Who needs people to give them subs when you can make them yourself! Either way I think a lot of people appreciate this, me included. Already subbed tho :D
10/02/2022 Edit: As of BetaTest Update, you can no longer use rudders as improvised hydrofoils. It has been pointed out that I completely forgot about using air pumps to control altitude in a sub. Whoops! Sorry about that. 😅 Also, Time Stamps: 0:00 - Ze Beginning 0:20 - Sub Overview 1:39 - Unpowered Control Subs vs. Powered Control Subs 2:18 - Unpowered - Hydrofoil Sub 6:03 - Unpowered - Rudder Sub 6:55 - Intermission: Using Underwater Aerial Maneuver 11:44 - Powered - Prop Sub 14:29 - Powered - Dediblades 16:35 - Intermission - Active and Passive Sonar Detection 17:20 - Whoops 18:13 - Powered - Ion Sub (Flying Sub!) 18:44 - Intermission - Strategic Fast Subs 21:02 - 'Flying Sub' ACB Setup 23:29 - Silent Ion Stealth Subs 25:31 - Torp-Dodging Subs 25:43 - Powered - Steam Jets (Space Sub!) 28:40 - Extra Submarine Tips!
@@michaelriley4100 I don't know how you would like them to work, but i like to build as close to reality as possible, so i use hydrofoils and air pumps ;)
Air pumps for subs are really mpractical because any breech throws some aspect way off. They can be useful for trimming, but your sub should ideally control fine with full flood.
@@MrLundkaer Updates could have changed them, as when I was testing them (6 or so months ago) the whole idea of ballast tanks was a no go. Tbh I didn't think about adding hydrofoils to my build at the time.
@@darthkarl99 You should always build in redundancy regardless what system you use. But i like (nerd) to build as close to real physics as i can, and to me a Typhoon ssbn should not have altitude propellers. The game is what you make it, it's all about having fun.
While it's true simple weapons are mostly useless against underwater targets, the fact some use advanced cannon ammo does mean some aren't completely useless, as cavitation rounds are available to them
Very nice, very nice... Maybe you could do an "advanced submarine" miniseries? A WW2-style Attack sub (US Balao-class, German Type VIIC and Type XXI, as examples), a cruiser sub (French Surcouf), modern Attack sub (Seawolf-class, Alfa-class, and Akula-class), a couple of missile subs (the Ohio-class and Typhoon-class come to mind), and an uber-submarine combining the best features of all of the previous designs...
Conveniently released video is conveniently released. But in all seriousness... I just spent the last like 2 or 3 days just planning designs, four of which are submarines, out of like... almost 50 most of which are ground vehicles of some sort including about 12 Mechs/Walkers. One of which uses exclusively energy weapons I've planned something like 13 PACs, 6 0Q Lasers, 18 2Q lasers, 17 4Q Lasers 16 of which double as CWIS with the last one being mounted under the "waist" as a defensive turret, and all powered by a MASSIVE electric engine.... I figured I was already going overboard when I decided on a Hexapod, so I went the extra mile, grabbed a picture of the Cybran Cicada from SupCom2 to use as reference for the design. As for the Submarines, the largest one, I asked myself how many Torpedos I wanted... all I said was Yes, but it's also meant to kill other Subs.
One trick you can use for VLS sub missiles is to put aux. props on them, so that they go up _really_ quickly. There's not too many benefits over ballast tanks, but for niche situations like angled-launch missiles or if you're worried about missile lifespan, it sharply increases the rate at which missiles surface
Any good large attack submarines on the steam workshop (Megalodon cost)? I just created a submarine hunter called the deep sea leviathan on the steam workshop, but submarines are not a filter option, so I couldn't find a sub their that could really put up a challenge for it.
a thing that i have noticed is that missiles dont like behaving when the craft is going faster than 60 meters in the air having ejectors fix this issue here 35:03 that is the first time ive seen that issue for subs going less than 20 m/s
great video but i have a question, how do you get the propellers or dediblade setup to stay at an altitude and not use literally every other propeller? (when i try to set up an ai it does what it wants nomatter what i do). ive tried the ftd discord but everyone else seems to have a background in engineering or just ignores me and thinks im an idiot :/
Yeah, the main FtD Discord is kinda cold sometimes. 😅 You have to set the propellers pointing down/up with the Q menu to respond to push/altitude commands. Then use either the AI adjustments tab to set your preferred atitude, or use a PID. I have a super basic PID tutorial on the channel somewhere that's still mostly up to date, I think. Hope that helps!
