From The Depths - A Boat Made Of Bricks? - #1

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  • Опубликовано: 20 окт 2024

Комментарии • 88

  • @ctrouble2309
    @ctrouble2309 3 года назад +54

    I wouldnt get discouraged by the veterans in the comments. As a potentially new player, its fun seeing the learning process

    • @jeoshy1873
      @jeoshy1873 3 года назад +8

      We are just helping our fellow newbies, sorry if you get discouraged by it.

    • @ctrouble2309
      @ctrouble2309 3 года назад +1

      @@jeoshy1873 Nah, I've been taking notes

    • @jhasw6106
      @jhasw6106 3 года назад +2

      Dont be shy to ask neither, most of us will bring you all the support we can to help you with anything you need

    • @VynalDerp
      @VynalDerp 3 года назад +3

      @@jhasw6106 maybe now's my opportunity to figure out why the fuck my submarine nosedives into the water and commits die on the ocean floor when its not moving (but perfectly fine when it *is* moving).
      Been a question I haven't figured out how to answer in nearly 5 years now.

    • @doktork3406
      @doktork3406 3 года назад

      @@VynalDerp if you're using hydrofoils to control the pitch of the craft, that will happen if you're stationary or too slow, based on how balanced your craft is.
      You could try propellers mounted bow and stern and a PID system to control the pitch.
      A basic one would be general purpose PID with pitch as input, pitch axis control output and a set point of 0. Try some K=0.05; Ti=10; Td=1; work from there.
      If your craft keeps wobbling and doesn't stabilize, that means your K(proportional factor) is too big (generally)
      If your craft does stabilize but it takes too long to do so, your Ti is too big.
      Short: Hydrofoil stabilization requires movement. Be it pitch/roll.
      Propellers / dediblades/ jets/whatnot do not, just some decently tuned PID control.

  • @CubeMasterTV
    @CubeMasterTV 3 года назад +36

    about capslock mode not being available in adventure mode: you can instead create a flying fortress, put a small RTG+battery and electric engine on it, and use a docking station to then hold your craft in a stable position.
    I would recommend only doing this inside blue gates though, since no enemies spawn there

  • @Malakin0
    @Malakin0 3 года назад +20

    A quick note on how the target prioritisation works, you had the right idea, it adds together all the weightings of the different statistics such as range and block count and so on and then the target with the highest score is the one targeted, however if you want it to target somthing closer to you, you want to have a negitive multiplier for the range instead of a positive one.
    For example: one target (A) is at range 2000 and another (B) is at range 1000, if you set the target prioritisation weighting for range to 2 then target A will ahve 4000 points and target B 2000 points and thus target A would be targeted. However if you set it at -2 then target A would have -4000 points and target B -2000 points, and thus, since -2000 is a larger number of points than -4000, target B will be targeted instead of target A.

    • @settratheimperishable4093
      @settratheimperishable4093 3 года назад +2

      The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was.
      The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
      -
      Sorry

  • @youreinacoma3009
    @youreinacoma3009 3 года назад +7

    @11:13 HE is good for torpedos due to the underwater damage bonus (hydrostatic shock-ish)

    • @WaluigiIV
      @WaluigiIV 3 года назад +1

      Just remember that the HE bonus, while still present, has been nerfed to and extent which basically makes HE and Frag similarly powerful in underwater explosions... then again, if you had to choose between big boom and shrapnel bomb, I think the choice would be obvious

