ChatGPT Builds an AI BATTLESHIP in From the Depths

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  • Опубликовано: 10 авг 2023
  • In this video, I task ChatGPT AI with building a battleship in From the Depths. We use the specifics given to us by the AI to construct the "Vanguard," an AI designed and me-built battleship. Enjoy!
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    / @aquilaecompany
    Thank you to our members!
    Mark LaFentres
    #aquilaeco #fromthedepths #chatgpt
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Комментарии • 123

  • @aquilaecompany
    @aquilaecompany  11 месяцев назад +15

    This video has become the cornerstone of a SERIES! ruclips.net/video/KGJCjmgq6-c/видео.html

    • @ragemodegaming7962
      @ragemodegaming7962 7 месяцев назад +1

      11:15 11:17 ECKSCHTREME?
      "Extreme." No 's' sounds. Say it right.

  • @nolaguy72126
    @nolaguy72126 11 месяцев назад +139

    The AI wants all those boilers because it craves power.

  • @XenoDragon52
    @XenoDragon52 11 месяцев назад +156

    Some advice for FTD ship building, DO NOT make your ship out of single 1x1x1 blocks, always try to use 4m beams whenever possible, same goes for steam piping. Not only does using single blocks cause lag, 4m beams have more health meaning it will take longer for your armor to be penetrated, which is why your ship was dying really easilly to the Iron Maiden's high explosive shells (which are generally not considered good at beating metal armored targets).
    Also for turrets the AI can be dumb and will sometimes try to turn turrets in a direction that is blocked, which is what happened at 31:33, you can solve this by going into the turret menu and setting up firing restrictions (Basically tells your turret where it can or cannot turn).

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +47

      I had no idea the beams were stronger armored! This is super helpful, thank you

    • @SomeguyWhoLikesVideos
      @SomeguyWhoLikesVideos 11 месяцев назад +29

      @@aquilaecompany it's not really 4 beams have stronger armor, they have equivalent health/armor to 1m metal per Cubic meter, its that it has that equivalent through 4 meters of space meaning damage is spread throughout a space instantly allowing for easier time soaking damage

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +20

      I see, so it spreads the damage. Makes sense, thank you!

    • @lchristmas7394
      @lchristmas7394 11 месяцев назад

      They do actually have more armor the standard alloy cube has 300 health and the alloy 4m beam has 1440 with 20% more health from the 4m length. if you want to check yourself you can go into the build inventory, click on alloy and hover over the block icons to see health. @@aquilaecompany

    • @user-he7dl5ig4d
      @user-he7dl5ig4d 11 месяцев назад +34

      Actually, beams DO have more health then the same number of blocks

  • @rightsideup6304
    @rightsideup6304 11 месяцев назад +45

    A small tip for ChatGPT is to make sure that it understands the game first and what parts does. It will take more time to do so since you will basically need to teach it in-game stats and such but I think in the long run, it should give you a better ship since it actually knows what it would be dealing with. By then you should be able to tell it to design the weapons until the tetris section since it should be able to give you a visual guide for it too!

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +5

      This is a great idea! I'll see if I can approach it this way in the future. Like any other tool it's only as useful as the user!

    • @rightsideup6304
      @rightsideup6304 11 месяцев назад +4

      @@aquilaecompany You can literally just copy paste the info from the wiki (Or compile it into a file and upload it to code interpreter if you have GPT premium) and proceed from there. The model is decent enough to understand even poorly formatted copy pasted info.
      I think this will give you a few benefits:
      1. Stats and equipment will be less overkill and more inline with what you would need (Crucial if you're playing campaign and try to reduce costs)
      2. Learn new methods and tech since it may catch info that you may not know and devise good tips or starting points
      3. The detailed construction instructions and plans makes things a lot closer to fighting player-made ships since it would probably go over the same mindset as a player (What do I want in it? What equipment and things would I need to make it work? etc)
      Good luck and can't wait to see where this takes you!

  • @aquilaecompany
    @aquilaecompany  11 месяцев назад +32

    Should we get a whole AI flotilla going? Maybe improve the aesthetic of the Vanguard? What's next?

