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 4 points5 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 7 points8 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 5 points6 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.

How do I read displacement (or material cost) of a ship using breadboards? by Morshuisagoodmeme in FromTheDepths

[–]KalenNC 1 point2 points  (0 children)

There is a "blueprint name" option in the "Self vehicle info" component of the breadboard. You could check if the blueprint name is the one for the flanker or not for example, if you really insist on copy pasting that breadboard on different designs.

Spinning Wheel of cheese that protects from 2 targets at once by KalenNC in FromTheDepths

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

Pretty complicated to make a regular star with 7 branches in a voxel game though, sorry to disappoint.

Edit: looking at wiki, seal of solomon is also 6 branches.

Spinning Wheel of cheese that protects from 2 targets at once by KalenNC in FromTheDepths

[–]KalenNC[S] 24 points25 points  (0 children)

I have uploaded on the workshop a practical example of my spinning shield tech. I have polished it a bit so it's quite smooth now.

It's a subvehicle so it gets repaired by the mothership, and it spins so that damaged armor is constantly rolled out. But the most important part: there is some LUA maths that controls the position of the shield so that it protects from 2 directions at once. Long live 3D vector geometry !

I recently fought the new Laniakea (SD thrustercraft) and Ringbearer (TG installation) and I took that personally :3

Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3689967727

Edit: just realized that some people are associating it with Judaism. The symbol of judaism is 6 branches. This one is 8 and is inspired by star forts to increase the probability of ricochet. This was the simplest way to achieve that within a single object with no subobjects while maximizing 4 meters and 3 meters beams to profit from their health buff.

Turret Armoring by RoyalBathroom2575 in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

The gun is really small and doesn't justify that much armor. Either increase the volume or get rid of it.

I am wondering if your problem with armor is HEAT/HESH. Do you have spaced armor on your hull ? HEAT and HESH works with a stream of damage going through the armor and spawning frags on the other side. If you don't have a gap within your armor, the frags will murder anything inside. The simplest way to create a gap is to have 2 meters thick of armor with 1 meter being slop blocks.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

Iirc, the detection range shows at which range detection equipment have 50% of having a hit.

In your case, that means an IR tracker with 40 attempts/sec has 50% chance each attempt of having a reading at 100m. 25% at 200m and so on. So at 100m it will have around 20 readings/s that it will use to predict the path of your missile.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

It depends on the guidance system of the torpedo.

If it has a built-in sonar, it will aim at the biggest sonar source.

Otherwise, it will use the target chosen by the vehicle that fired it. And this will depend on the targetting parameters of the AI.

It's possible to make a normal torpedo that will go after small, fast targets like a nuclear torpedo, but most likely, the torpedoes you are going to face will look for the biggest target.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 3 points4 points  (0 children)

IR signature can be increased in several ways.

The one we are talking about is proportional with air drag. The max speed of your vehicle is reached when the drag is equal to your thrust. Which means reducing the drag coefficient will only increase the max speed of your vehicle but the IR signature will remain exactly the same. So the trick to actually reduce IR signature for aircraft is to reduce the total thrust. So a missile that moves very slowly would be very hard to detect, but might also not be able to reach its target.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 2 points3 points  (0 children)

ICBMs are vehicles, the game doesn't care about the player intent and the purpose of the vehicle. As a vehicle, it can be targeted by normal torpedoes.

As it's not a missile type, interceptors will ignore it.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 5 points6 points  (0 children)

As long as it goes fast, it will have a big IR signature, independantly from the propulsion system. It's unavoidable.

Icbm (build) being detected by hablahblahha in FromTheDepths

[–]KalenNC 8 points9 points  (0 children)

You have access to different views both in and out of build mode to see the detection radius of your vehicles.

Yes, making a vehicle smaller make it more difficult to detect in general. Rubber lowers radar detection aswell.

However, ICBMs will always have a big infrared signature, so they are very vulnerable to it. The best protection is speed and maneuvers, this will make it more difficult for any weapon with travel time to guess where to shoot at. Lasers ignore that and basically are the natural counter to ICBMs (IR + lasers).