerial bombing is for flying vehicles (subs too, they fly underwater) or ones you want to have ram the enemy and drop payload. Not sure if that's true but that's how I keep track of it.
You can set the parameters on bombing run so the craft does fly over and back again, it also works for subs, just made a sub today that uses bombing run. Mostly cause I can never get hover below to work right. Also a lot less fiddly if you actually put all 6 PID's onto the mainframe. Not a fan of the general PID's. The altitudes for all of them is based on the location of the AI in this ship.
Ah, excellent i was having issues programming my submarines to perform bombing runs(basically drive under a ship and release a bunch of magnetic mines, although now that i think about it maybe i'll make a flying fish style ship that jumps out of the water before shooting at things) Anyways, to clarify my issue, i was trying to use bombing run and it wasn't getting close enough, which is because the breakoff distance is the point where a bomber releases their munition and turns around(my sub needed to pass by real close so the magnets would lock onto the enemy target as they don't have thrusters), so if you have long range munitions(such as long range missiles) you can have your aircraft break away to avoid getting in range of the AA. The aerial bombing run is more traditional though in that it does a full flyby(which isn't done by most militaries now that i know of, as AA is really good now, and with the power of physics you can yeet a bomb over the horizon as opposed to flying through clouds of flak and CIWS fire) The flyby does have the advantage of getting a lot closer and sustaining speed(usually). You do need to set the abort point to a reasonable distance(with aerial bombing) or your ship may descend as opposed to flying by to get close enough to hit the trigger.
AI breadboard are like a drug . I started using it and now I can’t stop . Almost every ship I build now uses a breadboard , even for some of the most mundane things. Way cheaper , super stable and customizable
Ai is just very short sighted when it comes to terrain. Unless you have the turning radius of motorcycle you WILL drive into terrain without some Frankenstein custom ai
fun fact, the reinforced wood is from the catalyst mod. the ftd dev hired the catalyst mod maker and they have added several new things like railings, more simple weapons, hatches and doors, and a bunch of the decorations! also theres a brain model inside the player head and mainframe block.
That awkward moment when you are watching a video early in the morning and begin dozing back to sleep because you're tired and BorderWise calls you out on it... 42:30
Resource gathering can be forced to work with ships and even hovercraft, main thing you need are AIPIDs controlling... pretty much every axes of movement with a long look ahead time for speed control.
I sure do love when the AI on my plane is completely refusing to do either bombing runs or aerial bombing, and instead it just flies in circles while trying to get to a point, despite being set into combat mode. It's the only aircraft that has ever had this issue, and it's the one I'm fairly proud of.
Trying to Tame the AI on my own Craft is harder than Defeating the enemies I usually just do manual control. I don't understand ANYTHING about AI. Such as how to make an AI balance my Craft, etc, etc... I need help XD
I'm really enjoying your content BorderWise, but I would definitely recommend maybe getting rough scripts for your videos. Your content can be hard to follow sometimes, as they jump all over the place a lot. That said, you have made great strides in that department over time, and your videos just keep getting better and better. Keep it up!
@@BorderWise12 Oh boy! Well, then I can definitely say the change is noticeable in comparison to this video and ones months ago! Again, keep up the work fam. Much love
I’ve just started and I’m having trouble getting my ships to behave normally when not in combat. Any ideas? Also the UI looked different now. Was there a big update? Because the spawning UI. And AI UI. Look different
@@BorderWise12 one of my bigger ships relies on PIDs to controll its roll so it doesn’t just capsize. But out of combat i either have to leave it circling around nothing. Or turn off the AI. And let it capsize 😂
@@BorderWise12 didn’t even know there were general PIDs 😂. Thanks though. And great videos by the way. Useful when the AI decides to treat my sub like a tank
I normally use Aerial Bombing for my fighter aircraft and level bombers, the newer "bombing run" is used for Dive bombers (generally the point where the aircraft dives is very low and breakoff is even lower.) Most of my non-Frontsider Airships actually use Naval AI and GP PID where anything using stuff like point-maintain distance uses the AI PID. AI PID is used to stabilize aircraft, and are required for the Naval AI Airships to realize they are airships and not ships.
I honestly prefer circle at a distance, it’s what my Mirco-Exb’s use (3km) mostly because it’s safer. But if your in a place with land nearby, either use close range circle or broadside, broadside doesn’t hit the land nearly as much since it tries to mimic the movements of the enemy craft.
Learning is playing, and playing is learning. 😁 But yeah, don't worry too much about building perfect craft. Build the thing you want to build, multiple times, and you'll get better at it.