  • @kiritotheabridgedgod4178
    @kiritotheabridgedgod4178 10 месяцев назад +10

    "The Ammo is pretty heavily armoured" He says, unironically, when there's an open hole, that a shot can get through and detonate the entire thing, and the top is only armoured by wood... That ship will go off like The Hood if any ship with AP rounds even looks at it.
    I'd recommend having a Look at Borderwise's Complete Ship Build Playlist, one of the videos is entirely dedicated to Magazine Building IIRC.

    • @aquilaecompany
      @aquilaecompany  10 месяцев назад +4

      Watching this video back it is crazy how much I have already learned. I'll check that one out, thank you!

    • @kiritotheabridgedgod4178
      @kiritotheabridgedgod4178 10 месяцев назад +1

      @@aquilaecompany No problem. As other recommendations that can help improve your building, Robbaz has some nice tutorials on the various different kinds of Citadel Armour, and JustAWrenchGaming has a playlist called Wrench's Way II, that has a video on Compact, Triple Barrel APS Turret Tetris, that also has some lovely tips on how to Deco turrets to make them look like real world ship turrets.

  • @nolaguy72126
    @nolaguy72126 11 месяцев назад +14

    Those ship fights are fun to watch

  • @retrowave69
    @retrowave69 10 месяцев назад +17

    one thing I would say is that you should put all of the turret components below deck instead of shoving them into the turret. It allows you to better armor the components and the firing piece itself. There are plenty of tutorials online for how to best maximize a triple cannon turret

    • @aquilaecompany
      @aquilaecompany  10 месяцев назад +2

      100% right, I have learned this in many ways since this vid came out

    • @retrowave69
      @retrowave69 10 месяцев назад +1

      @@aquilaecompany ye, I just realized how long ago this video came out. Good work on improving!

  • @aquilaecompany
    @aquilaecompany  11 месяцев назад +10

    Combat begins at 15:21!

  • @Gxaps
    @Gxaps 11 месяцев назад +12

    Worth noting that it immediately jumped to the biggest and baddest warship, given that the source material likely does the exact same thing, I thought that was pretty funny

  • @blazeshellz1475
    @blazeshellz1475 11 месяцев назад +13

    Since there are already people giving advice in the building part, I would instead suggest trying to improve your weapon building by looking at other ships in-game. Reverse engineering is a big part of FtD. As for a content like this FtD related, am interested in what you'll be able to do in the future if you decide to continue making content with this game.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      Will definitely be more content on this game. Have really appreciated all of the tips from everyone!

    • @vittoriomarciante2057
      @vittoriomarciante2057 6 месяцев назад +2

      You just said :"We'll watch your carrer with great interest!"

  • @marckasprzyk9276
    @marckasprzyk9276 11 месяцев назад +9

    Please do more of this but use longer blocks will save your cpu and give more health

  • @iReady1234
    @iReady1234 11 месяцев назад +4

    Quick tip, idk if you put any detection components or just havent put enough but it seemed like your ship was having trouble hitting some of the targets. One way you can fix this is A: adding more detection, or B: going into settings and config and then overriding the automatic detection that your craft has to be 100% rather than 10%.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Thank you for the tip! I will include this in the refit!

