Timed fuse in shells with a laser targeter in the turret can be very helpful with aircraft. Also, more metal/alloy/wood layers instead of heavy armor spam, and more distributed detection system (rangefinders on those turrets for example) could improve your ship's survivability, and affordability immensely. With the proper armor layout, it could be a truly unsinkable too. Heavy armor is really not a good material to spam in this game, it only works well as the last line of defense - as beam slopes or wedges most of the time - on small, but important places, like ammo stacks, AI rooms or turret caps/necks.
An advice for your initial intention of making it a submersible ship; use ACBs to control the Water/Helium Pumps, by using a ACB you can turn off your onboard Water/Helium Pumps sinking your ships (Of course you'll need to set the altitude the AI will stay in).
With multiple AI mainframes, you can prioritize different targets. You'd set one to channel 1 as normal, and then the other to another channel- like channel 2. And for the first, set a target prio card that wants to target ships and on the other a target priority card that wants to target aircraft. Then set the AA guns to the second channel. You'd also want to make sure you've got some detection going on both channels. Your APHeat rounds look to be quite powerful compared to the majority of your other shells. I'll take a closer look sometime for if there's anything more I can say about them.
If you need complex behaviour that basic AI can't cover, bread is your friend. For what you mentioned, have it switch between surface and submarine AI when certain conditions are met (primary target altitude above 0m or similar) Also, having ammo stored in a single place is generally a bad idea - any more than about 2 large ammo boxes is pushing luck without separating them with heavy armour and/or space.
When it comes to your APS armament, guide yourself by the various limits: autoloader, ammo intake, cooling, recoil absorption, and if you're doing railguns, charge capacity. You should never allow the RPM limits to diverge greatly, and cooling should never be the limiting factor. Cooling components are super cheap, while autoloaders and chargers are super expensive, so if you are being limited by your cooling, you are just leaving money on the table. If you don't have enough recoil absorption, your shots are going to quickly become more inaccurate, so try not to skimp on that. Your primary cannons are pretty good, although I would make sure the cooling was not the limiting factor, but the secondaries could be more than twice as effective if they had the ammo intakes and cooling to match the autoloader limitation.
APHEAT? Heat rounds are a nose cap (shaped charge), the HEAT will detonate on impact, so they don't actually penetrate, its their special factor that spawns fragments. I'm guessing you are using APHE. xD But I do see some fragments, so do you have some frag in those rounds? APFrag with a similar kind of fuse can also be useful. Instead of adding more heavy armor you could add a light armor "blister" below the waterline to "sponge" torpedo hits while also adding buoyancy.
4 months late, but you can have APHEAT shells. AP nose, HEAT secondary, then any HE warheads after that are used to fuel the HEAT penetrator. It's actually a really nasty shell, because to defend against it you need an airgap far enough in that the shell doesn't penetrate to it before exploding. An 8m APHEAT shell will mess up your turrets and other internals unless you have dummy thicc armor.
Very nice to see you experiment with the bow shape at the start, that's the best way to learn!
Timed fuse in shells with a laser targeter in the turret can be very helpful with aircraft. Also, more metal/alloy/wood layers instead of heavy armor spam, and more distributed detection system (rangefinders on those turrets for example) could improve your ship's survivability, and affordability immensely. With the proper armor layout, it could be a truly unsinkable too. Heavy armor is really not a good material to spam in this game, it only works well as the last line of defense - as beam slopes or wedges most of the time - on small, but important places, like ammo stacks, AI rooms or turret caps/necks.
Distributed detection is something I need to improve on for sure!
An advice for your initial intention of making it a submersible ship; use ACBs to control the Water/Helium Pumps, by using a ACB you can turn off your onboard Water/Helium Pumps sinking your ships (Of course you'll need to set the altitude the AI will stay in).
You can also just have the pumps respond directly to up/down.
That way you save the ACBs and you can have better altitude control.
@@Driver2806wait... you can do that? Oh my god that seems so much better, ive been using PIDs for depth controp this whole time.
A welcome addition to the fleet!
