A little bit of pitch control to turn those forward thrusters slightly closer to vertical (remeber to make it non-reversable with advanced options!) and mirrored on the back ones should solve the nosing down issue.
Need to upgrade the Armor & defenses & weapons to fight the last few factions. The SS are very strong, to go in under estimating them. Side note might also need better Detection to fight the Singularity & some of the super fast crafts you will run into next episode. Go SD next & then SS after that.
In todays class, we learn a very important lesson about good intelligence gathering prior to initiating a Blitzkrieg style attack. Later on we'll review some common essentials of effective defenses and the importance of CIWS, CILS, and small target engagement options for larger craft separated from their support vessels. There will be a quiz about basic structural integrity, but I know you've been studying so i'm confident we won't need to repeat that lesson. Next week we start Advanced Structural Integrity: -how to defend against high-velocity discarding sabots. -how to mitigate HESH and HEAT weapons systems. -distribution of critical infrastructure to mitigate superluminal particle streams. Getting close to finals so keep at it!
Something that will help with making flying vehicles that use many thrusters and thrust vectoring, have your thrusters do different things. Primarily to keep separate thrusters that control your roll pitch and yaw separate from ones that control your vertical and lateral thrust. If the ship wants to roll right, it will thrust more with the left side thrusters, but it wont roll properly because the thruster is pointed forward because it also wants to move forward/yaw right. Keep your thrusters on individial axis and they will have more control authority for that axis, when your trying to make big heavy things like a battleship fly you will need all the help you can get. What i would do with your battleship is keep those 6 thrusters yo build static, they will control roll pitch and altitude, i would then add 4 more inbetween those 6, these will be vectored and will control yaw and forward/reverse thrusting. I would also put some smallr left and right facing thusters somewhere to keep the ship more stable
In terms of redundancy you're right, but proper tuning of your PIDs allows you to "get away with" multiple axes on each thruster, which saves on upfront and running costs,
ah yes, we are nearing the end, but will the factions find a way to deal with the one and only or is just 1 ship too much to handle we will find this out in the next episode.
To get around eating fuel in the map view, utilize the "Cruise Speed" function. When the vehicle is traveling forward at top speed, disable the movement AI/anything that consumes engine power, press V, scroll down and click "Measure Cruise Speed". The vehicle's momentum will carry it forward for a short while and give you a slower-than-top-speed speed setting that doesn't consume fuel. You can then select between Cruise or Top speed in the map view when the vehicle is out of play, which will ultimately let you move around the map between battles without using any fuel, albeit slightly slower than your ideal m/s. Also, someone mentioned using Refineries in the comments on an earlier video, which if the above mechanic seems a bit too cheesy for you then yeah you would do well to use Refineries to access your resources without docking at resource zones. They convert raw resource into "Commodities" which you can pass to your vehicle from anywhere when out of combat, akin to the older centralized resource system. You currently have over six million commodities available right now even, thanks to the diplomacy rewards. Just press F5 when sitting on The One And Only out of combat, and it'll start filling the ship with resources.
I had an idea that could be cheaper. You could use the merge blocks to make the one and only detach from a blimp. But that may go against the premise you have set for yourself. Just a thought but I think it would be significantly cheaper to move since you wouldn't need to dedicate so much thrust to being airborne.
I’ll take this video as a call to post some fuel engine layouts so more battleships can go 10 feet without using the material cost of a frigate (I got 800+ ppm engines already, though they gotta get big)
Perhaps you could add a helipad or something like that with a small deployable craft. It could still be considered one ship and a small heli or plane is more like a deployable extension.
I think this is the most contested "protip" in the whole FtD community lol. I used to crosshatch, but I got lazy and stopped doing it. Soon after, I noticed my armor was working much better! I think it has something to do with how armor stacking works.
Fax. The frigate I built over the weekend has just about as much armor as this thing minus the heavy armor. The only reasons he gets away with it is size and taking out enemies quickly. Once he reachs the megalodon or the singularity, he won't be standing for long.
the OneAndOnly is a harder nut to crack then what it seems, the cannons specifically have about 4m thick heavy armor on each side, along with 4 more meters of alloy. I know it isn't "the best", but shields and active defense makes it pretty decent I think. The only feasible way to add more armor is to change the cannons to railguns, makes them way more comapct, will allow at least an extra 4m of space. Maybe a good idea for the future?