  • @Raszul
    @Raszul 9 месяцев назад +3

    I really appreciate the concept of your video!
    I can't wait for your to resume making these!
    You seem to be a new player, and thus please allow me to give you some advice regarding battleship design and FtD mechanics.
    First, let's talk about battleships.
    [ Dimensions ]
    Draft
    When designing a battleship, it's crucial to understand the concept of "draft."
    Draft refers to the distance from the waterline to the ship's keel, and it's usually about equal to the height from the waterline to the ship's deck. So, a draft of 10 meters typically means the distance from keel to deck is approximately 20 meters.
    Proportions
    In FtD, you can mentally divide your capital ship into thirds: the front third, the middle third with the superstructure, and the rear third where the bottom of the ship starts to slope uwards, which allows the ship to have its beneath the hull and thus shield them from enemy fire.
    [ Armor Scheme ]
    Battleship armor schemes can be quite complex, but I'll provide a simplified overview.
    Citadel
    The most critical part is the "citadel," which is an armored box within the ship that shields vital components.
    It spans from just ahead of the first main turret to just behind the rearmost main turret.
    The citadel has some space between its sides and the ship's sides, allowing shells that penetrate the ship's armor to explode outside the citadel, preserving the critical systems.
    Inside the citadel, you'll find the engines, usually divided into multiple independent boiler rooms to ensure as many of them as possible can keep working even if some end up getting damaged.
    In FtD, I suggest keeping the steam engines inside the citadel and using them to generate power, then employing motors near the propellers to drive the propeller shafts.
    IRL the ammo for your guns is housed direclty underneath their loading mechanisms at the bottom of the ship's hull.
    In FtD I suggest instead housing the ammo spread over multiple small compartments inside the citadel (using heavy armor slopes keeps them well protected and reduces the cost and weight of heavy armor).
    The central area, just above the steam engines, is an ideal location for the AI, as long as it's well below the waterline for extra protection. If the steam engines are too tall, then I house the AI just forward of the steam engines.
    Side Armor
    Side armor is usually divided into three sections: the main belt, fore belt, and aft belt.
    The main belt, which covers the sides of the ship, is as long as the citadel but typically doesn't extend the full height of the ship.
    The fore and aft belts extend the armor protection to the bow and stern areas where there's no citadel, though they are usually not as strong as the main belt.
    Bottom Armor
    Many battleships have a double bottom, which in FtD means a layer of metal, a 1-meter air gap, and then another layer of metal. Some exceptionally durable battleships even had a triple bottom, but I found that that's usually excessive in FtD - improved anti-torpedo measures tend to have better results.
    Torpedo Blisters
    These are hollow bulges along the ship's bottom sides designed to divert torpedoes away from the actual hull, ensuring they detonate at a safer distance from the ship's hull.
    Deck Armor
    The ship's deck needs to be armored to protect against dive bombers and shells fired in an arc during long-distance engagements.
    Bulkheads and Decks
    Ships are divided into multiple horizontal decks and vertical sections via bulkheads. This design limits the damage caused by shells penetrating the main armor of the ship and helps maintain buoyancy even with multiple holes below the waterline.
    In FtD I recommend using 1m of alloy for internal decks and bulkheads.
    Turret Wells
    Turrets are typically cylindrical structures that extend two-thirds of the ship's height into the hull and are encased in armor for protection.
    The internal portion of the turret houses the ammo and loading mechanisms. In FtD that means gauge increases, cooling, autoloaders, clips, ammo input feaders, and recoil absorbers should be inside the hull, protected by the hull armor.
    The turret cap only houses the firing pieces and the armor to protect them. IRL turrets are extended to the back to provide a counterweight to the barrels, thus ensuring the ship stays level even when the turret is facing sideways.
    In FtD, it's recommended to have two separate cylinders: one integrated into the hull and the other connected to the turret.
    This setup prevents explosions from bypassing hull-mounted armor in case the explosion glitches and 'clips' through the hull into a subobject (aka the turret).
    Armor Thickness
    Here are some common armor compositions in FtD terms:
    "Light hull": Metal layer backed by alloy. this is the minimum amount of armor I am comfortable using and my standard armor for lighter ships (aka up to and including light cruisers), up to the mid midgame that is.
    "Armored hull": Two layers of metal backed by alloy. This is my standard armor for capital ship main belts up to mid game, though battleships would want the next thicker armor.
    "Medium armor": Two layers of metal and two layers of alloy. This tends to work as main belt armor for most of the game. Towards the end-game battleships willwant something thicker.
    "Heavy armor": Two layers of metal, a layer of heavy armor, and one or two layers of alloy. This is about as heavy as i'm willing to go with armor and in my experiene this will suffice for the entire game.
    For the fore and aft belt, i tend to use one step lighter armor than i use for the main belt.
    For deck armor i suggest at least a layer of reinforced wood.
    For capital ships (heavy cruiser and up) i also suggest adding a layer of alloy (1m RW +1m alloy).
    replace this with 1m metal +1m alloy for capital ships or later in the game.
    i found that 2m of metal tends to be enough deck armor for most situations and ships - at that point one usually has multiple decks that further mitgate damage anyways, and the primary defense moves away from armor and towards active defenses (CIWS, LAMS, decoys, missile interceptors, shields).
    Citadel armor should consist of at least a layer of metal backed by alloy. The alloy can be replaced with stone or rubber around for components sensitive to EMP damage - just make sure tht those components (e.g. the AI) don't have any adjacent blocks that conduct EMP (adjacent counts, even it looks as if there is an airgap).
    Now, let's shift our focus to the game mechanics of From the Depths.
    [ AI ]
    I typically use multiple AIs for various functions:
    One AI controls the ship's movement, main guns, and any torpedoes. You can set it up to maintain the ideal combat distance using the [C] hotkey. I suggest a default distance of 1.5km, since i found that that works for most designs. The AI can also be configured to avoid collisions and running aground.
    Optional AIs can be added for specific weapon types. For example, an AI for secondary guns, which targets close and fast-moving threats, and another for anti-aircraft guns, prioritizing aircraft.
    Of course, only add these additional AIs if you have weapon systems that require them.
    [ Sensors ]
    Sensors are crucial for accurate targeting. You can either modify the game settings to maximize sensor accuracy or add sensors to your ship.
    There are two types of sensors: spotting and targeting sensors.
    Spotting Sensors
    These sensors "spot" enemy targets and inform you of their approximate location. Consider passive sonar, 90° sonars below the waterline, 90° radars in the superstructure, sensor towers with passive radar and 360° cameras, as well as wireless snoopers and inter-vehicle transmitters on each AI for sharing targeting data.
    Targeting Sensors
    These sensors are for precise targeting. Use gimbals for range and bearing, such as a laser range finder with a camera gimbal on top. Have multiple targeting sensors distributed around the ship for comprehensive target lock coverage, especially if you have multiple AIs for different weapon systems.
    I hope that this advice helps you understand the game a bit better and have more fun playing it.
    i found it hugely beneficial to look up IRL WW2 ship designs. not to copy them, but to see how they did things and why they did them that way. While that can't be transfered to FtD 1:1, it still helped me improve my designs significantly.
    if you got any questions feel free to give me a poke ^.^
    PS: ships on the player's side in the designer will never auto-despawn (e.g. due to "health below 55%" , "AI dead", or "health below 80% and sinking"), aka they will never be truly defeated (until the last block is destroyed). I suggest spawning all combatants on the side of NPC factions for propper tests of your ship.

