Vet player speaking here, and just wanted to say: For someone who seems to be really new to the game, you're great at aesthetics. So i wanna give you some advice on how to do aesthetics without compromising armor, and on what defenses are best for what. So first off; if you press "CTRL+X", you will open the decoration menu. This creates an opportunity to basically do the same thing a mimic block will do, without increasing block count. You can tether the decoration to a block by pressing ctrl+x on it, and then not only make the decoration use any mesh you want, but also distort the mesh to any proportions you want, hide the original block you tethered the decoration to, and even change the pitch, roll, and yaw angles of the decoration block. This allows you to make a literal metal box with HA look like a realistic turretcap, or a gun with only a shield for example. You could also make fake hatches over the cruiser torpedos if you liked, or even create a whole fake plane. Secondly; Your destroyer appears a biiiit too small to wield a very good LAMS (stands for laser anti munition systems). And even if it wasnt, LAMS tend to work better for zapping CRAM cannons and slow APS shells, not missiles. For missiles, you will want missile decoys to draw them away, missile Interceptors (basically a 4 module missile with no warheads and a missile interceptor head) and CIWS cannons to destroy them. This combination tends to lead to the best result when it comes to missile defense, just keep in mind that adding warheads to missile interceptors wont make them any more effective, and CIWS is best used with time-fuse flak, or small caliber, very rapidfire kinetic rounds. Lastly, you should NEVER have only 1 meter of armor on a cruiser, 2 meters tends to be the absolute minimum. You also may want to put beamslopes behind your primary armor, as to give you airgaps that will hinder the effect of HEAT and HESH shells, and to reduce kinetic penetrator capability from kinetic rounds Hope these tips help ya out in the future, but theres one tip that rules them all; Dont focus all your effort on what some guy says is meta, these are just some pointers for getting better effect. No matter how many people tell you something, only go along with it if you have fun doing so. Hope to see more content in the future!!!
i almost forgot to tell you something else! The deepwater guard has a LOT of things which are more dangerous than the plunderer, like a lot. They have an entire seperate fleet of vessels which are classed as airships rather than ships, and if you encounter one without expecting and preparing for it, you WILL suffer, Trust Me. The DWG is a joke, until you meet their airships and the crossbones.
When opening the spawn menu in designer, there is a tab where you can change from "ships" to "airships" if you want to test yourself against said airships.
@@leetheeagle7264 well the crossbones is scary, but hear me out: submarines, jets, high speed boats, satellites,CWIS, lams nodes, missile interceptors, and those 1x1 chain gun simple weapons.
@@bobbobson2538 Oh i know lol, i've made many a vessel that pancakes the darn thing. But i was more talking from a beginners perspective. Good point in talking about ways to down it, though
@@bobbobson2538 Oh i know lol, i've made many a vessel that pancakes the darn thing. But i was more talking from a beginners perspective. Good point in talking about ways to down it, though
If you want to keep the amount of armor and have a more reasonable waterline I'd suggest putting little propellers on the lower parts to artificially push it up, or just deepen the keel more for natural flotation
Yeah, I matched the depth of the ship to the historical designs to maintain the appearance, but in real life the hull isn't 1-2m of solid metal, so this ship doesn't float quite as well. I may have to add lifting propellers to raise the waterline, and control that with a PID so that if we lose one or two, it doesn't just drop in the water.
Or add the little water-wings inside in the nose and ass. Setting them 50% pitch and 50% altitude will correct your float-depth when moving (you could add to the sides but your ship is too thin).
From the Depths is a game I always find myself thinking about during slow days. As well as going back too when the inspiration strikes me. I'm actually really excited to see this, You've been a blast to listen to since I found you last week. It's really cool seeing people able to make good looking ships. Most of mine look like ship with a box on top because I still can't do super structures.
As someone with some decent experience, id say at these small sizes Lams whould not be very effective, id personally focus on 4segment anti missiles and APS CIWS, also generally anything less than 2 meters of armour not very usefull in the campaign and multiple layers of metal have more health than heavy armour while also being a lot lighter For this i'd have at least a layer of metal, some metal beamslopes to act as a space to catch spalling and maybe a bit of wood to fill out spaces behind the main armour as buoyand cheap health. Finally id recommend getting a spotterplane and launching it with a tractor beam and ACBs, its very fun, even if planes dont tend to fare well against later factions. Near the end of the campaing 1million+ battleships start getting a bit more common, so its good to have something desighned to combat them, and even the dwg has some scary airships like the tarpon, which i recommend testing against, since these craft can even spawn in easy campaigns if you get unlucky. Also when holding [q] you can use the menu to instantly repair something instantly, just a smal tip. I like these videos, so i hope there will be more!