While trying to replicate the diving flying ion submarine I can make it hover using the regular AI but it won't switch automatically between flying and diving because of conflict of minimum altitude... I copied your AI settings with the PIDs and ACBs but it just stays on the surface .. I do have upward facing thrusters and they are set to push. I am also annoyed that it doesn't hover in place but you seem to have the same issue.. How do you make it work? Must be an AI settings I am missing.
@@BorderWise12 Yes I do and it can hover just fine if I hard set the minimum altitude to 50m. It just drops to the water when I copy your settings in the AI, the ACBs and PIDs... I will give it another go after work.
@@BorderWise12 It seems it is mostly working now albeit it is hovering at 7m instead of 50... Not 100* satisfied since I seem to have fixed it by adding hover and combat maneuver AI behavior cards... it is still going in circles just like yours, seems that the right turning thruster does not want to stop.... will require more fine tuning but I wanted to say thanks for all the knowledge you share and for responding to comments!
I was trying to make a sub that uses hydrofoils and surfaces out of combat, but it always sits on the surface even in combat. I used the ACB to set the limits to 0 and -50, but don't know what to set the output on the PID since it doesn't use thrusters to control its altitude.
So i'm a new player so may just be very confused about this, but if you use the custom props they seem to have no sonar signature at all... which gives an interesting passive sonar signature of 8 meters to my sub instead of a few hundred with a large regular prop
@@BorderWise12 WOW! thank you so much, literally 1 hour after i posted this wtf you are fast :D i got inspired to buy the game by Larthlands Adventure Series 2021 where he played though with a sub, now i am 30 hours into the game and still didn't manage to build one yet, but with your upload and this guide i am sure i will get there in no time
A simple way to do this, put a few up and down pointing props on the vehicle, set them to respond to vertical commands, then put a pid set to read altitude, control vertical movement, then set the desired level to minus the depth you want. Ugly, but it works.
@@vegtamthewanderer1516 so the movie version then. Too bad. Also, no, they are not. Not really anyways. thing is, on the real thing the tubes are not exactly ...accessible as they are in a free-flood area. The SSN-20 (which the Typhoon carried) have a diameter - the missile mind you - of 2.4 meters, which is more than the tubes in the movie had
Tried following this video, absolutely cannot figure out how to get submarines to work for the life of me. No matter how I adjust the settings, they always want to ride along the surface, even if I make them too heavy to do so.
@@BorderWise12 I'm not sure any settings are right. I followed the video for the hydrofoils and the altitude controls, but I altered the shape a little and added more internal space for torpedoes. At first I tried to make it out of alloy and use the control surfaces to maintain depth, but that didn't work. However even if I make it negatively buoyant, it always wants its nose above the surface. It's set to want to seek an altitude of -80 meters. I even took it to the From The Depths forum and was basically told that there's no one reason why it won't work and that new players should avoid messing with things other than surface ships until they know what they're doing. I'm just trying to fill out my checklist of ships to take on the campaign after 10 years of owning the game, but I've only managed to get working surface ships so far. I'll try a build where I copy block by block and also try some other submarine tutorials. I sincerely appreciate that you reached out, though!
@@atraxisdarkstar Yup, FtD Official is not always helpful. 😅 Did you set the forward pitch to respond to input properly? It doesn't do that by default, you need to switch it. Turning off automatic propulsion might also help.
From the Depths is very, very complex. Even with videos this long I still leave things out, both deliberately and accidentally. If you want quick and easy answers, this is not the game for you.
"I was starting to get a bit silly here..." as the submarine starts Tokyo-drifting in space.
*Deja Vu!*
"I woke up in a car that was Tokyo-drifting everywhere..."
"There are more planes in the sea, than submarines in the sky" eh?
Borderwise: "Oh really?" *Meanwhile in Space*
Who needs people to give them subs when you can make them yourself!
Either way I think a lot of people appreciate this, me included. Already subbed tho :D
10/02/2022 Edit: As of BetaTest Update, you can no longer use rudders as improvised hydrofoils.