@@Austilane your armor is more than thick enough, only issue is that if something manages to get in such as frag, a lot of your internals are exposed, one idea would be to add spaced blocks or spall sheets around your components
wen u know u made the best ship in all the sea is wen it takes 50 nuke missles and still stand to 50 nuke missiles and still holds it self together as one and only it is only the beginning tho it may had done a good job staying together regaurdless the damage u took witch was impressive altho need more type of deffencive tactical propertys flack cannons might help with nuke missles but hay it nice making of ur ship so far plus great plan with the faster pase of movement
20:00 To show you the power of Scorched Neter Protocol, I‘ve sawed this boat in half!
And repaired it with only Flex Tape™
Should cover the mighty cube in rubber to prevent it randomly exploding again.
11:20 THIS IS THE GREATEST PLAAAAAAN
A little bit of pitch control to turn those forward thrusters slightly closer to vertical (remeber to make it non-reversable with advanced options!) and mirrored on the back ones should solve the nosing down issue.
THANK YOU
Need to upgrade the Armor & defenses & weapons to fight the last few factions. The SS are very strong, to go in under estimating them.
Side note might also need better Detection to fight the Singularity & some of the super fast crafts you will run into next episode. Go SD next & then SS after that.
In todays class, we learn a very important lesson about good intelligence gathering prior to initiating a Blitzkrieg style attack. Later on we'll review some common essentials of effective defenses and the importance of CIWS, CILS, and small target engagement options for larger craft separated from their support vessels. There will be a quiz about basic structural integrity, but I know you've been studying so i'm confident we won't need to repeat that lesson.
Next week we start Advanced Structural Integrity:
-how to defend against high-velocity discarding sabots.
-how to mitigate HESH and HEAT weapons systems.
-distribution of critical infrastructure to mitigate superluminal particle streams.
Getting close to finals so keep at it!
I’m loving your FTD play through so far, please keep making these. You are far underrated.
Something that will help with making flying vehicles that use many thrusters and thrust vectoring, have your thrusters do different things. Primarily to keep separate thrusters that control your roll pitch and yaw separate from ones that control your vertical and lateral thrust. If the ship wants to roll right, it will thrust more with the left side thrusters, but it wont roll properly because the thruster is pointed forward because it also wants to move forward/yaw right.
Keep your thrusters on individial axis and they will have more control authority for that axis, when your trying to make big heavy things like a battleship fly you will need all the help you can get.
What i would do with your battleship is keep those 6 thrusters yo build static, they will control roll pitch and altitude, i would then add 4 more inbetween those 6, these will be vectored and will control yaw and forward/reverse thrusting. I would also put some smallr left and right facing thusters somewhere to keep the ship more stable
In terms of redundancy you're right, but proper tuning of your PIDs allows you to "get away with" multiple axes on each thruster, which saves on upfront and running costs,
you need bigger guns to fight the meg
HES BACK, thankyou so much for the great content, loving it!
cant wait for the bttle against the megalodon!
Your one ship almost got turned into two ships
A little too close to the edge of disaster
Man this one makes my sunday better
I wonder if it’s feasible to pipe materials between fortresses with more fortresses…
Hmm, its definitely possible. May be worth looking into.
it 100% is..... but it kinda looks bad
you can use commodities instead
@@snowdrop9810 he doesn't want to use commodities as he feels they are cheating.
Someone wrote this song before I can tell you where it’s from, Robbaz. Good video making me nostalgic bc he started this 8 years ago
11:25 my god the "Ram the Base" series is fucking hilarious
Have the custom jets also throttle on pitch and roll commands based on their position. That'll make them a ton more stable.
Is it a Plane? No!
Is it a Bird? No!
It is the One and Only!
ah yes, we are nearing the end, but will the factions find a way to deal with the one and only or is just 1 ship too much to handle we will find this out in the next episode.
To get around eating fuel in the map view, utilize the "Cruise Speed" function. When the vehicle is traveling forward at top speed, disable the movement AI/anything that consumes engine power, press V, scroll down and click "Measure Cruise Speed". The vehicle's momentum will carry it forward for a short while and give you a slower-than-top-speed speed setting that doesn't consume fuel. You can then select between Cruise or Top speed in the map view when the vehicle is out of play, which will ultimately let you move around the map between battles without using any fuel, albeit slightly slower than your ideal m/s.
