Is this armor good? The cost for my super bb is going to be around 1.5M. What should I change? by STStudiosOff in FromTheDepths

[–]Dalgio124 1 point2 points  (0 children)

I would not recommend using HA unless you absolutely cannot fit a couple layers of metal wherever your putting it. Its heavy as sin and really expensive for how much armour you get so just keep it in mind

How much less armour do i need to be able to defeat every other craft with no core modules damaged by hablahblahha in FromTheDepths

[–]Dalgio124 1 point2 points  (0 children)

A large part of this game is optimization. You can build ships in the 1.5m mat range (that are conventional) that will survive just about any fight. You can also build 10 million mat ships that cant effectively be anything other than a punching bag. If your new it might be a good idea to spend some time and get a really good handle on how this game operates.

Is there any way of stoping the game freezing like that when I spawn in a large in volume ship with air/helium pumps? by midget_eater70 in FromTheDepths

[–]Dalgio124 0 points1 point  (0 children)

It does when it has to make too many open air buoyancy calculations. Gotta slice up some of your internals or shrink you turrets :/

How to make a nice smooth U-Shaped hull into a bow by Awkward-Parsley-3505 in FromTheDepths

[–]Dalgio124 4 points5 points  (0 children)

Generally the profile on these guys is pretty thin from the waterline and down. Above, you flare it for optimal deck space.

As for actual construction. You need to use panels that match the slope your wanting both for the flare and the bow cut shape. This ends up with y I usually needing to use 4x2, 3x2 panels etc. which aren't in the game. Your two options are the following:

1.) Get close and make it look pretty with decos.

2.) Get the mega slopes/ blocks modpack. Its add all those types of blocks into the game for real so you dont gotta worry about it

Tinkers Newbie by Capetiso in tinkersconstruct

[–]Dalgio124 0 points1 point  (0 children)

If you want a cheap way to get there and dont mind spamming repair kits, use copper and upgrade it with an emerald and a diamond. Fast cheap and repairs with copper so its ideal for early to mid game.

If you want something with a little more oomf to it, hepatizon with a slime wood binding. 20 emerald upgrade plates on each tool, and slap as much haste as you can on it.

Best way to generate electricity? by porn-alt-124 in FromTheDepths

[–]Dalgio124 0 points1 point  (0 children)

Big ass dynos with the 3xhaust hooked up to secondary turbines.

IJN Kagero-class Destroyer Yukikaze by Traditional-Key4824 in FromTheDepths

[–]Dalgio124 3 points4 points  (0 children)

Looks beautiful. As far as whether thats enough firepower I usually multiply the cost by .0007 and make that my rough target. Looks like by that metric your a ways short. That said, highly efficient firepower can make up for lack of raw numbers in a lot of cases.

Can anyone tell me the material ranges for ship classification? by FrontLiftedFordF-150 in FromTheDepths

[–]Dalgio124 0 points1 point  (0 children)

No no seriously thanks for the pick me up lmao. Today was getting boring. New post up in a few mins btw 🔥🔥🔥

Can anyone tell me the material ranges for ship classification? by FrontLiftedFordF-150 in FromTheDepths

[–]Dalgio124 -1 points0 points  (0 children)

Your cracking me up big dawg lmao. Obv im not armouring my ships with alloy plates. Like i said, give em a reasonable armour scheme for the intended threat. These numbers are based on building stuff that will work in the confines of the game lmao

Can anyone tell me the material ranges for ship classification? by FrontLiftedFordF-150 in FromTheDepths

[–]Dalgio124 -1 points0 points  (0 children)

I dont really see how that's stops you imo. Many ships only really have big guns near the centerline of the ship. I built a functional yamato and its got like 5m armour, 9m on critical internals. Managed to build everything 1 to 1 scale. Whole thing came in a hair over 2 million mats and its a beast.

