We Have Adorable Patrol Boats! 😍🚤 From the Depths Stream

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BorderWise

BorderWise

Күн бұрын

Пікірлер: 15
@tacticalSpaghetti421t
@tacticalSpaghetti421t 26 күн бұрын
So, as always, a little late. Some information about the Ägir: 1: The Huge Torps are a Combination of Physical and Cluster. (I decided to name that whole System "Cluster Insides Rearranger / CIR" for obvious reasons) They fire 6 Large HEAT Warheads (unguided, with a strong prop) at 90m from the Enemy, since in my Experience Huge HEAT warheads are pointlessly strong and 6 smaller ones do more. The Physical stuff is mostly in there for Health, but they do around 20-30k Impact damage themselves thanks to it. They are VERY slow (43m/s) but make up for it with prediction guidance. They also have enough Health to get through basically any Torpedo defense (Tyranny, Tyr, Meg, so on). 2. The Drone I made the Steinadler to fight smaller craft/enemy drones and for larger craft just be a nuisance that sits at 4000m Distance and lobs some HE and Incendiary your way. It has the Strafe left/right thing to dodge some stuff, but no active projectile avoidance because i am not a masochist. It does have a few Medium Missile Interceptors, but nothing too dramatic. I don't know what killed it these two times exactly, but i assume the Tryanny's Missiles and for the second time, idk. I suck absolute bootycheeks at building anything that flies, and compared to my usual aerial creations that thing at least works. 3. Some stuff i noticed and may change I noticed in the Tyranny fight that its ICBMS hit the Ägir. They did not do that when i tried it against that. Idk if QuestionMaster gave 'em Props or if they just suddenly decided they could do that, but if surface missiles can hit it then i'm gonna make it float deeper. 4. Stuff about Torp Defense The Ägir has a good amount of Medium Torp Interceptors, 1x defensive APS per side in a Casemate mount (so it has very little vertical Guidance, and it's supposed to Target torps coming in from the Front, which it does. It also has a Huge Missile Decoy which is dropped around every 17 seconds, with a lifetime of 120. This is obviously a STRONG decoy. And the longer the battle goes, the more the Ägir will retreat from the Enemy, thus leaving a trail of enormous decoys so the Torps have to ignore 5-6 of them after a Minute to hit the Sub. Basically Everything else you can find on the Workshop page of the Sub and the Drone, trust me i made sure you know EVERYTHING about these after reading that. Also, i once again made a Missile sharing platform like with the Helleborus, so if people are interested in using them, they are available. Credit rules are on the workshop page or on the platform itself.
@JohnMcFist
@JohnMcFist 28 күн бұрын
59:00 just to brag some more about the Thunderstorm, here's some little features I'm proud of: - the shields are actually even smarter than that. Breadboard can only really read primary target info, but ACBs can check whether *any* enemy fulfills certain conditions, and bread can read whether ACBs are triggered. There's a pair of ACBs in with the AI, one that checks if there is any enemy on the left and the other on the right; the end result is that both sides can be activated simultaneously if necessary (and it has the power to run them all.) The shields are also controlled by setting their range/size instead of drive, which means they are instantly at 10 strength when deployed instead of having to "spin up." - the PAC does several things via bread. It switches damage type based on primary target, either EMP for things under 1000 volume or randomized impact/pierce if larger (with a 2/3 bias towards impact.) Charge time is also scaled based on target size, and if it reaches its desired charge time but cannot fire, it will continue increasing the charge time until it can (or it hits 30s.) And finally, it will overclock as much as it can, based on current charge time and battery energy available. This part is only really feasible because it's the only consumer of energy on the ship; for something with more going on, I would either make this a simpler function, or skip it entirely and just set the overclock manually. This all does make the firepower number change constantly, which I think is amusing. - the main propellers are thrust vectored for pitch/yaw, and it reverses the direction when driving backward so that it works properly. - PIDs are done in bread. This gives stabilization under manual control as well as automatic, so you can drive it around yourself if you want. It also will detect if the primary target