  • @iReady1234
    @iReady1234 11 месяцев назад +4

    A surprisingly good quality video from a surprisingly small channel. Well done

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Thank you very much! Hope you'll stick around for more. We're turning this into a whole series: ruclips.net/video/KGJCjmgq6-c/видео.html

  • @BroDog555
    @BroDog555 6 месяцев назад

    i love that i can use this video to determine the ability to craft ships in any ship crafting game using your list of questions in the vid... i loved the vid and thx for putting it out in an understandable context that even my simpleton brain can handle

  • @demogod4955
    @demogod4955 11 месяцев назад +4

    The vanguard's triple gun turrets reminded me of a triple 500mm rail assisted turret I built. That gun is crazy absurd and maybe impractical, but it lobs 8m shells at over 2km a second that do like 150k damage per salvo also capable of firing every 10 seconds so long as it's got ammo in its magazine. However, you need a really really big ship to use it cause it's like 25 blocks tall without turret well armor and the swivel.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Triple 500mm railgun? Are you crazy? (Workshop link?)

    • @demogod4955
      @demogod4955 11 месяцев назад +2

      @@aquilaecompany youtube keeps removing my comment for whatever reason got any ideas on how i can send a link?

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      If you go to my channel, under the about tab, there is an email you can use. Thanks! After we hit 1000 subs we’re releasing the community discord

    • @demogod4955
      @demogod4955 11 месяцев назад

      @@aquilaecompany Alr I've sent you an email.

  • @torinnbalasar6774
    @torinnbalasar6774 11 месяцев назад +2

    Ack, so much unused space below the main guns. You can significantly cut down on the external profile of the turret by putting most of the turret below the deck, much like a real battleship. It also allows you to hide the volatile ammo clips behind the hull armor, and gives you more volume to work with for bigger/faster systems.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      So many things I would change about this ship now that I have played more of the game. You'll see me learn as you progress through the Project Prometheus series. If only I had known about turret wells!

