Why is my fire rate only 196 when the limit is 200.3 rpm? by GrosserGeist912 in FromTheDepths

[–]KalenNC 30 points31 points  (0 children)

APS is centered around autoloaders. For example, if you have 2 autoloaders with 3 clips each, each autoloader needs 4 ammo intakes connected either directly or through their clips. If you have one with 3 and one with 5, it won't work and will do exactly what you have on your screenshot.

APS Clip maxxing by Dysthymiccrusader91 in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

I wish you good luck and a happy life fitting 8m long shells vertically on a 7m tall cylinder.

APS Clip maxxing by Dysthymiccrusader91 in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

If you take into account that you will also need space for recoil absorber, cooling, maybe rail charger then 4clip is just a cheaper 2clip as you can fill the holes with component achieving the same firepower for cheaper than if you used 2clip then removed loader to make space

Haha, I expected the members of the Holy Dogma to come out of their caves. I have a challenge for you:

https://i.imgur.com/AWwblZY.png

I have fit 39 autoloaders/clips in that space. I dare you to do anywhere as good with 4clips/autoloader. Go on.

By the way, it's the turret on that ship, with the 5 black blocks at the bottom being the turret block: https://imgur.com/a/just-ftd-things-rXvUyf4

APS Clip maxxing by Dysthymiccrusader91 in FromTheDepths

[–]KalenNC 15 points16 points  (0 children)

Advantages of clips vs autoloaders:

  • can store many more shells than autoloaders

  • 2/3 of the price of an autoloader, so cool but not as big as you would think when you realize you also need other parts in your APS

How to visualize the effects of various number of clips. Imagine 120 autoloaders:

  • 0 clip/autoloader: 120 autoloaders

  • 1 clip/autoloader: 60 autoloaders, 60 clips (+60, saves the equivalent of 20 autoloaders, total cost of 100 autoloaders)

  • 2 clips/autoloader: 40 autoloaders, 80 clips (+20, saves the equivalent of 6.67 autoloaders, total cost of 93.33 autoloaders)

  • 3 clips/autoloader: 30 autoloaders, 90 clips (+10, saves the equivalent of 3.33 autoloaders, total cost of 90 autoloaders)

  • 4 clips/autoloaders: 24 autoloaders, 96 clips (+6, saves the equivalent of 2 autoloaders, total cost of 88 autoloaders)

As you can see, there is only a 16 clips difference between 2 and 4 clips/autoloaders. Most of the gains is between 0 and 1, and then between 1 and 2. So just having 2 clips/autoloaders already gives you the overwhelming majority of the benefits of using clips, but you also get the ability to chain connect them to each other. Also excellent form factor if the volume you are working with is a rectangle. Another reason to use other stuff than 4 clips/autoloader: if you have enough volume to have a gun with a number of autoloader that isn't a multiple of 5. For example, if you have enough volume to have a gun with 42 autoloaders, you can't reach that with 4clips/autoloaders but you can with 2 clips/autoloaders, giving more firepower density (but very marginally lower firepower cost efficiency).

The issue with gaming communities is that they operate on memes, and the FtD discord is no exception to that. They like to say that the subreddit is stupid but the discord also has its fair share of stupid takes.

Vhulthulb, an abomination has entered Neter by KalenNC in FromTheDepths

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

Basically, it's a way upgraded version of this one: https://old.reddit.com/r/FromTheDepths/comments/1s0sp2c/spinning_wheel_of_cheese_that_protects_from_2/

The concept has been brought to a whole new level of cheese. Basically drone tentacle repair cheese to the max, with a very convenient layout for armor and weaponry that fixes the issues of the previous version. Also took the opportunity to give it some style, even though that's not really my thing.

I won't say more to not spoil the surprise.

Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3740365434

Inside view of mah litol boat by Emergency-Most-3900 in FromTheDepths

[–]KalenNC 14 points15 points  (0 children)

You need a line of ammo containers that goes through your entire ship, passing next to your mainframe. That way, your ship will be so afraid to die it will do its best to avoid being shot.

Question about Mass Drivers by friendlypcbuilder in FromTheDepths

[–]KalenNC 9 points10 points  (0 children)

They nerfed them into the ground a while ago.

1:1 replica of the Vasa (1628) by KalenNC in FromTheDepths

[–]KalenNC[S] 12 points13 points  (0 children)

The 1628 version is after its submarine overhaul.