It has been pointed out that I completely forgot about using air pumps to control altitude in a sub. Whoops! Sorry about that. 😅
Also, Time Stamps:
0:00 - Ze Beginning
0:20 - Sub Overview
1:39 - Unpowered Control Subs vs. Powered Control Subs
2:18 - Unpowered - Hydrofoil Sub
6:03 - Unpowered - Rudder Sub
6:55 - Intermission: Using Underwater Aerial Maneuver
11:44 - Powered - Prop Sub
14:29 - Powered - Dediblades
16:35 - Intermission - Active and Passive Sonar Detection
17:20 - Whoops
18:13 - Powered - Ion Sub (Flying Sub!)
18:44 - Intermission - Strategic Fast Subs
21:02 - 'Flying Sub' ACB Setup
23:29 - Silent Ion Stealth Subs
25:31 - Torp-Dodging Subs
25:43 - Powered - Steam Jets (Space Sub!)
28:40 - Extra Submarine Tips!
Not really. Played with that and it doesn't work as you would think.
@@michaelriley4100 I don't know how you would like them to work, but i like to build as close to reality as possible, so i use hydrofoils and air pumps ;)
Air pumps for subs are really mpractical because any breech throws some aspect way off. They can be useful for trimming, but your sub should ideally control fine with full flood.
@@MrLundkaer Updates could have changed them, as when I was testing them (6 or so months ago) the whole idea of ballast tanks was a no go. Tbh I didn't think about adding hydrofoils to my build at the time.
@@darthkarl99 You should always build in redundancy regardless what system you use. But i like (nerd) to build as close to real physics as i can, and to me a Typhoon ssbn should not have altitude propellers. The game is what you make it, it's all about having fun.
This guy deserves way more subs.
Never been this early before.
At least 2 more subs!
😂 Wait... 🤔 Was that an accidental pun?
While it's true simple weapons are mostly useless against underwater targets, the fact some use advanced cannon ammo does mean some aren't completely useless, as cavitation rounds are available to them
Very nice, very nice... Maybe you could do an "advanced submarine" miniseries?
A WW2-style Attack sub (US Balao-class, German Type VIIC and Type XXI, as examples), a cruiser sub (French Surcouf), modern Attack sub (Seawolf-class, Alfa-class, and Akula-class), a couple of missile subs (the Ohio-class and Typhoon-class come to mind), and an uber-submarine combining the best features of all of the previous designs...
oh god, i needed this.
on rudders you can set it to not go full on one way or another, under advance settings it allows them to smoothly transition
You've made the aquatic cousin of the flying squirrel!
Conveniently released video is conveniently released.
But in all seriousness... I just spent the last like 2 or 3 days just planning designs, four of which are submarines, out of like... almost 50 most of which are ground vehicles of some sort including about 12 Mechs/Walkers.
One of which uses exclusively energy weapons I've planned something like 13 PACs, 6 0Q Lasers, 18 2Q lasers, 17 4Q Lasers 16 of which double as CWIS with the last one being mounted under the "waist" as a defensive turret, and all powered by a MASSIVE electric engine.... I figured I was already going overboard when I decided on a Hexapod, so I went the extra mile, grabbed a picture of the Cybran Cicada from SupCom2 to use as reference for the design.
As for the Submarines, the largest one, I asked myself how many Torpedos I wanted... all I said was Yes, but it's also meant to kill other Subs.
I've never had motion sickness from a game, your sub did it.
One might add that you can do the surfacing thing without ACBs and PIDs, just with the AI adjustments.
These videos are always so amazingly useful, watching it gave me a brilliantly funny idea for a sub! Thank you!!!
I’m working on my version of the Flying Dutchman and this is very useful
A vehicle type I avoid like the plague, but a nice video after a rough dentist appointment. Thanks m8
You're welcome! Hope the teeth are alright. 😁
One trick you can use for VLS sub missiles is to put aux. props on them, so that they go up _really_ quickly. There's not too many benefits over ballast tanks, but for niche situations like angled-launch missiles or if you're worried about missile lifespan, it sharply increases the rate at which missiles surface
Any good large attack submarines on the steam workshop (Megalodon cost)? I just created a submarine hunter called the deep sea leviathan on the steam workshop, but submarines are not a filter option, so I couldn't find a sub their that could really put up a challenge for it.
Was literally just watching The Rc Sub Guy (He builds/operates rc subs)
Thought I joined the game when everyone forgot. Saw your notification and hope flooded me, earned your self a sub.
Can you do a video showcasing all your current up to date craft? I'm actually interested in that.
Ok!
Tip by the way:
When working with detection range, add a extra 0 to the end
Why?
Thanks again borderwise!