  • @zhop951
    @zhop951 11 месяцев назад +3

    A few thins I didn't see anyone else mention:
    With ammo, fuel, and material storage, it's probably better to spread it out so if one blows up, the rest can still supply the ship.
    Also with all those boilers the AI gave you, I'd have made them redundant somehow, I believe there are one-way valves that could help to that end, also you could've had some alternators to run electric motors and propellers for turning and stability.
    And for the armor, stacked armor with air gaps goes a long way, as well as wedge blocks. Stacked armor is stronger than a single layer, and wedges can bounce shots, air gaps will protect against HESH and HEAT rounds as well. So a combination of all 3 counters most standard shots, and you get to the point where you can outlast opponents twice your material costs.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Interesting about the ammo storage. I always figure to group it up to minimize the number of weaknesses in the ship. The air gap idea is brilliant!

    • @zhop951
      @zhop951 11 месяцев назад +1

      @@aquilaecompany The problem with one large ammo compartment is if the enemy gets 1 lucky shot, the entire thing will go nuclear. If you do several smaller ones, it takes several lucky shots to take out your ship out of the fight.

    • @torinnbalasar6774
      @torinnbalasar6774 11 месяцев назад

      ​@@aquilaecompany a good method I've seen for mitigating chain reactions in the magazine is a checker board pattern of 1x2 heavy armor beams and ammo boxes. HA slopes should also have enough health to work and cut the material cost in half, but I haven't tested it personally to verify the gaps don't allow explosions to propagate through the blocks.

  • @DrrZed
    @DrrZed Месяц назад

    >Is it cool? Definitely
    Bruh, it's a boiler room, it's ANYTHING but cool!

  • @darth_dan8886
    @darth_dan8886 10 месяцев назад +4

    Honestly, I feel that ChatGPT has done a better job than you gave it credit for.
    That amount of boilers should have been an epitome of redundancy, instead, you've given it a singular failure point by connecting them all up to a single piston array.
    That said: still a better ship than I expected it to be.

    • @aquilaecompany
      @aquilaecompany  10 месяцев назад +1

      You do make a great point. In retrospect the issue in this video is more my inexperience than the actual design itself

  • @3dwrecker_4660
    @3dwrecker_4660 7 месяцев назад

    Very unique idea, love it!

  • @Angilc-Black-Scarlet
    @Angilc-Black-Scarlet 11 месяцев назад +2

    There is a battleship named HMS vanguard

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Will have to check that out, I wonder how similar it is to ours

  • @Man2quilla
    @Man2quilla 9 месяцев назад +1

    This seems like a neat exercise in actually trying to apply all of the design choices

    • @aquilaecompany
      @aquilaecompany  9 месяцев назад

      The AI is great for brainstorming if you can execute

  • @Man2quilla
    @Man2quilla 9 месяцев назад +1

    Top tier premise

  • @Driver2806
    @Driver2806 11 месяцев назад +1

    Some tips i can give is definetly using 4m beams instead single blocks, they have more health and are also better for game performance.
    Id also recommend below deck turrets instead of deck guns, to make sure they dont clip there are circular references as prefabs in the subobjects slot, those allow maximum diameter while still allowing 360 rotation.
    I personally like to fully enclose ammo, ai and guns with a single layer heavy armour (atleast on big ships) and multiple layers of metal as well as a layer of rubber around Ai to defeat emp.
    Finally a thing i can recommend is learning active defences, starting with simple weapons ciws using the anti munitions controller and simple aa guns and missile interceptors, to aps ciws and laser anti munition systems.

    • @Driver2806
      @Driver2806 11 месяцев назад +1

      Also i see little in the way of detection, do you use automatic detection? If not the lack of detection might cause those misses early on since it only has the rangefinders on the secondarys to aim with, i recommend having a few small turrets just for a rangefinder and 90° radar or camera.
      Also id definetly whould love to see you refine the ship or build a little fleet.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      Thank you for all of the tips! I will definitely be doing a refit and will incorporate as many of these as possible

  • @TrenchCoatDingo
    @TrenchCoatDingo 7 месяцев назад +1

    this thing was going hard with a heavy handicap 1 main gun and no AA

    • @aquilaecompany
      @aquilaecompany  7 месяцев назад

      My extremely poor building skills didn’t hold it back!

  • @butter3413
    @butter3413 11 месяцев назад +2

    interesting idea, but the AI was feeling Iowa Class battleship, but slightly weaker

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      I thought only having 2 turrets in the main armament was an interesting choice

  • @OR56
    @OR56 4 месяца назад +1

    I will say, those guns in the turrets would never have been arranged like that. they would’ve all been arranged, side-by-side on the same plane in a wide turret.