  • @manyheadedmishaps6182
    @manyheadedmishaps6182 3 года назад +2

    Quick note, in build mode, if you press G it will reorient whatever you're placing to face the direction of the camera (and right side up). Could save you some fiddling with the rotate buttons. Love the vids BTW, mostly see your Ultimate Admiral stuff but FTD is a game I've actually got myself, so loving that too.
    (EDIT) As for vertical-launch missiles without getting too tall, you could have horizontal missiles with an Ejector Add-On attached to the launchpad (the side of the launchpad, not the back). Change the ejection elevation in the missile setup to 90 degrees, and you can make them as long as you like and they'll pop up, clear the ship, then fly out horizontally
    While we're talking about missiles, in the stats on the right it'll show you both the missile lifetime and how long the fuel will last (your torps lasted 60 seconds but had 181 seconds of fuel). Having excess fuel is of course rather pointless, while having not enough has obvious problems. In addition to having more or less fuel tanks, you can also set any extra space in the missile to fuel, HE, or EMP, and adjust the thrust of the propeller (faster consumes more fuel and will eat your excess, slower gets you further). I haven't personally played much with frag heads, but I do know that HE warheads get bonus damage if they go off underwater, so explosive torpedoes are particularly vicious.
    I'd also advise against looking up when launching one turn torpedoes. They'll try to go the direction you're looking (up), and FTD doesn't seem to get gravity quite right for them, hence the weird flying torpedo incident.
    Also, enemies in Adventure mode retain their faction, and if two enemies of different faction find each other, they'll happily blow each other up and give you a pile of loot and a nice easy victim.
    If you press Z, you get access to a list of personal objects you can carry around. Among them is a minigun (useful for boarding and generally shooting stuff that's rather close) and a pair of binoculars (useful for looking at things far away, or for hurling at your repair ship whilst viciously cursing)
    Also worth noting that self-guided missiles (anything but unguided or remote guided) will pick their own target (usually the most obvious one to whatever their sensor type is), and totally ignore whatever your target prioritization card wants. That (target prioritization) will influence where they go under the influence of one-turn though, and sensors only face forward, so it might work. Sometimes.

  • @RichyN25
    @RichyN25 3 года назад +3

    Would love to see more! :) Long time FTD player here, wayyyyyyyy back in the day I made a ship called the StoneFist SPG, and it's entire job was to be economically friendly and sit at far range and just lob large CRAM shells at the enemy, back when there were still 5 different resources

    • @randomteam294
      @randomteam294 3 года назад +1

      That was so long ago but still so nice

  • @afatcatfromsweden
    @afatcatfromsweden 3 года назад +6

    Stealth playing more ftd? Yes please

  • @crazywarriorscatfan9061
    @crazywarriorscatfan9061 3 года назад

    Wow, the Glorious has certainly improved!

  • @B1llsy4ll
    @B1llsy4ll 3 года назад

    0:00 Thats one way of saying "starting off with a bang"

  • @Crimethoughtfull
    @Crimethoughtfull 3 года назад

    Wow, it is like Avorion on the water, but where the optional weapons crafting is mandatory from the start. "I have a gun, now I need to install a firing pin, then I need to coil some metal into a spring for the hammer..." LOL

  • @ARCCommanderOrar
    @ARCCommanderOrar 3 года назад +1

    Recently, last night, bought Ultimate Admiral Dreadnought. Having a blast with it, so thanks for showing me some of the gameplay

  • @kingofgar101
    @kingofgar101 3 года назад +1

    Much improved from last episode I would say your missiles are what should get your focus for improving next

  • @Sim-ib1xn
    @Sim-ib1xn 3 года назад

    1 video per week : perfect
    Good video love it
    Change your stone with wood for less weight

  • @ctrouble2309
    @ctrouble2309 3 года назад

    Been fascinated with this game, but never been sure about it. Would love to see more of this

    • @geodarian1361
      @geodarian1361 3 года назад +1

      do it, you'll love it when you've sunk your first hundreds of hours into it

    • @ctrouble2309
      @ctrouble2309 3 года назад

      @@geodarian1361 does the game have a decent tutorial? All of these popup options and graphs seem intimidating

    • @scullsglory6573
      @scullsglory6573 3 года назад +2

      @@ctrouble2309 There is a decent amount of tutorials and some of them even have a voice-over. They let you build things by yourself and experiment a bit. They cover very much the basics, so I think learning by doing still is the main way to improve your builds.

    • @xXSeeDragonXx
      @xXSeeDragonXx 3 года назад +2

      tbf , if you get the basics drilled in you are golden , for everything else , there are good torturials that go a bit more in depth and help you out (right channel for that is here :D)
      but with all things you get better bei doing stuff in the game

    • @Damaddok82
      @Damaddok82 3 года назад +2

      @@ctrouble2309 just takes time and patience. Lots of people are not big fans of the UI. Sadly the devs kinda said screw it and left it a mess. That's what you get when you have a team of all coders and engineers but no designers.

  • @gelatinoussire7772
    @gelatinoussire7772 3 года назад

    Explosive warheads are better for torpedoes, because HE gets a damage buff when it explodes underwater.

    • @gelatinoussire7772
      @gelatinoussire7772 3 года назад

      Also you can use binoculars. Press Z to open the weapon/tool menu and you can assign binoculars to a number slot.