You're welcome! 😁
Your video inspired me to make another submarine design
a thing that i have noticed is that missiles dont like behaving when the craft is going faster than 60 meters in the air having ejectors fix this issue here 35:03
that is the first time ive seen that issue for subs going less than 20 m/s
great video but i have a question, how do you get the propellers or dediblade setup to stay at an altitude and not use literally every other propeller? (when i try to set up an ai it does what it wants nomatter what i do). ive tried the ftd discord but everyone else seems to have a background in engineering or just ignores me and thinks im an idiot :/
Yeah, the main FtD Discord is kinda cold sometimes. 😅
You have to set the propellers pointing down/up with the Q menu to respond to push/altitude commands. Then use either the AI adjustments tab to set your preferred atitude, or use a PID. I have a super basic PID tutorial on the channel somewhere that's still mostly up to date, I think.
Hope that helps!
@@BorderWise12 im giving up for today, dont want a headache before i go into work .-.
@@BorderWise12 so i found your sub example links in the description, you have no idea how much that helps seeing how you set up the pids.
Good to hear! 😁
Borderwise, what do you think about Lathrix's distraction stick strategy?
I think their cheesy, but neat.
Mmm, mozzarella and chedder cheese sticks...
It's perfectly fine, but it doesn't always work. I usually get better results with just regular flares.
While trying to replicate the diving flying ion submarine I can make it hover using the regular AI but it won't switch automatically between flying and diving because of conflict of minimum altitude... I copied your AI settings with the PIDs and ACBs but it just stays on the surface .. I do have upward facing thrusters and they are set to push. I am also annoyed that it doesn't hover in place but you seem to have the same issue.. How do you make it work? Must be an AI settings I am missing.
Have you enabled the AI to hover, and do you have thruster pitch and roll control as well?
@@BorderWise12 Yes I do and it can hover just fine if I hard set the minimum altitude to 50m. It just drops to the water when I copy your settings in the AI, the ACBs and PIDs... I will give it another go after work.
@@BorderWise12 It seems it is mostly working now albeit it is hovering at 7m instead of 50... Not 100* satisfied since I seem to have fixed it by adding hover and combat maneuver AI behavior cards... it is still going in circles just like yours, seems that the right turning thruster does not want to stop.... will require more fine tuning but I wanted to say thanks for all the knowledge you share and for responding to comments!
Thanks for the vid. Can you do one about stealth?
Sure!
Really good video, will subscribe
Woohoo! Cheers!
“Forward rotated clockwise to the left”
I was trying to make a sub that uses hydrofoils and surfaces out of combat, but it always sits on the surface even in combat. I used the ACB to set the limits to 0 and -50, but don't know what to set the output on the PID since it doesn't use thrusters to control its altitude.
It looks like a mini Shark type submarine
So i'm a new player so may just be very confused about this, but if you use the custom props they seem to have no sonar signature at all... which gives an interesting passive sonar signature of 8 meters to my sub instead of a few hundred with a large regular prop
Yeah, that might not be intentional. Good for stealth though! 😁
I've heard of spaceship Yamato, but never of a spaceship type VII U-boat
Because just like the real U Boats. When you detect them. They sink tou
amazing guide! but by god why didn't you upload them to the workshop so people can have a look at them ingame?
Wish granted!
steamcommunity.com/sharedfiles/filedetails/?id=2811867348
@@BorderWise12 WOW! thank you so much, literally 1 hour after i posted this wtf you are fast :D i got inspired to buy the game by Larthlands Adventure Series 2021 where he played though with a sub, now i am 30 hours into the game and still didn't manage to build one yet, but with your upload and this guide i am sure i will get there in no time
YUS FINALLY
Thanks for the pid thingy bruv , i struggle with movement control im below 100 hts with this game
Where do you get electric regeneration from? I see an electric engine. Did i miss something?
RTGs or steam engines are usually the best options for that.
@@BorderWise12 Yes, my submarine is almost half RTG's but I don't see any on this craft. That's why i'm asking.
I didn't know rubber improves stealth.
Will be using on my Stealth Corvette
Only for radar and sonar, mind you. It doesn't work to reduce visual or IR visibility.
@@BorderWise12 Gotcha
I cant get my ai to keep it under the water or when I does it slams itself into the sea floor. Anyone have any ideas?
A simple way to do this, put a few up and down pointing props on the vehicle, set them to respond to vertical commands, then put a pid set to read altitude, control vertical movement, then set the desired level to minus the depth you want. Ugly, but it works.