Grendelbiter i am not sure, but if you look in the setting and key bindings, i am sure you can fine it, you can also press the middle mouse bottom and then click on the square with dotted lines and and x on it, that is how you toggle it without a hotkey
I watch your Videos, they are fine. But could you tune down the music? Or give your voice a little more dB in editing? Its for a non english Speaker a little difficult 👍
Borderwise thank you and sorry. Thank you cause you have me hope in this game. I was unhappy since I was unable to make beautiful ships which worked. But you make ships which are basically corrugated metal/wooden tubes. So I am not far off. Sand sorry for calling your ships corrugated metal/wooden tubes
Petition to make the Marauder the mascot of FTD
Seconded.
Thirded
fourthed
Wait it isn't already!? Fifthed
Sixted
Can we get a squeaky chair tutorial im sure everyone wants it xd
Man i love your guides. You don't know how many times you saved me of being completly erased by the steel striders
Nice.
Also Draba and Awellner were wondering about ways to get better documentation on mechanics in game.
Might involve linking the wiki but that needs peeps to help update the wiki.
Hey BorderWise, in this video, you mentioned:
•1 friendly Kobold
•1 friendly Duster
•2 arseholes
•10 marauders w/o friendly (unfriendly marauders)
•13 friendly marauders
Enjoy the data and statistics, brought to you by a shit load of coffee and too much time on my hands.
Also, I totally understand Dusters and Kobolds were mentioned more than once, but they didn't have 'friendly' attached and it was too few to count, I was already counting two or three different statistics
@@The7thKaiser Wow. Nice work. Cheers! 😆
The 'regular' bombing run is probably meant for ships as well which you probably don't want to have ram the enemy, while the aerial bombing is for flying vehicles (subs too, they fly underwater) or ones you want to have ram the enemy and drop payload. Not sure if that's true but that's how I keep track of it.
That is a good point! Didn't think of that. Cheers! 😁
You can set the parameters on bombing run so the craft does fly over and back again, it also works for subs, just made a sub today that uses bombing run. Mostly cause I can never get hover below to work right. Also a lot less fiddly if you actually put all 6 PID's onto the mainframe. Not a fan of the general PID's.
The altitudes for all of them is based on the location of the AI in this ship.
The cease mouvement range of tank broadside is essencialy to stop before ramming an ennemy if your craft ain't supposed to
Ah, excellent i was having issues programming my submarines to perform bombing runs(basically drive under a ship and release a bunch of magnetic mines, although now that i think about it maybe i'll make a flying fish style ship that jumps out of the water before shooting at things)
Anyways, to clarify my issue, i was trying to use bombing run and it wasn't getting close enough, which is because the breakoff distance is the point where a bomber releases their munition and turns around(my sub needed to pass by real close so the magnets would lock onto the enemy target as they don't have thrusters), so if you have long range munitions(such as long range missiles) you can have your aircraft break away to avoid getting in range of the AA. The aerial bombing run is more traditional though in that it does a full flyby(which isn't done by most militaries now that i know of, as AA is really good now, and with the power of physics you can yeet a bomb over the horizon as opposed to flying through clouds of flak and CIWS fire) The flyby does have the advantage of getting a lot closer and sustaining speed(usually). You do need to set the abort point to a reasonable distance(with aerial bombing) or your ship may descend as opposed to flying by to get close enough to hit the trigger.
I did notice my ship going closer than I set it to
I've actually started to give up relying on ai driving and use a breadboard for alot of stuff.
AI breadboard are like a drug . I started using it and now I can’t stop . Almost every ship I build now uses a breadboard , even for some of the most mundane things. Way cheaper , super stable and customizable
When can we expect your guide?
@@Mrterminus is the breadboard easy to use?
@@xela79 depends . If you know the basics of programming and math you can use them
If i watch this will i figure out how to stop my boats from hitting land or my other ships?
no, absolutely not. that is impossible
@@imyou5622 So i am not uneducated in FTD Ai
snipsoe there is no such thing as educated on FTD ai. Just add PID’s and hope like hell it does as you want.
@@brycehawken1833 It always does what i want
Ai is just very short sighted when it comes to terrain. Unless you have the turning radius of motorcycle you WILL drive into terrain without some Frankenstein custom ai
fun fact, the reinforced wood is from the catalyst mod. the ftd dev hired the catalyst mod maker and they have added several new things like railings, more simple weapons, hatches and doors, and a bunch of the decorations! also theres a brain model inside the player head and mainframe block.
AI tutorials are always cool.
Glad you think so. 😁
That awkward moment when you are watching a video early in the morning and begin dozing back to sleep because you're tired and BorderWise calls you out on it... 42:30
Resource gathering can be forced to work with ships and even hovercraft, main thing you need are AIPIDs controlling... pretty much every axes of movement with a long look ahead time for speed control.
I sure do love when the AI on my plane is completely refusing to do either bombing runs or aerial bombing, and instead it just flies in circles while trying to get to a point, despite being set into combat mode. It's the only aircraft that has ever had this issue, and it's the one I'm fairly proud of.