Idk how you came into my reccomended, but im glad! Im really happy to see a youtuber who really enjoys what he does! I'm in ww2 naval phase and this from the depths series is really hooking me!
If you get warnings about your boats being unable to maneouver correctly despite seeming to be moving just fine, check the adjustments tab in the AI settings for the turning circle value. The default is alright for small boats, but larger and longer ones need it to be increased significantly to pathfind properly and avoid silly things like running aground or unintended ramming.
I plan on going back to some old designs and finishing the game with them, but it's hard to find a way to transform some of the more popular (weirder) designs to feel more modern
@@PatchBits why not ask for some unusual design from your viewers? If you have 330k materials for a moving base with confusion and gutting power, here is my flying submarine confusion/gutter moving base when they did a series on guild-units: Please punish me if linking isn't allowed: ruclips.net/video/XFULpZyVogA/видео.html
I caught a CL variant of the Aoba. Mainly due to the torpedoes being placed on both sides and not being center-lined, but the secondary gun placement and the number tells me it's Based on the Agano. So maybe a mix of both?
Troubleshooting your cruiser with popping turrets, the turret cap should always have HA and the armor should not be single blocks. The turret neck should ideally have armor around it. Finally for more advanced technique I highly recommend using ammo ejector defuse. APS systems especially with large gauge shells can be made quite robust. Things are harder if you're playing with historically inspired proportions/ house rules but it can still be done. Finally railguns or hybrid railguns can pack more punch for the same volume so indirectly that helps with survivability.
In terms of armoring and realism imo just focus on the ships purpose and don't worry about the specifics, when you're playing from the depths you're on neter not earth.
I can replace some metal for alloys to reduce weight, but mostly I think the buoyancy in from the depths is hard to manage with armour with "realistic" designs
Usually you don't want reverse on ships, because they'll often sit still at range and dodge nothing Edit: Also, use HA on your turret caps, you don't want to lose those. Like a lot. The entire front half of the turret.
Vet player speaking here, and just wanted to say:
For someone who seems to be really new to the game, you're great at aesthetics. So i wanna give you some advice on how to do aesthetics without compromising armor, and on what defenses are best for what. So first off; if you press "CTRL+X", you will open the decoration menu. This creates an opportunity to basically do the same thing a mimic block will do, without increasing block count. You can tether the decoration to a block by pressing ctrl+x on it, and then not only make the decoration use any mesh you want, but also distort the mesh to any proportions you want, hide the original block you tethered the decoration to, and even change the pitch, roll, and yaw angles of the decoration block. This allows you to make a literal metal box with HA look like a realistic turretcap, or a gun with only a shield for example. You could also make fake hatches over the cruiser torpedos if you liked, or even create a whole fake plane.
Secondly; Your destroyer appears a biiiit too small to wield a very good LAMS (stands for laser anti munition systems). And even if it wasnt, LAMS tend to work better for zapping CRAM cannons and slow APS shells, not missiles. For missiles, you will want missile decoys to draw them away, missile Interceptors (basically a 4 module missile with no warheads and a missile interceptor head) and CIWS cannons to destroy them. This combination tends to lead to the best result when it comes to missile defense, just keep in mind that adding warheads to missile interceptors wont make them any more effective, and CIWS is best used with time-fuse flak, or small caliber, very rapidfire kinetic rounds.
Lastly, you should NEVER have only 1 meter of armor on a cruiser, 2 meters tends to be the absolute minimum. You also may want to put beamslopes behind your primary armor, as to give you airgaps that will hinder the effect of HEAT and HESH shells, and to reduce kinetic penetrator capability from kinetic rounds
Hope these tips help ya out in the future, but theres one tip that rules them all; Dont focus all your effort on what some guy says is meta, these are just some pointers for getting better effect. No matter how many people tell you something, only go along with it if you have fun doing so. Hope to see more content in the future!!!
i almost forgot to tell you something else! The deepwater guard has a LOT of things which are more dangerous than the plunderer, like a lot. They have an entire seperate fleet of vessels which are classed as airships rather than ships, and if you encounter one without expecting and preparing for it, you WILL suffer, Trust Me. The DWG is a joke, until you meet their airships and the crossbones.