Still think their could be a simple weapon that launches depth charges
Very helpful! my subs shall be better than they were.
my submarine has hydro foils but when i try to dive the propellor just go's into reverse
@@LucianKjelt You might've built your vehicle backwards?
@@BorderWise12 no but wehn i try to dive the props just stop
@@BorderWise12 i,m going to test smt
@@BorderWise12 the hover above/below feteure
@@BorderWise12 wel it isnt hover above/below
Now i can finish my huge red October
are you basing it on the actual layout? Or just the movie-version?
@@ranekeisenkralle8265 basically just the look of the Red October, its missles are much more numerous and larger than the one carried in real life
@@vegtamthewanderer1516 so the movie version then. Too bad. Also, no, they are not. Not really anyways. thing is, on the real thing the tubes are not exactly ...accessible as they are in a free-flood area. The SSN-20 (which the Typhoon carried) have a diameter - the missile mind you - of 2.4 meters, which is more than the tubes in the movie had
Is it on the workshop?
whats the pid settings for the prop sub?
I don't quite remember, but the default values I use for general PIDs are P=0.5, I=250 and D=0.5.
@@BorderWise12 thanks this fixed all my problems and now my nuclear submarine can dominate the deep water guard! lol
Interesting!
Hey is this guide still valid? love the from the depths content mate!
@@werdnanesral7536 Cheers! For the most yes, I think most things in this video still work. :)
@BorderWise12 awesome thanks again for all the inspiration and information now i think i have an idea on how to start building my submarine 😁
what about submarines controlled with ballast?
Yeah, I completely forgot about them unfortunately. 😅
@@BorderWise12 I have a submarine that I've been working on that uses that. Its larger and only missile and torpedo based kinda like real life subs.
@@BorderWise12 working out ballast threshholds would probably be a longer video because of how tedious it can get.
The SeaWing/SkyWing submarine in Red Alert 3. It can fly and swim underwater.
There is an old game called Seablade, it's for the OG Xbox, but in it you use a fighter aircraft that is also capable of being a Submarine.
Well a submarine is just a underwater blimp, so it makes sense it uses aerial ai 😂
Cheesy shenanigans
Tried following this video, absolutely cannot figure out how to get submarines to work for the life of me. No matter how I adjust the settings, they always want to ride along the surface, even if I make them too heavy to do so.
Are you sure the altitude settings are right?
@@BorderWise12 I'm not sure any settings are right. I followed the video for the hydrofoils and the altitude controls, but I altered the shape a little and added more internal space for torpedoes. At first I tried to make it out of alloy and use the control surfaces to maintain depth, but that didn't work. However even if I make it negatively buoyant, it always wants its nose above the surface. It's set to want to seek an altitude of -80 meters.
I even took it to the From The Depths forum and was basically told that there's no one reason why it won't work and that new players should avoid messing with things other than surface ships until they know what they're doing.
I'm just trying to fill out my checklist of ships to take on the campaign after 10 years of owning the game, but I've only managed to get working surface ships so far.
I'll try a build where I copy block by block and also try some other submarine tutorials.
I sincerely appreciate that you reached out, though!
@@atraxisdarkstar Yup, FtD Official is not always helpful. 😅
Did you set the forward pitch to respond to input properly? It doesn't do that by default, you need to switch it. Turning off automatic propulsion might also help.
You should do a heli tutorial or build video, I think that would be fun and cool
Already did! 😁
ua-cam.com/video/849lcNUVC9Q/v-deo.html
i will need o re watch the vid sometime, i copied the AI from the video but it just stays on the surface :c
Make sure all the propulsion and control surfaces are set to respond to the right input. They usually default to respond to pitch.
Really good guide!! (but god that shaking screen gave me headache. @_@)
Yeah, sorry. I keep forgetting I have more tolerance for that than a lot of people.
@@BorderWise12 no worries mate.
You forgot air pumps.
Oh, bugger, you're right. I never use them on subs. 🤦♂️
Yay, I don't know what I'm doing
your subs are kinda like sharks, if they dont move they are basically as good as (ai) dead
sub ... don't eat that stuff.
your tutorials are too long
From the Depths is very, very complex. Even with videos this long I still leave things out, both deliberately and accidentally. If you want quick and easy answers, this is not the game for you.
Borderwise! Altitude settings with and without enemies are the perfect use of a breadboard! Do we need another Ohm intervention?
Nope, he already intervened. XD