LAMS Tutorial - From the Depths
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- Опубликовано: 30 июл 2024
- Because I forgot to make that pun, that's why.
Time Stamps:
0:00 - LAMS Discussions
37:23 - LAMS Demonstrations
47:51 - Anti-Hornet's Nest Nonsense
50:57 - No more LAMS
BorderWise Facebook page: BorderWise12...
BorderWise Twitter: / borderwiseweta
BorderWise Discord: / discord
BorderWise Patreon: / borderwise
Outro Music: : Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Vibe Tracks - Zoom
Dougie Wood - Strut_Funk
South London HiFi - Kamogawa_Dreaming
E's Jammy Jams - Happy_Birthday_Funk
Text Me Records, Grandbankss - Luly
Jeremy Blake - Pixelated_Autumn_Leaves
Max McFerren - Stasis_Attempt
R.LUM.R - Good Job!
ABOUT THIS GAME
Summary:
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
A campaign waged over hundreds of islands against eight unique factions.
A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!
Key Features:
Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
Be part of a fantastic community: (www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!
Customisable Components:
The customisable components in From the Depths allow a unique level of engineering customisation:
- Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
- Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
- Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
- Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.
I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission. Игры
There is no such thing as Overkill. There is only "Open Fire!" and "Reload!"
Any sufficiently advanced technology is indistinguishable from a big gun.
There's no kill like overkill.
The fact that I can’t really argue with you is annoying
Technically a Missle launched from any silo/cannon/tube is a ‘bullet’ getting shot out of a ‘gun’ as an example
Pillage then burn
"57 seconds ago"
me, Sweet!
You're right about the AP. Shells have armor=1, so AP of 2 deals 100% damage. anything higher is not helpful.
Firing LAMS through smoke
4 ap is usually Nice so they deal full dmg through smoke
Time Stamps:
0:00 - LAMS Discussions
37:23 - LAMS Demonstrations
47:51 - Anti-Hornets Nest Nonsense
50:57 - No more LAMS
BorderWise what do you mean with "57:57 - No more lams"? The video is only 50:57 long
... oops.
Damn he should have made a joke about how the video about lams is ending
A few things to point out in addition to the fine content here.
1) The Laser generators featured here are relatively small in footprint which means they are also low-scale in terms of power, storage and pump speed. As such, larger systems tend to scale better in terms of sustainability of fire, though this is costly in terms of engine power. Depending on your desired effect, continuous non-Q switch LAMS can be extremely effective against shells and missiles if the build is dedicated toward pumps refilling the energy "as fast as it is drained", while pulsed LAMS with high storage and setting the output regulator to the approximate damage required to 1 shot incoming bogeys can engage slower "volley" fire more energy efficiently.
2) When considering LAMS systems, it is often best to configure 2 engagement ranges, one for engaging primary threats before they get close or for very fast shells, and a much closer one designed to provide additional fire against swarm-type attacks and things that just get way too close for comfort. In general, despite damage % dropoffs, it is still viable and a bit more efficient to have LAMS nodes set to ~500m and another set of nodes set to ~250m. If you get fancy you can have something like pulsed LAMS set to the longer range so they can 1-tap CRAM cannon shells and larger missiles at range or over multiple shots as they approach, with a separate set of continuous non-Q LAMS set to closer range to get those swarmers and shells that would otherwise be close calls before they get close enough to splash with high explosive radius. For less fancy, more footprint conscious designs, just use the same system (Q or non Q) and set the ranges so that about half the nodes engage further and half are for close-dangers.
3) For some missile systems, as borderwise mentions, it is far more efficient to build smaller more specialized defenses. Radar guided and Heat Seeking properties can easily be confused by decoys that are specifically tailored to the type of tracking involved. A lot less energy, and thus fuel and materials, have to be dedicated to these defenses.
On the Hornet's Nest, there are 11 clusters of 4-missile gantries on each corner of each arm, making it 44 missiles per corner. Each arm contains four corners, bringing the total per arm up to 176. Given that this craft has four arms, the grand total for this little nest of chemically propelled death is *704* missiles or enough to cover Erwick in volcanic glass.