  • @u4860.
    @u4860. 11 месяцев назад +4

    new favourite youtuber

  • @billylauwda9178
    @billylauwda9178 2 месяца назад

    Do pardon me if this comes of as pedantic or impolite. 10 meters draught, means the hull continues bellow the waterline for 10 meters. Draught (Draft) is measured from the waterline towards to keel. This does not also include the freeboard, which is the hull measured from the waterline to the most upper deck of the hull.
    The design specification particulary the main batteries, reminds of two iterations the Lion Class battleship designs of the royal navy in 1945. It had its design changed multiple times to Incorporate war time experience. In particular design 1945 3A and 4A, which if I may say, looks incredibly cursed. Same gun layout, same of gun callibre, when it comes to the main batteries, the secondaries that was planned were to be 4.5 inch DP guns. Said secondary guns did enter service into the royal navy with the daring class destroyers, type 21s, etc. Dimension wise, very simmilar to what Chat GPT specified. On the waterline the lenght of the ships is around 240 meters, potentially 245 - 250 meters overall length.

  • @GeirGunnarss
    @GeirGunnarss 7 месяцев назад

    Considering that ChatGPT mentioned the bow once and the aft something like six times as a placement for the superstructure, it seems like you just decided you wanted it near the bow. :)

  • @leandrogoethals6599
    @leandrogoethals6599 Месяц назад

    Imagine u could make stuff in lua then u could generate a ship object with each attribute such as the hull like a multidimensional array bottom to top layer

  • @hamst3r274
    @hamst3r274 11 месяцев назад +1

    I did something similiar to this a while ago but with a submarine and ChatGPT just ended up making a U-Boat Type XXI and even told me to call it „Elektroboot“

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      The latest and greatest: U boats!

  • @lxnxs
    @lxnxs 10 месяцев назад +1

    Underated Video

  • @Loranzo_stuff
    @Loranzo_stuff 6 месяцев назад

    Aerospace engineer? This is gonna be cool

  • @hla0roo
    @hla0roo 8 месяцев назад

    I have over 2000 hours in FTD, and I still feel like a beginner sometimes. Building anything that could be rated "Hard" or "Godly" is a friggin nightmare... Just looking at what ChatGPT gave you... You know, it might be workable if you do it right. The 406mm Main Guns could be pretty beefy if you build them right -- but you either have to go for rapid fire (20+ RPM) vanilla guns or rail/hybrid-rail. However, the 127mm rapid fire AA guns? Bad call. Unless you're willing to make them crazy stupid expensive, they aren't going to be very "rapid" in their reload time. Typically, if I make something that massive I'm aiming for maybe 250-300 RPM, unless I want them to be MAIN guns. I have a 150mm dual turret that pumps out 2000 RPM (4000 total) that costs in the ballpark of 250k. Personally, I don't like building triple-barrel turrets given how challenging it can be to use your space effectively. I prefer single, double, or quadruple.
    Highly recommend you take your time learning how to build APS. It can be incredibly challenging to build anything usable and cost effective, and it takes a LONG time to learn the planning process or to predict approximately what kind of size or cost it will take to achieve X performance. However, since APS is by far the most complex weapon system to build (and also arguably the most rewarding given its power and flexibility), it's worth the effort. It also helps to specialize in something -- most players can build anything in any category, but they're often known for a particular style they're best at, be it lasers, CRAMs, APS, Missiles, or PACs... etc. Look at built-in blueprints and try to "copy" what you see. Don't replicate it exactly, but play around and find combinations that work well that are "close" to a particular build.

