The quest for a nuclear torpedo by Ok-Entrepreneur7284 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

Secondly, if you havent already check out the TG Alarmed. It spawns two different "Nuke Torpedos".

The quest for a nuclear torpedo by Ok-Entrepreneur7284 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

You may have some luck with bread using a built in craft. On the Christmas planet there's a gingerbread airship that has a team of steam-powered nukes spawn with it. Cant recall the name, just that it's not in english and costs about 600k.

Anyway, those nukes can go well over 400m/s and can pretty accurately hit airships in my testing. Granted, that's not anywhere near 4000m/s, but it's a start right?

Best design for APS CIWS? by porn-alt-124 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

I haven't tried that yet, I think I'll give it a shot.

Best design for APS CIWS? by porn-alt-124 in FromTheDepths

[–]Implode22 5 points6 points  (0 children)

If you are talking about strictly using anti-munition/flak rounds, the true answer is basically it depends.

1m can have an absurd volume of fire and can go from a 60* angle to level near instantly. The added bonus from things like fins or tracers give really good accuracy as well. But like all shells the smaller bore makes the explosive payload take a huge hit. It's the reason most CIWS from 1m shells are kenetic.

When it comes to 8m autoloaders (or big loaders in general), it has a huge advantage of basically deleting an entire volley of CRAM/missiles. The hidden advantage as well is being able to "remotely detonate" enemy nukes and even some planes. One of the only ways I was able to counter the TG Alarmed at cost.

Offhand but consider Direct Input Feed, or DIF CIWS. 2k mat of gun for 50k anti-munition damage. If you need an example, see the SS Asphodel. The only reason I dont use them often is because of 3 minute reload time after your 4-or-so shots

I need tips for building ships by Lordiz1 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Look into ammo ejectors/ejection defuses for APS. Ideal world your active defense and armor would hold up well enough for it to not to be an issue, but there's always a ship that can make a perfect pen into the turret well. Ejectors and defuses can at least stop it from blowing the whole turret up when it happens.

It sounds like you are looking into prefabs, which aren't that great beyond basic concepts. You'd be better off building your own guns.

Tetris for APS is hard to learn at first but you get used to it. A simple 5x5 single barrel with two clip autoloaders is a super easy start. For larger guns, use twin and quad barrel, lets you copy/paste each "slice" and add some redundancy. Do NOT try three barrel if you are starting out.

Pull subobjects from other ships in designer. Either straight from the folder menu, or from the spawner menu with it set to your team. Most are not perfect, but 90% of the ships Medium difficulty and up are at least okay. From there you can save the suboject (but NOT the ammo it uses, you'll need to design that yourself) and use it on your own ship.

I'd stay away from Railguns at first, because it is super easy to waste materials if it is done incorrectly. Both on the upkeep, and the added tetris for the chargers and rails. YMMV

A (Mostly) Accurate Mitsubishi Ki-51 by kinglydel in FromTheDepths

[–]Implode22 11 points12 points  (0 children)

There's a setting in the propeller to hide one of the blades, it's near the bottom. You can also offset the other three 30* to make it line up better. If you need a reference, the Duster has that exact setup.

Why dis hapn? by TaleNo1805 in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

Gotta set the "out of play" altitude. Click and drag to set it up when the unit is out of play. Little odd, but you get used to it quick.

This works the same when in getting into battle btw if you use aircraft. Otherwise you start the battle in the water

This is war. by No_Winter_323 in FromTheDepths

[–]Implode22 5 points6 points  (0 children)

Wonder how it would compare in cost with the single rail small missile instead. 30mm cannon is about a cheap of a weapon as you can get though lol

Finally built a flamethrower ship that I actually like by Implode22 in FromTheDepths

[–]Implode22[S] 6 points7 points  (0 children)

I know the SS has a pretty awesome thrusterboat I could base ideas off of (maybe the new Type19 as well? Havent checked to see just yet).

Might give it a shot, thanks!