Wow... thanks for doing the math for me. I would never have gotten around to that. 😅
It finally happened! One of my designs single handedly killed a Tyr! (Actually more like a draw but schhhh). My airship currently costs 600k vs the Tyrs like 900k
I normally just rip out the Bulwark's LAM system and use that in my builds. This video has helped me immensely.
I was searching a LAMS tutorial yesterday and i was lost without finding one done by you!
35:35 - the percentage of damage from lams at 250m is about 77.65% according to the following formula :
(100/2.75)^(x/1000) x is the distance
I found the formula through experimental measures so values might differ of few tenth of percent.
3:15 When I look at one of my missiles (a medium sized 5m torpedo) it has "Health: 2722.5 (20 armor)." Also when I look at one of my AP cartridge makers, it says "Shell health (20 armor): 172." So I guess armor has been introduced for projectiles in the last couple years? I guess "20 AP" is maybe good enough for most munition interdiction systems then?
Yup. Munitions have armor, now. 20AP will do just fine for most anti-munition work, yes.
borderwise: makes tutorial
math: i'm about to end this man's whole career
Something you didn't touch on. Using the Output regulator to regulate per shot damage to a lower value than the maximum possibble. Once your storage capacity gets high enough and/or your LAMS node count gets high enough it's generally a good idea to use that capability or you'll have a LAMS system dealing several times the damage needed to kill anything aimed at it which wastes colossal amounts of energy. The Hornets nest is pretty much one of the very few craft able to keep up a sufficiently continuous barrage to require extreme pumping, so normally figuring out how to eek out a lot of storage to the best possibble degree is key to efficiency.
Ooooh, didn't know you could do that. Cheers!
@@BorderWise12 Your Welcome, very useful if you pack on a LOT of storage. If you know the cycle time of your opponents weaponry and the health of the projectile and the maximum number of LAMS nodes that can fire you can roughly calculate the maximum LAMS shot damage you want and the amount of storage you need, (you'll want some extra, 25% or so is my current go to value but i haven't extensively tested it out). Divide that storage by the cycle time of the weaponry fired at you and you get the amount of per second refill you need.
@@BorderWise12 It is very important to put output regulator and the only way to set the right amount of percentage is by testing with the smallest increments (typing can go smaller increments than sliding the bar), and it has to be done while adding more pump and storage. There is no estimated number as burst time of the system are more dependent on enemy projectiles. However, one thing is for sure, regulating output means you can have more nodes. Potentially making a 0Q system even more efficient as it wasted less energy on overkill ticking and you have more nodes to accquire more projectile at once.
Yep, I built an 'aggressively over-designed' missile ship that fires a pair of essentially solid 'thump' heavy missiles for any LAMS to chew on while medium sized swarm is getting into range. So far havent seen a campaign craft that can kill both without using CIWS or interceptors.
Jay Morrison I did similar on my patrol boats to keep them useful late game
I think the kinetic shells being invincible to LAMS is intentional. With explosive warheads, the laser can heat them until they cook off, breaking the shell into harmless shrapnel, but a solid lump of metal, even if you have the energy to melt it, will keep coming at you.
Good point. It's like how deflecting bullets with lightsabers wouldn't work, because it's just melting/vaporizing fast moving lead that's still coming at you.
@@BorderWise12 Now it would be fair to imagine that a melted piece of metal might break up into semi-coherent fragments that are still coming your way, so maybe a more realistic interpretation would be that kinetic shells getting destroyed by lasers could explode like a forward-facing fragmentation warhead. But that might be a bit too complicated of a behavior for something that's probably just there to serve as a way for CRAM shells to bypass LAMS.
Haven't finished the episode, but timestamp 57:57 is probably a typo.
"Click this button to end the video", why?
Nope. It's to help those poor people who can't find the end of the video on their own. ;)
The timestamp is called "no more lams" for a reason
I only just now realised that yes, that was a typo. I did mean to timestamp the end of the video, but that is definitely the wrong time. XD
Sorry about that.