  • @apolloaerospace7773
    @apolloaerospace7773 3 года назад

    Remember to use ctrl+z and ctrl+y in build mode.
    Your torpedos have to much fuel, increase speed or decrease fuel and put an emp warhead on.
    You can reduce the thrust on your props to make them more efficient, by using larger props, set to a lower level you can be faster and more efficient.

  • @rob7545
    @rob7545 3 года назад

    Merry Xmas. I really enjoy your videos.

  • @somberflight
    @somberflight 3 года назад +5

    6:07 Why not build some bulkheads? Put the airpumps in different sections so even if one gets breached the entire hull doesn't. Well, I don't think I need to say this to you considering the most prominent game on your channel.

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад +2

      Good plan

    • @Sim-ib1xn
      @Sim-ib1xn 3 года назад +1

      MAXIMUM BULKEADS yes

    • @neurofiedyamato8763
      @neurofiedyamato8763 3 года назад

      Not necessary for entirely wooden ships as they naturally float. Empty air do float better than wood though, but adding bulkheads take up internal volume so you have less empty air and thus less base buoyancy.
      It's hard to make ships properly sink in FtD anyways even if you tried. This is coming from someone who have been playing since late 2015. If you have a lot of armor, then bulkhead is necessary since the ship will not float very well if there's a breach and no bulkheads to separate the compartments.

  • @xxxm981
    @xxxm981 3 года назад

    Btw armour is just as much about layers as it is about individual strngth.
    COnsidering how cheap wood is, it makes more sense to just tripple layer that at the start and then when you have more resouces you can put in a heavy armour citadel and go from there.

  • @blazingbl2gamingop794
    @blazingbl2gamingop794 3 года назад

    You only need one water pump per compartment, as the game only counts one pump for each compartment. Also water pumps need a completely sealed compartment to function, it won't work if you place it in ab open roofed compartment.

    • @CubeMasterTV
      @CubeMasterTV 3 года назад +3

      not quite, airpumps can work with tub-like shapes. it is helium pumps that require fully enclosed rooms

  • @peterpumelig861
    @peterpumelig861 3 года назад

    If you dont like the current build mode, you can use F3 to swap to the mouse based build mode

  • @Caktusdud.
    @Caktusdud. 3 года назад +1

    I didn't know you played ftd well now I know

    • @Caktusdud.
      @Caktusdud. 3 года назад

      Maybe build something like a Corvette or pt boat that just have torpedoes and missiles

  • @danielross7983
    @danielross7983 3 года назад +1

    Hi Stealth... the torpedo launch gave me an idea... Can you design a ELINT/Recon missile/drone with the capability to circle your boat and give you over the horizon coverage?

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад +3

      I probably can, yes.

    • @manyheadedmishaps6182
      @manyheadedmishaps6182 3 года назад

      @@Stealth17Gaming Not sure how you'd get it to circle your ship... maybe something with LUA? But for the sensor capabilities, you'd need a radar (or sonar) buoy on the missile (or torpedo), and a radar (sonar) buoy holder on the ship for each missile (torpedo)

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад

      @@manyheadedmishaps6182 Oh right! Radar buoys/mini-missiles. I used to use radar and sonar buoys on my submarine playthrough of a few years ago.

  • @l.j.eriksson5459
    @l.j.eriksson5459 3 года назад

    YIS! FTD! I love this game!

  • @jeoshy1873
    @jeoshy1873 3 года назад +2

    Sorry, but stone has the worst resource/ health ratio in the game. So it is advised to just use metal or alloy with wood. Because wood has the best resource/health in the game, but it is weak against explosions. So metal will act as protection against explosions.

    • @unepintade
      @unepintade 3 года назад

      Stone is the best EMP dissipator for volume though,

    • @jeoshy1873
      @jeoshy1873 3 года назад +1

      @@unepintade but it is heavy and the negatives from above and surge protectors do a better job or isolation with wood with surge protectors on the bottom of your ship will ensure that emp doesn't travel through your ship.