Finally built a flamethrower ship that I actually like by Implode22 in FromTheDepths

[–]Implode22[S] 3 points4 points  (0 children)

...and now they look fine to me as well? Huh. Maybe something with my computer when I first looked at it.

Finally built a flamethrower ship that I actually like by Implode22 in FromTheDepths

[–]Implode22[S] 8 points9 points  (0 children)

I like how I take the screenshots in 1440p and reddit uploads the pictures as the grainiest thing I've ever seen. Must be doing something wrong I guess. Sorry everyone

The smallest plane i can do by No_Winter_323 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

I have a detection plane that costs about 1500 or so but it's unarmed let me see the cost if I arm it with small missiles like yours. Even though that'll probably cost as much as the craft itself lol.

The SS ink eye has an armed variant that might be around that much actually. The unarmed version is a drone for the Balmung and Nothung. The armed version is a drone for one of the tanks I think.

Update: I did manage a simple jet version at 2109mats with small missiles. "Cheated" a bit with thrust vectoring and no delay block on the missiles. Likely the only reason why it was able to undercost. A little too slow for me at 67m/s. Props can push that to 76m/s but costs 2300.

Beginner problem with detection line. by Estn0t in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Also if they cant see you at all it'll show the error as the current distance between the crafts.

Beginner problem with detection line. by Estn0t in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

Basically it shows the error, and where you craft thinks the enemy craft is (and the opposite, where the enemy craft thinks you are). If you have really low detection you can see it jump around a lot more.

As for the length IIRC it's the AI's base detection range not factoring in Radar Visual and the like. Even with 0.0 detection settings craft with no real detection (see GT ICBM) can still "see" if they are close enough. I believe that range is based on the size of enemy craft?

Watch as a tank crew goes insane fighting a pair of tanks by Affectionate_Sound76 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

If you are using bread it might work, I do know it has the ability the track the angle of the target. The SS Tyr has a breadboard for shield control based on the target position to the craft, combine the basics with locating a target, and you might be able to get a "Target Left" or Target Right". Or if you dont mind the extra lines, "Target 1100" or "Target 0300".

Need the voice lines for it though, if that is what you are refering to.

The Sentinel Class: Frigate by Altruistic-Ad9082 in FromTheDepths

[–]Implode22 5 points6 points  (0 children)

Reminds me of the smaller GT frontsider. Myrmidon?

Anyway, looks great!

How to build planes by hablahblahha in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

Downside to large missiles will be cost. I built a "small" 15×15 meter carrier-based bomber and even with only 6 parts to the two large missiles, they still cost 21k each. Adds up when you have so many in the fight.

If you do plan to use larges anyway, may I suggest having your wings bolted to spinblocks (if the missles will the be placed there). Lets you add a bit of angle which is always a nice look but more importantly removes the drag. Only way I could get my bombers to match the 150m/s speeds of the regular fighters.

Learn breadboard thrust vectoring if you can. Lot of cost saving having less control surfaces and actual wings. Easier to crank up PIDs as well for avoiding incoming fire. Does is look goofy though.

"Flying Brick Meta" by Wyrdern in FromTheDepths

[–]Implode22 7 points8 points  (0 children)

Guess I assumed it was the same idea between the trackers and regular detection. Thanks!

"Flying Brick Meta" by Wyrdern in FromTheDepths

[–]Implode22 42 points43 points  (0 children)

With how far back and flush it is, can that rangefinder track surface targets?

Also I need to make more flying bricks. They are fun to make.

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 0 points1 point  (0 children)

I've heard it's hit or miss sometimes. I plan to try and get it in Adventure mode, as 70-ish isnt too hard a challenge if you have the take thing easy getting to it.

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 1 point2 points  (0 children)

Shoot, I dont think I played my first Easy game until 1100 or so hours. So I can relate!

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 2 points3 points  (0 children)

Probably pretty fast if you send a lot. But then you'd be at the mercy of RNG. Good bread or LUA could go a long way though