  • @alexiscool58
    @alexiscool58 11 месяцев назад +1

    You should loosely explain from the depths to chat gpt like how it’s a block based game and the games basic mechanics. It’d be cool to see it change its instructions from a realistic design to a design made specifically for the game.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      That’s a good idea, I’ll definitely keep that in mind for the next one

  • @Ammonjohns
    @Ammonjohns 11 месяцев назад

    Don't be too impressed by ChatGPT confidently answering your questions. That is what it is designed to do. But also don't be fooled into thinking it actually used any reasoning, logic, problem-solving, or understanding about ships or naval warfare either. GPT is a LLM (Large Language Model) of AI. These excel at understanding, and predicting, patterns of language. Basically, think of it as predictive text, where it attempts to generate a Q&A page or article, where your prompt is the Q, and it has to fill in the rest based upon the patterns of language in the millions of documents on which it was trained.
    It predicts what the language is likely to look like. That means it usually predicts the kind of text that seems logical, well reasoned, and knowledgeable. But it didn't actually *use* logic, reasoning, or knowledge of the topic to get there. It simply predicted the language patterns. That's how LLM-based AIs work. It is kind of like a hack or workaround for the fact that we can't actually make AGI yet (the kinds of AI that are actually intelligent), but we can often still get to a workable seeming answer by just predicting the most likely text.
    LLM-based AI, such as ChatGPT, or Bard, or any other, are actually very poor at things that rely on logic or reasoning, suck at any kind of analytical skills, but hide that behind the fact they are very, very, very good at generating the kind of text that might have been posted by someone who used logic, reasoning, etc. In reality, it has not actually thought about the problem or situation you presented at all, but rather, has used statistical analysis of millions of documents to imagine how a document that started with your prompt might most likely continue.
    Now, I get that I'm some completely unknown person telling you that AI sucks at logic and reasoning, when you probably have hundreds of first-hand experiences where you are certain AI did exactly what I just explained it can't. So here is ChatGPT itself explaining the same things in its own way for you: chat.openai.com/share/d1b96aaa-e812-43e1-ab42-27310009215d

  • @jukemastr
    @jukemastr 11 месяцев назад +1

    maybe next you could try asking the AI for different classes of ships like a cruiser or a destroyer, and/or try the ships in adventure mode and try to get to difficulty 100.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      The AI flotilla is in the works….

    • @solsystem1342
      @solsystem1342 10 месяцев назад

      Would not advise adventure mode right now. They turned up the difficulty a lot (not necessarily bad but campaign is much more forgiving if you just want to have fun building ships based on an AI's specifications

  • @dreadpiratelenny1348
    @dreadpiratelenny1348 11 месяцев назад +1

    I asked chat gpt to build a battleship for me. It just gave a bunch of general building advice.
    My prompt game is weak, apparently.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      I find it helpful to really prod the AI to provide as many specifics as possible. EX: Specify the design of a battleship. Please provide design specifics, including the number and location of turrets, thickness and location of armor, and overall aesthetic style.
      The prompting is 90% of the work!

    • @dreadpiratelenny1348
      @dreadpiratelenny1348 11 месяцев назад

      @aquilaecompany Thanks for this video and your response. I think I learned a few things about AI prompting. I'll try again.

  • @LeviathanFoundation
    @LeviathanFoundation 4 месяца назад

    this is the most humorous thing i have seen. the Leviathan Class battleship though i used as a Group. the smallest being the Athena Class Leviathan. A Type 1 Leviathan a sort of WH40K Concept of my own
    the Athenas Main armament would consist of 31in 100 caliber Autoloading guns set in 16 3 gun turrets.
    Secondary guns consisting of 18 in twin gun turrets autoloading turrets.
    the Ships Anti would consist of a mixture of 128mm and 88mm Gatling turrets firing flak to protect against bombers.
    the ship also carries a AOBM(Anti Orbital Ballistic Missile) modified Nuclear ICBM which are capable of knocking around a Imperial Star Destroyer in high orbit.
    the ship has a Triple belt consisting of a 12in outer 24in central and 48in inner belt armer. the ships hull would wrap around the turrets effectively making the main turrets casemates.
    Ship length 1 mile width 0.20 miles. give or take 1600 meter by 300 meters give or take. the ships is wider than the Yamato is long
    the lore behind the Leviathan Class is as a Defensive weapon designed as a cheap Planetary defense weapon for planets with big oceans. they also most commonly seen being carried by colony ships as they a Athena class battleship is a full city on its own. the big guns acting more as a close in weapons but are from time to time used in bombardment campaigns. the leviathan class are designed to be nearly indestructible being designed to withstand a direct nuclear blast which includes EMP. using EM fields to redirect Plasma. the weakness of the Leviathan class are Kinetic projectiles such as Rods from god. and Depleted Uranium Sabots.
    i have been working on the Athena class for some time on from the depth still a Work in progress. the ship is kind of one of those show of power weapon than a practical weapon of war much like a German Schwerer Gustav Railway cannon. the guns being the same Diameter of the Gustav Railway Cannon.