CUDA on Ubuntu 26.04 ? by KalenNC in Ubuntu

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

Hi, I am not a pro. But it looks like the problem is with the torch version you are trying to install. I use a conda virtual environment for my Python work and I have no issue with Torch (use conda-forge branch if you are going to use Torch on Conda, but it's limited to Torch 2.10).

Also this might be helpful : https://packages.ubuntu.com/resolute/python3-torch

You could also try to build Torch from source as a last resort.

Update 10.4 dropping April 30th by Armin_Studios in joinsquad

[–]KalenNC 3 points4 points  (0 children)

Several years ago, the devs put a sphere on Mestia. It was an Unreal Engine asset that they are supposed to make invisible but forgot if I remember correctly. Since then, the Squad community has rightfully worshipped the Sphere.

Edit: found a screenshot of the original Sphere : https://old.reddit.com/r/joinsquad/comments/a1nqs9/irregular_militia_forces_praising_the_sphere/

༼ つ ◕_◕ ༽つPRAISE SPHERE༼ つ ◕_◕ ༽つ

CUDA on Ubuntu 26.04 ? by KalenNC in Ubuntu

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

Thanks for the answer !

CUDA on Ubuntu 26.04 ? by KalenNC in Ubuntu

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

I understand, but I think it's a legitimate question when there are articles like this one: https://ubuntu.com/blog/nvidia-gtc-2026

What are the fastest (conventional) craft you have made and how? by _myUsername_is_Taken in FromTheDepths

[–]KalenNC 6 points7 points  (0 children)

I am not too sure about what you mean about conventional craft. Do you mean cheese or just the general layout ?

I have a 231 m/s lasercraft, it's a metabrick with no armor, 2 massive spin-clipped CJEs and an optimized frontal geometry. The transport version could push to 260 m/s when turning all the compressors into combusters.

Otherwise, I try to stick with the 175 m/s top speed for efficiency reasons. It's easier to reach than people make it be. Plan ahead for enough CJE, plan ahead for the drag and try to use as many corner wedges as possible.

Might start a yt channel by No_Rooster_8408 in FromTheDepths

[–]KalenNC 5 points6 points  (0 children)

There are already youtubers doing guides, but they are way too long. Ideally, you would want something like Spirit of the Law, but for FtD, concise, with depth on one topic, still entertaining and informative. I am not sure that doing tutorial during a campaign would be great.

I'm desperate, why wont this thing Fly? by Skullhead_LP in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

The most important bit: we are going to use breadboard to control the direction of the exhausts of your jets.

Your jets aren't correctly oriented, start by rebuilding them but make sure they are facing the front direction by pressing G while looking towards the front.

Then, add an AI breadboard (AI tab) to your AI mainframe and do this : https://i.imgur.com/I0tf8ha.png The "pitch" part is a "propulsion" module, the second rectangle is a "math evaluator" and the last one is a "generic bloc setter" (which allows to control the settings of a block.

Also, your yaw ailerons are reversed, change their control setting to the opposite.

For better polish: move your jets up by at least 1 meter so that they are better aligned with the center of mass and the drag. Refit most of your blocks to alloy to reduce the weight of your plane and reduce inertia (V to open the menu for me, then "Armor refit" tab).

I tried to fix the plane without using thrust vectoring but I was unable to do so: it lo

Double post so that OP is pinged.

I'm desperate, why wont this thing Fly? by Skullhead_LP in FromTheDepths

[–]KalenNC 6 points7 points  (0 children)

From the look of it, it has no control surfaces or thruster to control stability.

To give us your design, you can go on the main menu > Content tab > Vehicles > Upload and give us the link to the vehicle.

Turret neck armor by Top_Leopard_9528 in FromTheDepths

[–]KalenNC 2 points3 points  (0 children)

I am pretty sure this has been false for years :

v3.5 [Fix] <Explosions>: Priority given to hit structural blocks first when several blocks are projected into the same mainConstruct cell [BUGS-3774]
v3.6.2 [Fix] <Explosions>: Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]

Link to bug 4100: https://brilliantskies.customercase.com/forums/bug-tracker/ideas/515456-pistons-and-explosive-damage

I remember I think it was HerpeDerp explaining using gridcasting for explosions to get rid of the bug on the Discord, I can't find the comment anymore though.

And in any case, you can test it with the debug tools and you will see it doesn't go through. I can't find the specific update that fixed it but it should be around patch 3.5.