If you plan to send out more than one ship at a time, I'd recommend adding Inter-Vehicle Transmitters; which let all of your ships with an inter vehicle transmitter share detection data. It's only 60 Materials for what could potentially be a massive buff to accuracy.
@@BorderWise12 Your second AI's "little bit of speed" was back at 0 when you closed it :D Enjoying the vids tho, iv got about 1400h into it, haven't built anything in a few years.
I always make sure they have those, as I build more specialized ships. Well, I say specialized, but it's more of just building the ship classifications aside from CV/CVL/CVE. Including torpedo boats, because I realized I needed something less expensive than a DD for the start of my campaign.
@@reliantncc1864 I do think it pairs well with some thing to improve bearing. Especially if you use a one turn, or missles with an acute cone. I can't vouch for it, but I like the idea of it. Every craft can contribute spotting and bearing if you mount at least a laser or similar level tracker. Things have gone sideways if your cargo vehicles are in battle, but I like to put at least a simple weapon turret on those. Even if is two fixed cannons on a spin block. It's harder to dodge bullets from two angles. But yes. A snooper is almost enough. 420 brain spooled out sorry. Lol.
@@tuluppampam How do you figure? Your plane wouldn't even know to launch the missiles, or how to set up an attack run. You don't have some auto-detection set up in the world options, do you?
Another option you could include along with the missile controllers is the Multipurpose Laser block and a transceiver or two. The AI compartment is the safest place for it and it should still be able to connect to multiple parts of a laser network that way.
For initial detection, I use wireless snoopers almost exclusively. The only exception is when the target is underwater, since there's no sonar tracker. Snooper for searching, IR and radar trackers for tracking.
Cool you have started on a new thing! Looking forward to battle this (if that will be a thing) and see how it looks like :) Btw checkerboard is not what it was anymore, I'll say metal outside and alloy inside, because they have the same cost anyways ^^
@@amvistjackson1163 Because explosive damage gets a buff in enclosed spaces and that we don't wanna loose floaty blocks if we don't have to. I need to make a testing video about it, but I have mostly moved over to layering wood and metal. Think also armour stacking before was like 8m so that made some difference too, gotta collect my points and test.
I love the idea of using multiple AI's to control different weapons-systems and different aspects of the ship! I first encountered this game via Stealth17, and he just kept making a single AI system more and more powerful, adding more and more kinds of detection tech, controlling all weapons. This is cool!
I didn't actually know that rubber was better than stone! I've been using stone for my AI compartments as I thought it would do well as an EMP protection block. I guess the new question is if rubber should still be used for smaller builds where there's not enough space for heavy armor, or if stone should be used instead.
My own personal recommendation here, but wouldn't it be better if the main AI ignored distance and concentrated on what should be it's main target? (size and weapons) Let the secondaries deal with things that get close? No point in chasing down a PT boat with the main guns if your machineguns can do a better job at it. Especially if a distant battleship is putting holes in you.
@@BorderWise12 But wont that make all the weapons target that? Meaning that the secondaries wouldn't be doing their job of dealing with other things. Think of the GT airship that keeps building nukes.
This series is super cool and definitely will help me build large projects, especially with figuring out how much of everything to use. One important thing that should be mentioned is that different AIs on the same craft can share detection. Someone already said to use inter vehicle transmitters, but this can also be done within a craft! You just put a wireless receiver onto the AI and set it to the right channel. For example, sometimes I use this when I have a missile and/or torpedo AI that needs different settings. Of course, this isn't the most helpful when the two AIs both have turrets, but can still improve accuracy, especially on the hit-scan AI here, which doesn't look like it will have a lot of detection. Hope this was helpful to anyone who didn't know about this already!
how do you pre fab :'( and think well ever do a keyborad and hotkeys video? been playing years and still dont know stuff like that just do it the hard way XD
If you plan to send out more than one ship at a time, I'd recommend adding Inter-Vehicle Transmitters; which let all of your ships with an inter vehicle transmitter share detection data. It's only 60 Materials for what could potentially be a massive buff to accuracy.
Oh dang, you're right, I forgot to add that. Cheers!
@@BorderWise12 I actually learned about it from one of your tutorials a while ago!
@@BorderWise12 Your second AI's "little bit of speed" was back at 0 when you closed it :D
Enjoying the vids tho, iv got about 1400h into it, haven't built anything in a few years.
I always make sure they have those, as I build more specialized ships.
Well, I say specialized, but it's more of just building the ship classifications aside from CV/CVL/CVE. Including torpedo boats, because I realized I needed something less expensive than a DD for the start of my campaign.
Wireless snoopers are great when you can't be bothered to cover all directions with detection.
If you're using missiles, it's basically all you need.