When opening the spawn menu in designer, there is a tab where you can change from "ships" to "airships" if you want to test yourself against said airships.
@@leetheeagle7264 well the crossbones is scary, but hear me out: submarines, jets, high speed boats, satellites,CWIS, lams nodes, missile interceptors, and those 1x1 chain gun simple weapons.
@@bobbobson2538 Oh i know lol, i've made many a vessel that pancakes the darn thing. But i was more talking from a beginners perspective.
Good point in talking about ways to down it, though
@@bobbobson2538 Oh i know lol, i've made many a vessel that pancakes the darn thing. But i was more talking from a beginners perspective.
Good point in talking about ways to down it, though
If your still shooting and your opponent isn't then not only are you winning but you have won! I enjoyed that!
If you want to keep the amount of armor and have a more reasonable waterline I'd suggest putting little propellers on the lower parts to artificially push it up, or just deepen the keel more for natural flotation
Yeah, I matched the depth of the ship to the historical designs to maintain the appearance, but in real life the hull isn't 1-2m of solid metal, so this ship doesn't float quite as well. I may have to add lifting propellers to raise the waterline, and control that with a PID so that if we lose one or two, it doesn't just drop in the water.
@@PatchBits yea but the thing is the game doesnt have 1:1 physics as our world. Gravity is smaller in from the depths
Or add the little water-wings inside in the nose and ass.
Setting them 50% pitch and 50% altitude will correct your float-depth when moving (you could add to the sides but your ship is too thin).
From the Depths is a game I always find myself thinking about during slow days. As well as going back too when the inspiration strikes me. I'm actually really excited to see this, You've been a blast to listen to since I found you last week. It's really cool seeing people able to make good looking ships. Most of mine look like ship with a box on top because I still can't do super structures.
Hello. I sell inspiration on this shady street from under my overcoat. ;)When you had inspiration last time, have you got fuel and ammo makers?
With One Turn, your torpedoes are on both sides
Those are shockingly good for beginner ships. If you're unsure of how to improve them, you can always tap the hivemind.
I am thinking he is not a simple engineer, but a mad scientist, and intentionally tries to reproduce the feeling of a start.
As someone with some decent experience, id say at these small sizes Lams whould not be very effective, id personally focus on 4segment anti missiles and APS CIWS,
also generally anything less than 2 meters of armour not very usefull in the campaign and multiple layers of metal have more health than heavy armour while also being a lot lighter
For this i'd have at least a layer of metal, some metal beamslopes to act as a space to catch spalling and maybe a bit of wood to fill out spaces behind the main armour as buoyand cheap health.
Finally id recommend getting a spotterplane and launching it with a tractor beam and ACBs, its very fun, even if planes dont tend to fare well against later factions.
Near the end of the campaing 1million+ battleships start getting a bit more common, so its good to have something desighned to combat them, and even the dwg has some scary airships like the tarpon, which i recommend testing against, since these craft can even spawn in easy campaigns if you get unlucky.
Also when holding [q] you can use the menu to instantly repair something instantly, just a smal tip.
I like these videos, so i hope there will be more!
i faced a Hobgoblin in easy campaign and it was like immortal. it sank my 2 of 3 500k ships before go down :D
Now it's time for a heavy cruiser and some interceptors too
Idk how you came into my reccomended, but im glad! Im really happy to see a youtuber who really enjoys what he does! I'm in ww2 naval phase and this from the depths series is really hooking me!
Oh hey congrats to 3k!! Just subscribed recently and binged a lot of Sprocket from you
Always great to see more people enjoying FTD. Loving this series
*paints water line on ship*
Ship:*sits so low water is almost over the deck*
Yyyeeeaaa
Please continue with the content, this game is so great and no one do videos about it
Please do more from the depths! Make a big navy of multiple of each type of ship.
