Top Down VLS Missiles Tutorial | From the Depths | 2023

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  • Опубліковано 27 вер 2024
  • In this video I'm going to show you how to build VLS Missiles that do a top down attack, This type of missile can ignore flares and decoys especially if the decoys are launched vertically. Also ciws will have a hard time tracking and shooting down this type of vls system because of the extreme top-down angle that will use.
    In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! It has multiplayer, a dynamic campaign with Economy and diplomacy.
    #fromthedepths
    Intro music by:
    ‪@GeoffPlaysGuitar‬

КОМЕНТАРІ • 60

  • @tripleglostercheese
    @tripleglostercheese Рік тому +41

    I feel like the real strength isn't even avoiding CWIS, it's that it strikes the much thinner armour and from an angle where sloped armour is minimal but target size is large. I can totally see the VLS element being useful alongside traditional crams or missiles to overwhelm a CWIS though!

    • @DrakoMT
      @DrakoMT  Рік тому +4

      Yes Bravo! It Also can target battleship turrets and since it's top pens it can disable them easily

  • @dripthanos5595
    @dripthanos5595 Рік тому +43

    A quick note: you don't actually need a warhead arming delay unless your missile would hit your own ship, a sub-construct or an allied ship close by, but most of these issues can be remedied using failsafes
    Also, balancing out thrust duration with lifetime allows you to use the maximum amount of fuel without running out. If you use ejectors you can even add a thrust delay to allow for more thrust power due to the lessened lifetime.

    • @DrakoMT
      @DrakoMT  Рік тому +9

      I like to use long warhead delays because most of my support ships use VLS and they will be together with other air vehicles and I did sometimes had accidents 😂

    • @trazyntheinfinite9895
      @trazyntheinfinite9895 Рік тому

      ​@@DrakoMTnot to mention being in range of a laser defense, popping em right at launch

    • @okanakasugimoto8254
      @okanakasugimoto8254 5 місяців тому

      I kinda use the delay on my submarines that use vls so they don't blow a hole through the underside of my own ships.

  • @tomarmadiyer2698
    @tomarmadiyer2698 5 місяців тому +1

    With horizontal missile builds - running launcher into gantry lengths with no end cap piece - ejector addons allow for vert launching.
    I like the idea of glide bombing that the around 8 minute mark highlights.
    Very cool stuff.

  • @sithknight7740
    @sithknight7740 Рік тому +25

    Could try to do this with Large/Huge cluster missiles. Not the most efficient but would be funny to have a MIRV VLS Missile

    • @DrakoMT
      @DrakoMT  Рік тому +2

      I might build a ship or a tank that does just that.

    • @trazyntheinfinite9895
      @trazyntheinfinite9895 Рік тому +8

      Its quite possible to have a huge missiles spread loads of bomblets all over a target to wash the hull clean of detectors and other gear

    • @yourallygod8261
      @yourallygod8261 Рік тому +2

      @@trazyntheinfinite9895 make em magnetic aswell :)

    • @Goofygooberston
      @Goofygooberston Рік тому +5

      I did this before. Filled a huge missle up with small missles that were HEFRAG with magnet tips and short lifespan to make a cluster bomb of sorts. Not very effective that way but pretty cool.

  • @sparktite
    @sparktite Рік тому +7

    Yo drako! This game looks sick! Thanks for introducing me to it im gonna have to look into it more it looks like my kinda thing hopefully.

    • @DrakoMT
      @DrakoMT  Рік тому +3

      It's not as easy as sprocket but it has a lot more content and much better gameplay.

  • @legonick357
    @legonick357 7 місяців тому +1

    give them ejectors and you can add a start delay for firing the missile engines to save fuel/increase range, can also play with the 'thrust before locking' setting to not have them waste fuel in the first staging.

  • @onerxowns2202
    @onerxowns2202 Рік тому +8

    I might add, adding thumper head would make missile able to penetrate armor and explode inside crafts

    • @DrakoMT
      @DrakoMT  Рік тому +2

      My and one of my friends actually have made a thump missile system, Doesn't have fins or any guidance but when it hits it is devastating.

    • @overlordbrandon
      @overlordbrandon 10 місяців тому

      ​@@DrakoMTTry to make a pneumatic missile weapon with simple weapon machine gun as guide assist

  • @Malte133
    @Malte133 Рік тому +2

    combine it with cruster mines or magnetic cluster mines ? sounds like a mean idea

    • @DrakoMT
      @DrakoMT  Рік тому +2

      It is radar homing magnetic explosive cluster

  • @slaike673
    @slaike673 Рік тому +1

    Good 👍👍👍👍👍🌹🌹❤️❤️❤️🚢🚢🚢🚢

  • @onerxowns2202
    @onerxowns2202 Рік тому +3

    I am in Dire need of NON-LUA, SAM that able to intercept Hake or worse, Flying Squerell

    • @peterjohansson1828
      @peterjohansson1828 Рік тому +1

      For small fast planes i recommend a constant stream of small missiles with between 0.3 and 0.5 delay between each missile. Altho super fast pure rail KE APS is also really good against small things, personally i really like 100mm 1m KE APS since the shell is too small for enemy lams to counter it.

    • @hypernovamkvi715
      @hypernovamkvi715 Рік тому

      i have found that aps with decent velocity does this quite well

  • @Abrogator91
    @Abrogator91 Рік тому +3

    Hang on... how are those missiles turning towards the enemy without a one turn module?
    Clearly one turn doesnt do what i thought it did.

    • @DrakoMT
      @DrakoMT  Рік тому +1

      One turn is good for torpedoes and when you need the missile to track the target in a short amount of time.