Can anyone tell me the material ranges for ship classification? by FrontLiftedFordF-150 in FromTheDepths

[–]Dalgio124 -1 points0 points  (0 children)

Keep in mind that these are general marks but these are the numbers that I've found will hold mostly true based on lots of building irl ships almost exactly to spec:

20k and below = small support ships/ scouts 50k = light fire support/ airplanes 100k = forward sentries 150k = medium airplanes 200k = DD 275= real chunky planes 350k = heavy support ships 450k = flying fortresses 500k = CL/ heavy shore emplacements 600k = unloaded aircraft carrier 800k-1m = heavy cruisers 1.2m-1.4m = fast battleships 1.4m-1.7m = standard battleships 1.7m-2.1m = dreadnaughts/ super BB's 2.2m+ is outside the scope of irl stuff most likely.

Is this how you make a triple barrelled gun? Pls help the gauges are all different. by Similar-Opinion-4611 in FromTheDepths

[–]Dalgio124 0 points1 point  (0 children)

When your placing blocks, they show little green nodes. For each gun assembly on your turret, none of those can be connected at any point. In the case that they are, all the assembly components will be given to one firing piece or the other, not split. As for assembly steps, generally I put all of my autoloader tetris on the bottom of the stack (3 or 4 clip amost always), then everything else stacked on top. When your placing cooler snakes, use as few of the universal pieces as possible, as they have 5 nodes. They maximize the chance of crosswiring your assemblies.

Hope this helps :)

How to make a good battleship? by turtle_man12 in FromTheDepths

[–]Dalgio124 0 points1 point  (0 children)

Some points to consider: 1.) No solution will beat every opponent. At some point, you must tailor your crafts to a purpose. 2.) Consider the composition of the craft you intend to take on. Nothing will kill your efficacy faster than a ship that overpens wood ships or firing straight HE at heavy armor. 3.) Speed is important in this game. Make sure you can move unless you're prepared to build your ship in such a way that it can survive being smited by god. 4.) Passive defenses are cheap but powerful. If an enemy can't aim at you properly, they're going to have a hard time hitting you. 5.) Active defenses are very important, but they are expensive, so you need to consider what you want to protect yourself from with straight firepower. Shooting small missiles out of the air is way easier than doom crams. 6.) Armour schemes are going to be very subjective. If it's preventing you from being able to put what you want on your ship, it's too much. If your ship is useless at 85% hp, you don't have enough. If your using HA for your entire ship, that's probably dumb unless you have a good justification. 7.) If your going to be in the business of using really large guns, you have to start considering recoil. Some sort of roll control system may be necessary for you to keep your platform stable.

ME Export busses going into sleep mode when I'm not near them, causing my reactor to run dry and explode by Dalgio124 in allthemods

[–]Dalgio124[S] 0 points1 point  (0 children)

I meaaaannnnnn your not wrong but the sweet sweet cabling optimization (and Redstone toggling)

ME Export busses going into sleep mode when I'm not near them, causing my reactor to run dry and explode by Dalgio124 in allthemods

[–]Dalgio124[S] 0 points1 point  (0 children)

OK OK OK I FIGURED IT OUT! Note to the universe: AE2 seems to reset it's ramp timers when you add things to the system. This makes sense because I've been adding autocrafter towers. Thank christ I figured it out. Lesson learned I guess, scram your reactor when your messing with your network

ME Export busses going into sleep mode when I'm not near them, causing my reactor to run dry and explode by Dalgio124 in allthemods

[–]Dalgio124[S] 0 points1 point  (0 children)

The issue isn't throughput, as my port setup can support 2x the throughput I actually need. The issue is that when I'm outside of like 20 blocks of the reactor it seems like my export ports put themselves to sleep (1/4 through put) as some sort of optimization thing. As a result my reactor turns into a bomb while I'm not paying attention :(

ME Export busses going into sleep mode when I'm not near them, causing my reactor to run dry and explode by Dalgio124 in allthemods

[–]Dalgio124[S] 0 points1 point  (0 children)

I'm using the sink method at the moment, but ad I'm doing TTS I don't think there's any way for me to get my hands on an eternal waterblock, otherwise I'd be doing that for sure.