@@reliantncc1864 I do think it pairs well with some thing to improve bearing. Especially if you use a one turn, or missles with an acute cone. I can't vouch for it, but I like the idea of it. Every craft can contribute spotting and bearing if you mount at least a laser or similar level tracker. Things have gone sideways if your cargo vehicles are in battle, but I like to put at least a simple weapon turret on those. Even if is two fixed cannons on a spin block. It's harder to dodge bullets from two angles. But yes. A snooper is almost enough. 420 brain spooled out sorry. Lol.
@@reliantncc1864if you're making a plane armed with missiles you don't even need detection
@@tuluppampam How do you figure? Your plane wouldn't even know to launch the missiles, or how to set up an attack run. You don't have some auto-detection set up in the world options, do you?
@@reliantncc1864 there's a minimum level of detection, and that's apparently enough to breadboard it
I love how you explain things maybe some keyboard shortcut video, you make it look so smooth
Cheers! All keyboard shortcuts are in the options menu, but I guess I could go over the ones I use most frequently.
Another option you could include along with the missile controllers is the Multipurpose Laser block and a transceiver or two. The AI compartment is the safest place for it and it should still be able to connect to multiple parts of a laser network that way.
For initial detection, I use wireless snoopers almost exclusively. The only exception is when the target is underwater, since there's no sonar tracker.
Snooper for searching, IR and radar trackers for tracking.
Cool you have started on a new thing! Looking forward to battle this (if that will be a thing) and see how it looks like :)
Btw checkerboard is not what it was anymore, I'll say metal outside and alloy inside, because they have the same cost anyways ^^
Explain about the checkerboard,why is it not what it was?
@@amvistjackson1163 Because explosive damage gets a buff in enclosed spaces and that we don't wanna loose floaty blocks if we don't have to. I need to make a testing video about it, but I have mostly moved over to layering wood and metal. Think also armour stacking before was like 8m so that made some difference too, gotta collect my points and test.
@@GMODISM so floaty blocks as far inward as possible?Past the air gap,before it?Where would you recommend?
I love the idea of using multiple AI's to control different weapons-systems and different aspects of the ship! I first encountered this game via Stealth17, and he just kept making a single AI system more and more powerful, adding more and more kinds of detection tech, controlling all weapons. This is cool!
I didn't actually know that rubber was better than stone! I've been using stone for my AI compartments as I thought it would do well as an EMP protection block. I guess the new question is if rubber should still be used for smaller builds where there's not enough space for heavy armor, or if stone should be used instead.
well, with a small boat, you are more vulnerable to collisions, which rubber reflects
i am tripping balls and the emojis in the name made me giggle the whole video
Thank you, I am now building a ship so big it makes a resource zone look small. Thanks
This is such a big ship. Can the program handle so much in combat.
Oh, easily. I've run (and built) much larger ships than this.
My own personal recommendation here, but wouldn't it be better if the main AI ignored distance and concentrated on what should be it's main target? (size and weapons) Let the secondaries deal with things that get close?
No point in chasing down a PT boat with the main guns if your machineguns can do a better job at it. Especially if a distant battleship is putting holes in you.
I prefer my ships to aim at things they have the greatest chance of hitting. I can always manually order them to attack preferred targets if needed. 😁
@@BorderWise12 But wont that make all the weapons target that? Meaning that the secondaries wouldn't be doing their job of dealing with other things.
Think of the GT airship that keeps building nukes.
I had to comment because you're amazing
This series is super cool and definitely will help me build large projects, especially with figuring out how much of everything to use.
One important thing that should be mentioned is that different AIs on the same craft can share detection. Someone already said to use inter vehicle transmitters, but this can also be done within a craft! You just put a wireless receiver onto the AI and set it to the right channel. For example, sometimes I use this when I have a missile and/or torpedo AI that needs different settings. Of course, this isn't the most helpful when the two AIs both have turrets, but can still improve accuracy, especially on the hit-scan AI here, which doesn't look like it will have a lot of detection.
Hope this was helpful to anyone who didn't know about this already!
Cheers! AIs share detection automatically, though. There's no need to put wireless recievers on them. 👍
@@BorderWise12 Huh, I just assumed they didn't. Test things before you start using them I guess.
Wait rangefinders work inside of the hull or ship?
Only if they can see through glass blocks or portholes. 👍
i personally recommend stone over rubber, due to stone having way higher armor and health
The rubber helps counter the heavy armor in the buoyancy department. Stone is slightly negative and adds to the sinking tendencies.
The health buff is negligible, but rubber is twice as effective for resisting EMP, and that easily makes it better
sure, but EMP in general will target heavy armor over stone or rubber anyway
how do you pre fab :'( and think well ever do a keyborad and hotkeys video? been playing years and still dont know stuff like that just do it the hard way XD
Prefab is Ctrl + P. And all hotkeys are listed in the options menu. 😁👍
how to you make area youre copying bigger?