Trying to Tame the AI on my own Craft is harder than Defeating the enemies I usually just do manual control. I don't understand ANYTHING about AI. Such as how to make an AI balance my Craft, etc, etc... I need help XD
I'm really enjoying your content BorderWise, but I would definitely recommend maybe getting rough scripts for your videos. Your content can be hard to follow sometimes, as they jump all over the place a lot.
That said, you have made great strides in that department over time, and your videos just keep getting better and better. Keep it up!
Thank you!
This DID have a rough script, by the way. 😁
@@BorderWise12 Oh boy! Well, then I can definitely say the change is noticeable in comparison to this video and ones months ago!
Again, keep up the work fam. Much love
@@dahlular Thank you, I will! 😊
I’ve just started and I’m having trouble getting my ships to behave normally when not in combat. Any ideas? Also the UI looked different now. Was there a big update? Because the spawning UI. And AI UI. Look different
Yup, update happened some time ago. Define 'behave normally'?
@@BorderWise12 one of my bigger ships relies on PIDs to controll its roll so it doesn’t just capsize. But out of combat i either have to leave it circling around nothing. Or turn off the AI. And let it capsize 😂
@@jacobhancock6355 Ah, you're using AI pids? Use a general one, they don't require the AI to be set to movement.
@@BorderWise12 didn’t even know there were general PIDs 😂. Thanks though. And great videos by the way. Useful when the AI decides to treat my sub like a tank
Just the video I wanted.
Hail Borderwise
I imagine this was very needed to explain to the new players...
Yup. A lot of people have requested something like this.
I normally use Aerial Bombing for my fighter aircraft and level bombers, the newer "bombing run" is used for Dive bombers (generally the point where the aircraft dives is very low and breakoff is even lower.) Most of my non-Frontsider Airships actually use Naval AI and GP PID where anything using stuff like point-maintain distance uses the AI PID. AI PID is used to stabilize aircraft, and are required for the Naval AI Airships to realize they are airships and not ships.
Is it still used for dive bombers?
What is the difference between circle at a distance and broadside?
Circle drives a circle around the target with broadside it gets up and its SIDE faces the target while driving forward.
Yup. What Lt. Wuzz said. 👍
I honestly prefer circle at a distance, it’s what my Mirco-Exb’s use (3km) mostly because it’s safer. But if your in a place with land nearby, either use close range circle or broadside, broadside doesn’t hit the land nearly as much since it tries to mimic the movements of the enemy craft.
I don't mind your longer videos.
Great to hear! 'Cos the subject matter lends itself better to longer videos. 😁
Have you tried messing with the response width to smooth out the vehicles movement?
Nope... sounds like something I should try!
second!
Someone should make a mod for a different version of the AI, like the old one.
Josiah Ong what?
Are you using a mod for the hud/menu layout or is this a previous version?
Previous version. :)
Me 27 hours into the game: "So do I get to play or is this just a learning simulator?"
Learning is playing, and playing is learning. 😁
But yeah, don't worry too much about building perfect craft. Build the thing you want to build, multiple times, and you'll get better at it.
we are ten ;D to one million ;D
At 7:36 you mention the path display tool but not the hotkey for it. How do you bring it up?
Grendelbiter i am not sure, but if you look in the setting and key bindings, i am sure you can fine it, you can also press the middle mouse bottom and then click on the square with dotted lines and and x on it, that is how you toggle it without a hotkey
What Gaming Cat said. Middle mouse button, click on the square+dotted lines icon.
I think the standard broadside doesn't have the "turn and run" issue only the naval behavior does
point at and maintain distance can also be used for rammer
Good point! 😃
I watch your Videos, they are fine. But could you tune down the music? Or give your voice a little more dB in editing? Its for a non english Speaker a little difficult 👍
Noted. I'll turn down the music further. 👍
A comment for the algorithm 👍🏻
Thank you, thank you! 😁
A comment on a comment of the algorithm
A comment of a comment of a comment that I posted for the algorithm
A comment for the comment for the comment that I posted and the comment that I posted again for the algorithm
If you click 'C' and select one of your vehicles, you acces directly to it's AI.
That is very true, and I keep forgetting that. Thanks!
space rammer...
Lol
First
okay then
ok
Good for you
Borderwise thank you and sorry.
Thank you cause you have me hope in this game. I was unhappy since I was unable to make beautiful ships which worked. But you make ships which are basically corrugated metal/wooden tubes. So I am not far off.
Sand sorry for calling your ships corrugated metal/wooden tubes
yeah i cant make good looking ships to.
but im a master at flying vehicles.
All good, and you are welcome. I'm well aware that my craft are hardly beautiful. I freely admit that's not my particular talent with this game. XD
Great at land and sea crafts, can’t do air to save my life