  • @einburger2079
    @einburger2079 4 месяца назад

    Normally shipts had manny boilers so 6 is a nor al ammount for a big battleship

  • @jerrebrasfield4231
    @jerrebrasfield4231 11 месяцев назад +1

    With a completely metal ship and zero emp protection, anything with emp weapons would easily win

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      Indeed, I will have to consider that during the refit

  • @errorgaming-45
    @errorgaming-45 10 месяцев назад +1

    Did you put any detection systems?

    • @aquilaecompany
      @aquilaecompany  10 месяцев назад +1

      After this vid they were added, thanks to the community!

  • @dog_love3568
    @dog_love3568 11 месяцев назад +1

    how many hour look like you had fun but you need to get them looks up but cool still

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад

      I am very much a beginner! A refit is underway 🫡

  • @livingcountry6279
    @livingcountry6279 7 месяцев назад

    love how unfair it really is. you built the ship as barebones as possible without making it sleek as the chatgpt directed. You also left so much unprotected space that hesh would decimate it. lol and yet somehow it didnt do terrible\

  • @level98bearhuntingarmor
    @level98bearhuntingarmor 11 месяцев назад +1

    Ngl for a Fast Battleship, only 6 16in guns is a bit anemic

  • @sumbumblefuck6245
    @sumbumblefuck6245 6 месяцев назад +1

    idk who ypu are or what this game is but this is truly Autism 2

  • @Tmoneyflexin
    @Tmoneyflexin 7 месяцев назад +1

    i checked the real life vanguard class and hahahahaha chatgpt did not like the original.

  • @trenchy_BOI
    @trenchy_BOI 11 месяцев назад

    The ship looks just outright goofy.

  • @sulfurstank5598
    @sulfurstank5598 10 месяцев назад

    praise the omnissiah

  • @malachitye
    @malachitye 10 месяцев назад +1

    Ok the last battle was a bit unfair

    • @aquilaecompany
      @aquilaecompany  10 месяцев назад +1

      Definitely agree no science involved

  • @MasterBasser
    @MasterBasser 7 месяцев назад +1

    shift + capslock. thank me later.

  • @shawnreed343
    @shawnreed343 11 месяцев назад +1

    It looks like you're using 1m armor blocks. What anti-AI biased building is this?? XD And oiiii ... F in aesthetics, my dude. XD I kinda love the overkill boilers though. That amuses me greatly.
    But it's a cool video. I love the idea of using Chat GPT for FTD. :)
    As an aside- would it be of interest to you if I built a battleship using your chatgpt results? I don't have a chatgpt account, but this seems a fun challenge to me.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +1

      I have learned so much from this video alone to incorporate into the next ones. I love listening to the SIXTEEN BOILERS thumping away. Feel free to try it out for yourself! If you reply to this comment when you are finished, I’ll give you early access to our community Discord so we can check it out

    • @shawnreed343
      @shawnreed343 11 месяцев назад +1

      @@aquilaecompany 'Tis done.

    • @aquilaecompany
      @aquilaecompany  11 месяцев назад +2

      @@shawnreed343 Here's a 1 time use link: discord.gg/kYzyvm7M

  • @JosephDiveley
    @JosephDiveley 7 месяцев назад

    hard to have a fair test when the guns weren't working half the time.

  • @darius_sanguna
    @darius_sanguna 11 месяцев назад +1

    nah, the main take away here is that you suck at translating an AIs design into a proper BB xD I mean how long have you been working on the Jebediah vs the Vanguard? as far as i can tell, you haven't even bothered to debug the Vanguards AI given that the first Main Salvo always goes miles over the target.

  • @punity1352
    @punity1352 11 месяцев назад

    gheto ah build

  • @admiral5113
    @admiral5113 10 месяцев назад

    why deck guns :(

  • @RustledBurritos
    @RustledBurritos 7 месяцев назад +1

    please don't teach the AI the intricacies of naval warfare

  • @anteep4900
    @anteep4900 9 месяцев назад

    twatGPT

  • @XionToday
    @XionToday 7 месяцев назад

    ChatGPT is a language Model. It can’t design battleships😂