Also, someone mentioned using Refineries in the comments on an earlier video, which if the above mechanic seems a bit too cheesy for you then yeah you would do well to use Refineries to access your resources without docking at resource zones. They convert raw resource into "Commodities" which you can pass to your vehicle from anywhere when out of combat, akin to the older centralized resource system. You currently have over six million commodities available right now even, thanks to the diplomacy rewards. Just press F5 when sitting on The One And Only out of combat, and it'll start filling the ship with resources.
He said in a comment that he felt commodities were to easy to get and felt like cheating.
@@trystanlamm6943 Oh right my bad, I didn't see that one. Guess he'll just have to build more efficient engines then.
oh so that's what commodoites are for.
Had me worrying that the series was about to end; but in the end- The One And Only is Superior
That weak bottom should make him glad that there aren't any subs firing doom torpedoes...yet
Those turrets would make an amazing fireworks show...
That ship is very pretty
Uchuu Senkan One And Only
I had an idea that could be cheaper. You could use the merge blocks to make the one and only detach from a blimp. But that may go against the premise you have set for yourself. Just a thought but I think it would be significantly cheaper to move since you wouldn't need to dedicate so much thrust to being airborne.
I’ll take this video as a call to post some fuel engine layouts so more battleships can go 10 feet without using the material cost of a frigate (I got 800+ ppm engines already, though they gotta get big)
man, blitzing past them really cost an arm and a leg, huh
random video came up in my recommended, i am curious did they ever make fans cost fuel?
If you mean fans as in propellers/dediblades, they go off of engine power, in which the engines themselves consume the fuel
google says 25m/s is 48.5 kts or 89km/h. and the world record was just over 35kts
how did you even manage to get 195epm turbines? I thought the worst turbines could get was like 400
Perhaps you could add a helipad or something like that with a small deployable craft. It could still be considered one ship and a small heli or plane is more like a deployable extension.
19:44 Moskva moment lmao
Wait the One and only uses materials? dont you have a giant RTG engine?
Yep, that's correct. Im not even sure if RTGs would be feasible for a ship this big
"Please work. Its been 3 hours." Thats why i watch people play FTD and dont play it myself.😂
This was amazing XD
I kind of want to see hundreds of simple weapons on the side just for fun and tracers. Side note, could of helped against the icbm’s.
You should’ve used the roll and pitch commands for your jets ngl, would’ve saved you hours of misery
On the on there hand, it’ll be a nightmare to hit with crams thanks to it bobbing up and down
Move your ship when combat than siting there absorbing damage
protip, cross your armor, a lot of it looks like sticks, very weak to frag warheads and multiple single point shots
Don't use crosshatched armour, it's not a great idea
I think this is the most contested "protip" in the whole FtD community lol. I used to crosshatch, but I got lazy and stopped doing it. Soon after, I noticed my armor was working much better! I think it has something to do with how armor stacking works.
Phase 2
Space battleship yamato xd
This is a great series but your armor layout looks to be crap
Fax. The frigate I built over the weekend has just about as much armor as this thing minus the heavy armor. The only reasons he gets away with it is size and taking out enemies quickly. Once he reachs the megalodon or the singularity, he won't be standing for long.
the OneAndOnly is a harder nut to crack then what it seems, the cannons specifically have about 4m thick heavy armor on each side, along with 4 more meters of alloy. I know it isn't "the best", but shields and active defense makes it pretty decent I think. The only feasible way to add more armor is to change the cannons to railguns, makes them way more comapct, will allow at least an extra 4m of space. Maybe a good idea for the future?
@@Austilane your armor is more than thick enough, only issue is that if something manages to get in such as frag, a lot of your internals are exposed, one idea would be to add spaced blocks or spall sheets around your components
wen u know u made the best ship in all the sea is wen it takes 50 nuke missles and still stand to 50 nuke missiles and still holds it self together as one and only it is only the beginning tho it may had done a good job staying together regaurdless the damage u took witch was impressive altho need more type of deffencive tactical propertys flack cannons might help with nuke missles but hay it nice making of ur ship so far plus great plan with the faster pase of movement
This was amazing XD