  • @shrillcrayfish6168
    @shrillcrayfish6168 3 года назад

    Hey new guy trying to learn how do I fire missles or torps and track them like he did

  • @doktork3406
    @doktork3406 3 года назад +2

    Those torpedos are very bad.
    S missiles are bad as torps. Those are primarily to be used as agile, fast missiles to shoot down little annoying fliers/wooden stuff/cratch a few blocks off bigger ships/missile interceptors.
    M missiles are far more appropriate as torpedos.
    Try to get the thrust duration to be = or

    • @doktork3406
      @doktork3406 3 года назад +1

      Refrain from placing/using AI for a while in the earliest stages of the game.
      It's very expensive + some detection + wireless/connectors you need for it...
      You're better off placing and ACB and telling it to fire the missiles . They'll find targets on their own / you fire them yourself

    • @doktork3406
      @doktork3406 3 года назад +1

      The capslock thing to hold your craft steady above water can only be done in blue circles or some fortress with a docker

    • @doktork3406
      @doktork3406 3 года назад +1

      31:23 you have "value per range" and you just set it positive. Stuff will have increased value the further they are now. It was set to -1 and it was ok the way it was. If you want purely the closest target to be engaged, set all to 0 and value per range to -1

  • @blazingbl2gamingop794
    @blazingbl2gamingop794 3 года назад

    A low caliber (50-100mm) AP minigun would do pretty well at this low difficulty. Also moving quickly and sparatically will make the AI over predict your movements. I have had many a time where my AA guns can't hit a plane because of it's movements.

    • @unepintade
      @unepintade 3 года назад

      APS is far too costly especially belt fed

    • @doktork3406
      @doktork3406 3 года назад

      You'd need some 20-50K resource to pull any APS system of decent use on. Anything short of say 20K is pretty much useless.

  • @ejbeerbower5166
    @ejbeerbower5166 3 года назад

    Hell yeah

  • @logansinger2948
    @logansinger2948 3 года назад

    Lets GOOOOO I love ftd adventure!

  • @Damaddok82
    @Damaddok82 3 года назад

    If you use radar guided missiles you do not need one turns.

  • @Kserks96
    @Kserks96 3 года назад

    Psssss... You can press "G" to quickly rotate object in to position you need

  • @steineklopfer1914
    @steineklopfer1914 3 года назад +1

    Can you build a submarine next time? Typhoon class please.

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад

      Did that several years ago. It's in my playlists

  • @Meister_Knobi
    @Meister_Knobi 3 года назад

    With z you can access your charracter menue, where you can put some binoculars on an hotkey. Or at least i hope so. So you can see what you're dealing with.

  • @Тотсамыйростик
    @Тотсамыйростик 3 года назад +1

    OF HELL IN SILENCE
    CAST THEIR SPELLS, EXPLOSIVE VIOLENCE
    RUSSIAN NIGHT TIME FLIGHT PERFECTED
    FLAWLESS VISION, UNDETECTED

    • @doktork3406
      @doktork3406 3 года назад +2

      What's sabaton have to do with any of this?

  • @Kebabje
    @Kebabje 3 года назад

    Hi

  • @novagalaxy420
    @novagalaxy420 3 года назад

    @Stealth17 you can set the speed of the thrusters please do soo because hearing you say “it needs more regulators” makes me cringe

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад

      Those don't do the same thing right? Regulator makes the weapon exist longer. It has nothing to do with the speed of the torpedo.

    • @blazingbl2gamingop794
      @blazingbl2gamingop794 3 года назад

      @@Stealth17Gaming you had 160 seconds worth of fuel but only 60 seconds worth of missile lifetime. At the bottom of the first segment on the right when editing the missiles it will tell you the lifetime of the missile, whilst the bottom of the third segment will tell you the thrust duration.

    • @scullsglory6573
      @scullsglory6573 3 года назад +1

      @@Stealth17Gaming I think what he meant was the "thrust duration" under flight characteristics. By adjusting the amount of thrust in the torpedo propeller you can match the thrust duration to the lifetime of the torpedo, so no fuel ist "wasted". This is very much optimizing so I don't think that everyone should be expected to do this. I hope you continue to have fun in this game and I wish you a merry Christmas!

    • @Stealth17Gaming
      @Stealth17Gaming  3 года назад +1

      Right, so in that case the regulator is the right way to go right? The OP is just wrong in his cringing.

    • @scullsglory6573
      @scullsglory6573 3 года назад

      @@Stealth17Gaming The regulator would be a good and easy way to increase range and "fuel efficiency". So yes it would be a right way. Faster torpedoes/missiles don't always yield better results anyway, since turn-time and detection range rise with speed.

  • @fallenshaw5659
    @fallenshaw5659 3 года назад +1

    How in the hell do you go from making guides for people all the way back when there were crystal resources to not even understanding how to place fucking blocks?