One thing I've noticed that annoyed me, is that a lot of higher tiered faction craft use radar missiles with signal processors that enable them to ignore radar decoys and jamming. Though not high tier, the Rhea is a good example. Good vid. Very helpful.
Thanks! Yeah, signal-processed missiles are a serious pain in the butt.
Thsnks BW this is so helpful!! And i enjoy your blathering!! XD
Yer welcome! 😁
One of the many reasons watching these Videos: 20:15
(btw. again a great Video and it's length is great ^^)
Cheers! Glad to hear it. :D
Borderwise, it sounds to me as if you are saying LAM system(laser anti munition system), not LAMS system (Laser anti muntion system system) so no worries there. Further more, if anyone were to bug someone for such a thing it is my belief those kinds of people are far to hung up on the things in life that are not worth it, and they should move to a country with real problems like north korea
LAMS Defensive Laser System:
Laser Anti Munitions System Defensive Laser System
just call it a LAMSDLS system
More squeaky chair!!! ☺️☺️☺️☺️
Baaaa!
I'm waiting for a mod that changes the lams noises to baas.
dub step lasers booch booch booch bochh!
Wait lams made noise
Thanks a lot for this one.
You're welcome! :)
my LAMS wont shoot down cram shells, help me please
(Edit) Don't worry, i worked it out!)
The issue with APS isn't the accuracy of the LAMS so much as the LAMS needs a moment after detection to take the shot. The fire rate seems to improve how rapidly this happens. O 0Q (40 shots per seconds), does a much better job at actually getting shots off than a 4Q, (8 shots per second). And APS don't have the health to survive if a shot goes off.
He does touch on this topic briefly* at about 5:15
*For Borderwise values of "Brief"
Big APS shells do have enough health to survive a few LAMS hits. A 500mm 8m APS round has almost as much health as a big CRAM shell, especially if it has solid warheads on it.
@@BorderWise12 Oh you can absolutely build APS shells with a lot of health, but the more common types generally come out with a lot less than CRAMS.
@@darthkarl99 True. And you are right, 0Q LAMS tend to be better at zapping those, so long as they're big and slow enough to be spotted and zapped in time.
yes!
Are you sure it isnt intentional for unloaded crams to be immune to LAMS? If they could be destroyed by LAMS then you have a laser completely melting a giant solid metal shell. If they are loaded with ammunition then the laser would detonate the explosives in the (even explosives to eject pellets) which is why you see the shell detonate when it is hit
Can't you decrease the range of the LAM and add destabilisers to the laser to make it more bursty? Lower range means more damage with the same amkunt of laser energy.
176 small missle pods per hornet's nest so thats 704 missiles per volley
Hornet's nest are so annoying. I was told twin guard was easy, but it seems on normal difficulty the only designs that the TG spawn are spam crafts.
TG is spammy as hell. They're not the hardest faction, but there certainly one of the most annoying.
what i am not sure how LAMS work, do you use a weapon controller, or an anti-missile cannon controller, or an ABS for them to operate? Because I tried with abs and AMCC and didnt read onto the laser core.
Massive health on crams?
4m Rail-Only APS shells come in at 16k health. Where 2000mm cram shells sit.
Difference is one can yeet these at someting at 40 rpm and 1000m/s. Though that needs ~25k power/second.
I love railgun cheese.
What would you think is better, a lams node covered in LAMS or a lams node with one LAMS?
Depends. You gotta keep the damage your nodes deal in mind...if you got one node that Deals like, 30k damage, then one is fine. Youll wanna use enough to have your entire ship covered though.
In about the past week ive found like 5 different channels for FTD and UAD
October 2021 wants to know if the thing about AP and LAMS is still true.
Almost! Recently all projectiles were buffed to have an AC of 20, so that's the minimum amount of AP you need your LAMS to have. If you want your LAMS to keep firing through smoke, they need even more.
*1 year ago*
Me: dang ith I cannot do it as well
But question what exactly determines it as a anti munition vs an attack laser?
Anti-munition: shoots munitions via LAMS nodes.
Attack laser: shoots enemy craft via laser combiners.