is underwater, and roll towards it if so, to (hopefully) allow the guns to not get blocked by the deck. - it will deploy smoke at the start of battle to blunt any initial laser burst damage. It aims at clusters on things in the water, and hot blocks on aircraft. It will hold fire for the first 4 seconds of battle to (hopefully) let detection stabilize so as to not miss the first shot. - the funnel smoke gets bigger/thicker depending on the main propulsion, works in both AI and manual. - it does use pumps for buoyancy and some small up props for pitch/roll, but it is actually both buoyant and stable even without any of them. - the front missile interceptors are something I've put some effort into optimizing. They're VLS and set into the deck, so they're decently protected, but they can launch and reorient fast enough to hit incoming crams most of the time. It won't save the ship from good crams, but coupled with the kinetic CIWS it makes it surprisingly resilient against the kind of individually weak crams you see from the OW, for example. Plus, I think they just look cool the way they launch honestly, like at 1:00:42 - I wasn't kidding when I said it's almost immune to EMP. Most small things like missile controllers are either well insulated, or a dead end (only connected on one side,) which makes them unattractive to EMP since it can only kill that one block. Larger things, meaning the main AI core and battery banks, are mounted on subobjects. This does create a single point of failure which is unfortunate, but it allows me to get away with fitting them into very compact spaces without needing to build a whole rubber box around them; the AI is 3x3 in a 3x3 heavy armor box, but is only connected to it at the end of a 4m rubber beam. None of it is spinclipped mind you, just on subobjects to save space since it means they can be right next to each other or other things. The end result is that small hits can fry detection or stuff like that, but most larger hits just get channeled to the (rather numerous) subobject surge traps.
@JohnMcFist
@JohnMcFist 28 күн бұрын
Also, 2:07:50 hi, it's me, I'm the meta gamer and I'm not sorry Part of my goal with this ship was to have something sort of educational, both for people playing the campaign and as something to link to people, as an example of good building techniques and some of the little tricks you can pull with breadboard to help your craft be a little smarter or more efficient. Bread seems to intimidate a fair number of people, but there are so many little things you can do that don't require advanced knowledge of coding, or trigonometry, or any of that.
@schrodingervergelijkingers6944
@schrodingervergelijkingers6944 28 күн бұрын
Yay I’m the thumbnail boat
@dylansmudz7995
@dylansmudz7995 14 күн бұрын
Yay! The CL-131 Body Bag was accepted! (It’s called the body bag since it has very light armor for a ship its size). Happy you liked the deco on the ship and happy it made it to the video!
@RorstenVT
@RorstenVT 28 күн бұрын
"I see Rorsten is streaming at the same time" mf I would've invited you on but I thought you were busy :p Also don't change your schedule, people can be in 2 streams at once! Plus it makes it easier to plan collabs you silly goose!
@BorderWise12
@BorderWise12 28 күн бұрын
Ok all good then! And I was busy, you rude dude. XD
@RorstenVT
@RorstenVT 28 күн бұрын
@@BorderWise12 😂😂😂
@thescrubedubub2123
@thescrubedubub2123 28 күн бұрын
How do we propose builds? I made my first plane and i think it could work as a easy design (14k resource)
@BorderWise12
@BorderWise12 28 күн бұрын
Chuck it on the workshop and include the faction name in the workshop item title. I'm usually able to find it! :D
@Tony-mb2cq
@Tony-mb2cq 29 күн бұрын
no views? bro really fell off
@MrJay_White
@MrJay_White 29 күн бұрын
views update after 6 hours. guys been stable in the 1.2 to 1.5k average range for years. niech game that has developed to the point its own power scaling in breaking it along with debug menu being an active feature + niech audience that makes it hard to justify expanding the campaigns to accomodate the mad jank player ability distribution. and even if they did make a neter 2 for the high ability players, thered be no point adding achievments due to warp-jutsu and nuke-jutsu.
@Tony-mb2cq
@Tony-mb2cq 28 күн бұрын
@@MrJay_White its a joke i posted that less than a minute after the video was up the number could not have been anything but 0
@BorderWise12
@BorderWise12 28 күн бұрын
@@Tony-mb2cq Dude, you scared me. XD
@Tony-mb2cq
@Tony-mb2cq 28 күн бұрын
@@BorderWise12 😅
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