With multiple AI mainframes, you can prioritize different targets. You'd set one to channel 1 as normal, and then the other to another channel- like channel 2. And for the first, set a target prio card that wants to target ships and on the other a target priority card that wants to target aircraft. Then set the AA guns to the second channel. You'd also want to make sure you've got some detection going on both channels.
Your APHeat rounds look to be quite powerful compared to the majority of your other shells. I'll take a closer look sometime for if there's anything more I can say about them.
This is exactly what I was talking about, thank you!
Whooohoooo! Price changes for ships! Heck Yeah!!!
There has got to be a way to program ships to avoid ramming into friendly ships.
Yes it called friendly avoidance and I think he has to make the range bigger in ai mainframe
Way underrated
i like the tumble home shape
While it certainly could do with heavy armour a little lower in the hull it is definitely very threatening and damn capable
i love the design progress that's going on here. the battleship getting depricated is realistic and hsitoric. dreagtnouts obsoleted battleships 🌟🌟🌟🌟🌟
if you want your guns to target differently you need to change the LWC so main guns will only target under a certin altitude
Brilliant!
Honestly, I think the layers on the hull looks good. Also, I know this is kinda ambitious but how about making a submarine carrier?
Definitely on my list!
I noticed those small anti-aircraft guns didn't seem to be firing. Are they purely cosmetic?
This is an error I made in the video- they weren’t loaded with a shell
If you need complex behaviour that basic AI can't cover, bread is your friend.
For what you mentioned, have it switch between surface and submarine AI when certain conditions are met (primary target altitude above 0m or similar)
Also, having ammo stored in a single place is generally a bad idea - any more than about 2 large ammo boxes is pushing luck without separating them with heavy armour and/or space.
When it comes to your APS armament, guide yourself by the various limits: autoloader, ammo intake, cooling, recoil absorption, and if you're doing railguns, charge capacity. You should never allow the RPM limits to diverge greatly, and cooling should never be the limiting factor. Cooling components are super cheap, while autoloaders and chargers are super expensive, so if you are being limited by your cooling, you are just leaving money on the table.
If you don't have enough recoil absorption, your shots are going to quickly become more inaccurate, so try not to skimp on that. Your primary cannons are pretty good, although I would make sure the cooling was not the limiting factor, but the secondaries could be more than twice as effective if they had the ammo intakes and cooling to match the autoloader limitation.
I definitely need to improve my gun building skills. I can get a rough gun going pretty good but don’t ever have much luck with optimizing
"THE UNSINKABLE!" *uses airpumps*
you could finish a fight if the enemy ship is disable that way you can add that ship to the fleet because it got captured
Water Vessel 🚢
Put detection on other parts of the ship, not just the tower!
Also, nice ship
I'm looking forward to the escalation!
APHEAT? Heat rounds are a nose cap (shaped charge), the HEAT will detonate on impact, so they don't actually penetrate, its their special factor that spawns fragments.
I'm guessing you are using APHE. xD
But I do see some fragments, so do you have some frag in those rounds? APFrag with a similar kind of fuse can also be useful.
Instead of adding more heavy armor you could add a light armor "blister" below the waterline to "sponge" torpedo hits while also adding buoyancy.
4 months late, but you can have APHEAT shells. AP nose, HEAT secondary, then any HE warheads after that are used to fuel the HEAT penetrator. It's actually a really nasty shell, because to defend against it you need an airgap far enough in that the shell doesn't penetrate to it before exploding. An 8m APHEAT shell will mess up your turrets and other internals unless you have dummy thicc armor.
@@JohnMcFist I forgot about the tandem warhead xD
make it 469420 mats fir the battlesghip
This man knows what’s going on
So are the AI boats purely built by AI, or is it humans using chat to help build a boat?
ChatGPT specifies the design, and then me and my creative liberties take over from there
we need the rule document
Make a submarine hunter ship dedicated to kill submarines
this is very clearly not GTA-V youtube. what has happened to the code since it screws up so much?
Plot twist: it’s super modded GTA V RUclips
something has clearly screwed up,@@aquilaecompany because this happens with almost every video i have watched lately.