    • @Abrogator91
      @Abrogator91 Рік тому

      @@DrakoMT why are they needed for torpedoes? If missiles can turn without it, couldn't torpedoes also?

    • @DrakoMT
      @DrakoMT  Рік тому +1

      @@Abrogator91 if you shoot torpedoes not facing the enemy the sonar might not target the enemy but with one turn it will turn and then the sonar will pick it up again.
      I had this issue before many times if I build a ship that shoot torpedoes down to the bottom of the sea then I need to put a torpedo to make it do a U turn towards the enemy.

    • @badpeoplearebad3934
      @badpeoplearebad3934 Рік тому +1

      The radar head for missiles works in a 180 degree area

  • @alibee4421
    @alibee4421 Рік тому +2

    How would this work in reverse I wonder. Fire the missiles, or rather torpedoes, downwards to pen the underside of a boat... I'm gonna give this a try for sure

    • @DrakoMT
      @DrakoMT  Рік тому

      You could use a lua script but I don't really like to use them because you will have to make a dedicated lua ggp module on the ships

    • @alibee4421
      @alibee4421 Рік тому +1

      @DrakoMT I was thinking about using the guidance delay like in your video, just tune it so it submerges ~100m then turns... could use an ACB to restrict firing if alt above ground is lower than that

    • @DrakoMT
      @DrakoMT  Рік тому

      @@alibee4421 You can use a bb with primary target info and above ground restriction. You can put a ballast on your torp to make it less floaty.

    • @PerfectDeath4
      @PerfectDeath4 Рік тому +3

      I had an airship launch torpedoes which would land into the water at like 80 degrees down, sonar doesn't see anything so they just go until they hit the ground and bounce back up, now the sonar can see the enemy ship and hit from below.

    • @DrakoMT
      @DrakoMT  Рік тому

      @@PerfectDeath4 You can put a one turn to it

  • @TheNinjaGumball
    @TheNinjaGumball Рік тому

    I gotta ask, what song specifically did you use in your intro? It's an absolute banger!

    • @DrakoMT
      @DrakoMT  Рік тому

      ua-cam.com/video/QJxvHL_mSrU/v-deo.html
      It's by @GeoffPlaysGuitar

  • @kadrikarakoc807
    @kadrikarakoc807 6 місяців тому

    but isn't radar seeker cone 180°? how they can acquire target behind them?

    • @DrakoMT
      @DrakoMT  6 місяців тому +1

      In from the depths the cone for Radar Missiles is 360°, Only Infra red has narrow cone. Obviously the radar detection for missiles is less accurate then the infra red but if a target is big enough it doesn't matter.

  • @peterjohansson1828
    @peterjohansson1828 Рік тому +2

    honestly i was really hoping for some cool lua code.

    • @DrakoMT
      @DrakoMT  Рік тому +1

      Lua is overrated and you need a ton of GPP to make it work. Next video though I will show you something op that you can do with a bb.

    • @peterjohansson1828
      @peterjohansson1828 Рік тому +1

      @@DrakoMT It's true you need lot's of GPP but if you want to use heat missiles you'll need that GPP if you instead use remote guidance. Tbh tho i just think it's fun that i can use lua to do cool stuff.

    • @DrakoMT
      @DrakoMT  Рік тому

      @@peterjohansson1828 I do have a lua script specific for missiles I got it from a guy in MIT

  • @TheMarrethiel
    @TheMarrethiel 6 місяців тому +1

    I always match thrust duration to life time.

    • @DrakoMT
      @DrakoMT  6 місяців тому

      Depends how you are going to use the Missiles

    • @TheMarrethiel
      @TheMarrethiel 6 місяців тому

      @@DrakoMT I think this vertical idea is great and I will try it out. Thanks for that. I do feel that getting those numbers to match is just SOP. You can for example change empty space for HE instead of fuel. This can sometimes help match the numbers.

    • @DrakoMT
      @DrakoMT  6 місяців тому

      @@TheMarrethiel You can use engine fin fuel fuel fuel regulator then just HE and active radar putting one predictor can help as well

  • @NinjaInTheFirstDegree
    @NinjaInTheFirstDegree 8 місяців тому +4

    built my first craft and was testing the missiles first... my Missiles has 83 seconds of fuel but they always detonate like 20 feet be fore the target... its so frustrating. even shooting one missiles it still blows there, can only get 1 or 2 missiles to hit

    • @NinjaInTheFirstDegree
      @NinjaInTheFirstDegree 8 місяців тому +1

      ok if i spawn it at like 200 meters they finally hit... but i should have way more range than that... its only the missile and controller, no AI or targeting added yet. yea anything past 250 the explode 20ft before impact. i dont get it.

    • @DrakoMT
      @DrakoMT  8 місяців тому +1

      Add a regulator , The smaller the missile the less life span it has.

    • @tomarmadiyer2698
      @tomarmadiyer2698 5 місяців тому

      ​@@NinjaInTheFirstDegree
      I try for 15-20 gantry length on a medium. Fins front and back for around 35-40 deg/sec turning, then one-turn and apn, then fuel until my duration shows at least 40s. 60s tends to be too slow for my taste. One regulator will bring the medium up to 40s life. Initial adventure waves will see most craft getting one shot with a little emp in these.

  • @roflecopterman
    @roflecopterman Рік тому +2

    Bro I was like Robaz is playing FTD again 😂

    • @DrakoMT
      @DrakoMT  Рік тому +1

      I can never be equal to Robbaz no one can really 😁

  • @coolrover
    @coolrover Рік тому +2

    Soo, In this video, you made ICBM's, nice :D

    • @DrakoMT
      @DrakoMT  Рік тому

      There are nukes in this game but you need to deliver them differently.