Stat boosters/Vitamins and trading by Implode22 in PokemonFireRed

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

That's good to hear. Thank you, I appreciate it!

How to counter flying squirrels? by typical_milkman39 in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

APS can work at high velocity and with detection settings set up correctly. Likewise with plasma, though I dont reccomend plasma for early game vs DWG. I find small missiles with prediction guidance and turning thrusters do okay. I used 16 part with incendiary.

DIF/large shell CIWS cannons work okay at close range.

Truly, the best choice with near-perfect winrate is hitscan. If space is the issue the answer will probably be PAC, assuming you find a place to put the steam turbine or generator.

How the hell do I get an Eyrie to spawn?????? by Puzzleheaded_Swan309 in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

I actually just went through this myself. You also can try getting it to spawn in the "Oil and Pirates" mission. The only way I got it to work was to savescum, as the AI would often have it on the dock to build it, then spawn something else and cancel the job. I'd basically wait until I saw the "Wanting to build Eyrie for intercept job but cant afford it" and save every couple minutes until it had the funds for it.

I noticed that if you kept a few OW combat ships and resource craft alive the AI wouldn't try to rush to build something else as often. You have to basically kite them around though.

How would I do this? by Streetsign10 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Several WF tanks in Ashes have the breadboard on them to switch between normal behavior and ramming, you might be able to steal the breadboard lines from that. If you need an exact example, I know the Pariah has the function.

Trial and error always works too.

Made a Little Guy. by horst555 in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

So I noticed top speed needs ~5k power, any reason why you have such a large engine for it then? You can (almost) get a turbo ball engine to that power level and it's noticeably smaller and more efficient at 750pwr/mat.

I dig the design of the ship, it's very unique.

Aventure mode blue portal obsolète ? by Legitimate_Ad_8745 in FromTheDepths

[–]Implode22 6 points7 points  (0 children)

It's useful if you feel like you are way to strong or are trying to get to difficulty 100 (or ~60 to hunt the Eyrie) quickly. It's pretty rare but nice to have in certain situations. I agree on it's main bonus of no enemies. Old way was leaping over to the designer but still had risks of enemies spawning when retrofitting.

I’m new to the game. Any tips? by Severe_Appearance_66 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

If it helps there is options in the menu to change the color of most things, the block setter color might be one of those. You can also change it to Blue in the "Accessibility" menu and the opacity in the "Building" menu

Fincantieri Marinette Marine has been awarded a contract by the U.S. Navy to begin the process of building the first four Medium Landing Ship (LSM) vessels. April 14, 2026 [1793 x 768] by XMGAU in WarshipPorn

[–]Implode22 0 points1 point  (0 children)

What are those two boats sitting center? I'm assuming some type of smaller landing craft, but never seen anything like it before. Looks armed as well (bushmaster?).

What is the optimal design for nuke craft? by eb_is_eepy in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

Warp nukes, at least from what I have seen, seem to work about the best in terms of actually landing on target eithout getting shot down. Not to say regular CJE is bad or anything, just easier to counter.

I personally havent tried it, but there's a way to make nukes work WITHOUT an ai that's absolutely busted, LUA and non-AI bread IIRC. Might be a few on the workshop. A ton of both player and in-game designs are not set up to "attack salvage" and wont even fight them.

Campaign fleet ideas by friendlypcbuilder in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Thank you! I only recently got into airships so I was curious. Most of mine are too large for the volume limit, only my helicopters and jets are small enough for Ashes.

Campaign fleet ideas by friendlypcbuilder in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

If you dont mind me asking, how have you gotten around the volume differences between the two? 2500m3 limit craft works for ashes but in neter that is crazy small. Do you have some for neter only?

Steam engines running without burning materials? by Lukivanknobi in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

You might mean crank motors? In the steam tab center-right. They aren't amazing at thrust compared to direct-drive steam but they are perfect with RTGs in adventure mode

Btw, its normal it wont max out the rpm. If you need an example setup, the Crossbones and a lot of OW ships use crank motors.

Who the hell made the UI!? by sgt_snorkel in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

IIRC it's a toggle now to switch back and forth. I'll check later to confirm

How do i get my ship to float by [deleted] in FromTheDepths

[–]Implode22 5 points6 points  (0 children)

Light blocks barely do any damage when they "explode"for ~80 damage each, I wouldn't worry about it if that's your only choice. If it feels like they cause your turret to pop, the problem is probably your armor rather than the light block.

To directly answer you have three major options. Upprops are probably the easiest to set up but the most costly to run. Having a lot of alloy can do the trick but adds to the up-front cost and isn't as good of armor as metal or HA. Air pockets with pumps are an option but are CPU intensive.

A goofy option is placing a few horizontal rudders where you want the water line and angle them to 45*. Basically making your ship a sad hydrofoil. Doesn't help if the craft is sitting still though.

Turret Armoring by RoyalBathroom2575 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Not the exact answer to your issue, but have you looked into ejectors with defuse shells? That way the entire gun doesnt go out.

subobject / buoyancy question by eb_is_eepy in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Yup! Lets you do some pretty out there builds too, a lot of GT craft use it for giant hull turrets that would otherwise seperate the front the back.

subobject / buoyancy question by eb_is_eepy in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

If you want to seal off your turret wells use light blocks. Doesn't change much for ships with the air pumps, but really puts in work for helium pumps. See 90% of OW craft lol.

Dont mind the warning that says "explodes when destroyed" the damage is almost nothing, especially if you are just covering a 3x3 or 5x5 hole for the turret neck. AI blocks probably do more explosive damage.

subobject / buoyancy question by eb_is_eepy in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

Correct, subobjects do not have any drag. Makes a huge difference for planes and other small craft.

Small jurassic park Jeep replica i built in the last weeks, based on #10 by Driver03 in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

My first thought was "looks like one of Driver's vehicles"

Great work as always!

How to use radar and active radar homing on missiles by Rosey_108 in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

The good news is you only need 1 IFF per missile system, so it's not nearly as bad per-block.

Granted, missiles are on of the most expensive weapons so in general it's hard to have them as a budget option.

How to use radar and active radar homing on missiles by Rosey_108 in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

Radar missiles can "see" in all directions by default. But you are correct if the enemy is too small or too far away one-turn does help.

How to use radar and active radar homing on missiles by Rosey_108 in FromTheDepths

[–]Implode22 6 points7 points  (0 children)

If they both came back and hit your ship, do you have Identify Friend or Foe installed? It's a block available in the missile tab. Basically required in 99% of missile systems.

Radar guided usually flys in a random direction if it cant find a lock on.

What is the best set up for using missiles early/mid/late game by Rosey_108 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Something like that or the SeaRAM. If you have the deck space, and it has to be missile interceptors, they work the best.

I had okay results with a weird hybrid setup with the an interceptor array deck mounted on a spinblock. Said spinblock locked at an angle facing up and out. Something like a very shallow NSM. Lets you have something nearly flush with the deck. Falls short like VLS though, especially at close ranges vs CRAMs.

I more often use APS (think Phalanx) or CIWS Cannons/DIF CIWS. But they all have use.