If you get warnings about your boats being unable to maneouver correctly despite seeming to be moving just fine, check the adjustments tab in the AI settings for the turning circle value. The default is alright for small boats, but larger and longer ones need it to be increased significantly to pathfind properly and avoid silly things like running aground or unintended ramming.
So we have an A class destroyer and an Agano class light cruiser, Might I suggest a Deutschland class heavy cruiser next
Love the sprocket videos. Think you can make another evolution one?
I plan on going back to some old designs and finishing the game with them, but it's hard to find a way to transform some of the more popular (weirder) designs to feel more modern
@@PatchBits why not ask for some unusual design from your viewers?
If you have 330k materials for a moving base with confusion and gutting power, here is my flying submarine confusion/gutter moving base when they did a series on guild-units:
Please punish me if linking isn't allowed: ruclips.net/video/XFULpZyVogA/видео.html
It's either furutaka, agano or aoba. It's a Japanese cruiser. I mean your ship and them looks beautiful either way so no complaints.
You got it with one of those, see if you can get it exactly!
@@PatchBits it's agano
I caught a CL variant of the Aoba. Mainly due to the torpedoes being placed on both sides and not being center-lined, but the secondary gun placement and the number tells me it's Based on the Agano. So maybe a mix of both?
@@simselmore5625 I opened them both up on PowerPoint next to eachother. I'm going to agree. I do however believe that agano is the dominant reference.
@@Caktusdud. glad we can agree ;) I still think the Takao class of CAs was the best looking cruisers of WW2
So if you press caps lock and ctrl you can lock the camera to a block, so you can spectate enemy planes :)
Love your ship designs
I'm astonished that you didn't add torpedo bulges to the sides of your ships too add more buoyancy and armor protection.
Wouldn't mind seeing a Pre-Dreadnought like the Mikasa or a Semi-Dreadnought next if you decide to play this again.
Actually just finished the first episode
Perfect timing
The kraken has no he it flak and blow when the shell gets within 10m of a enemy ship meaning the kraken guns are AA-guns
Troubleshooting your cruiser with popping turrets, the turret cap should always have HA and the armor should not be single blocks. The turret neck should ideally have armor around it. Finally for more advanced technique I highly recommend using ammo ejector defuse. APS systems especially with large gauge shells can be made quite robust. Things are harder if you're playing with historically inspired proportions/ house rules but it can still be done. Finally railguns or hybrid railguns can pack more punch for the same volume so indirectly that helps with survivability.
Will you be uploading these to the steam workshop by chance? I'd love to have a play around with them.
Probably once I've done a bit of the campaign and they're up to a level where Id be happy to call them 'complete-ish'
From my first guess I'd say that's a Town-class Light Cruiser but from how low it sits in the water it looks more like a Smolensk in WoWS
should spawn in the enemies a bit farther out, kinda unrealistic test to be so close
Love this game and love this channel
Woot Agano-class!
In terms of armoring and realism imo just focus on the ships purpose and don't worry about the specifics, when you're playing from the depths you're on neter not earth.
Where's the hms minotaur lol, 5x2 152mm ap only, belt fed auto loaders
Is there any way to increase where they are in the water? The red seems a but deep
Lovely build!
I can replace some metal for alloys to reduce weight, but mostly I think the buoyancy in from the depths is hard to manage with armour with "realistic" designs
Quite a fun video
the moment he said 152 i went leander class cruiser, lol
we love to see it
yes mor from the depths
It looked alot like a Fletcher-class destroyer but apparently its Japanese :)
You mean the Destroyer? I thought it was based on the I- Class destroyers of the Royal Navy, the G-class, or HMS Acasta
Usually you don't want reverse on ships, because they'll often sit still at range and dodge nothing
Edit: Also, use HA on your turret caps, you don't want to lose those. Like a lot. The entire front half of the turret.
Have you ever played stormworks?
Yep! I really struggle to play it with the blocks being so small, as it takes so long to build things lol
@@PatchBits fair enough
Hey i recomend for you to make the rpm to the autoloader limit so the gun don't waste ammo
the IJN Agano (i think)
Got my sub
15:14 i couldnt help but thin of the comedically slow bazooka
For context ruclips.net/video/LAIsBob3ekA/видео.html
beeg shipe
Less go
Watch a FtD video without giving unsolicited advice challenge
For the algorithm
My hulls are way worse lol.