👍
BAAAAAAAA
today on things I needed in my life xD, I've done the campaign without ever using any lams, just because I never found motivation to learn about them and even though my ships still do quite well, sometimes I wished I had a decent to good lam system on my ships to avoid being chipped.
------->
A question though for anyone that reads this: Do laser targeters on crams get fooled alot or something since an update or do they like to pre detonate cram shots 5 miles before the target when fighting certain enemies? Because as of lately my crams predetonate really early for no reason whatsoever, no lams hitting them or debris in the way. One thing I noticed was that they tend to predetonate a bit more when fighting the thunderclap from the gray talons, but it's quite an incosistent thing, because sometimes 4 full volleys of cram predetonate and sometimes nothing at all.
Note: ships had full hp, so nothing on my ships was destroyed yet.
Timed fuses can be easily tripped up by non-optimized detection settings, and messing with the laser targeter can make things worse rather than better.
@@BorderWise12 The fuses consist of a depth charge set to detonate under -10 metres and an inertial fuse and nothing else, so would the altitude mess with it a bit too?
For the detection system: each gun has a range detector, 360 degrees camera's and radars, with a few IR's as well. Would it help if I turned their settings differently, never really messed with that yet.
@@banaanpowah9063 Laser targeters only work with timed fuses. There's your problem. XD
@@BorderWise12 oh .-.
But why do they predetonate now then when they have no timed fuse? And a random note, but even without the timed fuse they still often detonate near the target, without hitting blocks (could be random invisible things, or slight offsets of the game).
@@BorderWise12 Tried a bit more now, and even without the timed fuse the laser targeters detonate the cram near the target, they are just really funky sometimes with something flying and some ships.
Heheheh LAMS 🤭🥰😪
how did he get the damage on them so high? or have they been nerfed to the floor now?
Lots of storage.
Henlo BorderWise, you have any kind of up to date Tutorial about Fuel Engines?, i always just used the prefab because from all the systems in ftd is the most uninteresting one to build imo, even Steam engines are more fun to build, also idk how their advantages compares to other engine types so yeah, i would like to know more about them
or if you know of someone who have a good tutorial, it would be much appreciated m8!
Fuel engines can be stupid effiecent while still producing more power and being cheaper than rtgs.
Yup. I give a tour of the only engine platform you'll ever need, too. :)
@@BorderWise12 just found the two videos and i already watched the first one, thanks for the content m8 and also the responses
@@Elinzar You're welcome. :)
can passive sonar detect torpedo props, because then beam rider torps would be counterable with active defenses
Yup, passive sonar can detect torp props.
@@BorderWise12thanks!
Is it possible to hook up a simple weapon (new ones) to a Cwis Auto Controller?
Yup. It apparently can work decently too, especially with custom shell weapons.
BorderWise
Really? New strategy inbound.
THANK YOU 😊 YOU ARE GOD!!!
Yer welcome. 😁
The hornets nest has about 700 missiles
is the music in this video like a jazzy "Happy Birthday" Song?
If it is, I didn't notice. o_O
It is... Kind of bothered me once I realized it too.
Why do I happy birthday in the back ground music?
Huh? What point of the video is that?
@@BorderWise12 Heard also the Happy birthday song about between 22-28 min ;P
@@VforVictorYT Yeah, I remember that track. I've gotten rid of it now, thankfully. 😅
The answer was.... 4 times as much.
Thank you. 😁
You failed to describe how to make the lams on each side of your ship/fortress. I mention this because My redesign of the starter fortress has 199k engine power Which honestly I could increase by 25% and include your final lams system easy. I got drunk and went alittle overboard on the size.....
"You failed to describe how to make the lams on each side of your ship/fortress"
What do you mean exactly? You can clearly see the components in every laser system, there's no need for me to go over every single piece of them.
Your videos are too long. A 20 minute video on LAMS would be long for most people, 50 is way too much.
And then when I try and make a shorter video, the comments are full of people saying 'Oh, but you didn't show a, b and c, also you didn't mention x, y and z.'
So on the whole, I'd rather get all the info out there in one shot.