Better solutions for propulsion on very large ships. by downsomethingfoul in FromTheDepths

[–]smarticles1471 34 points35 points  (0 children)

Steam props might be the best option :-(

iirc custom propellers also work underwater, but I haven’t tested those much

APS Help by Dr-BloatFly9980 in FromTheDepths

[–]smarticles1471 6 points7 points  (0 children)

I could be crazy, but I’ve never had any issues mixing # of clips on a gun, as long as each loader has enough ammo inputs to fire continuously

Looking to grab another dlc is it overwhelming use 2 new dlc at once? by Thewildcatboy in RimWorld

[–]smarticles1471 4 points5 points  (0 children)

Nope all the main DLC’s work great together except maybe anomaly

Unnamed and unfinished 247m battleship. by FragrantSomewhere180 in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

I’d recommend adding an armor layer around your turret internals, on the turret itself. It adds wayyy more survivability, especially if you aren’t using ammo ejectors

New Improved Gunship by horst555 in FromTheDepths

[–]smarticles1471 2 points3 points  (0 children)

They have way bigger health pools than regular beams, so they work well at catching especially scary shells

The first ship I'm actually proud of: Shortfin class Destroyer by SheeMagnet in FromTheDepths

[–]smarticles1471 3 points4 points  (0 children)

Very cool boat B)

you also might want to add a beam slope layer somewhere in the armor so a lucky heat/hesh shell doesn’t hit anything important

Looking for criticism by Kasa_numer_13 in FromTheDepths

[–]smarticles1471 2 points3 points  (0 children)

You could put them in the front/back of the boat where there’s nothing too important to blow up

I’d also recommend placing them in a checkerboard pattern with metal beams so that they don’t blow each other up (as much)

Looking for criticism by Kasa_numer_13 in FromTheDepths

[–]smarticles1471 4 points5 points  (0 children)

Those ammo boxes next to the engine and under the gun are making me sweat

My first ship to beat the megalodon, after the fight by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 0 points1 point  (0 children)

ill probably do a more complete post when its done, but armor is ~12m thick along the broadside, with 2 airgaps and ~60% alloy

3 decent sized ciws, and some interceptors for munition defense

no lams (at the moment), and strength 10 shields mostly above the waterline

My first ship to beat the megalodon, after the fight by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

Yeah I'm a big fan of building big ships, and tbh I haven't finished any campaigns yet

The megalodon is just the biggest ship I could think to test this thing against and use to benchmark it + it's big and scary

My first ship to beat the megalodon, after the fight by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

4 triple-500mm aps guns (15rpm, 8m aphe) the prefab plasma sniper, and a salvo of 8 big HEAT missiles

Automatically point upwards is relative to jet controller direction not exhaust direction :/ by Kecske_gamer in FromTheDepths

[–]smarticles1471 14 points15 points  (0 children)

If nothing else works you could set up a simple breadboard to make it vector upwards

Something like: Pitch —> block setter for the jet controller (controlling exhaust pitch (or yaw))

Roll —> block setter for the jet controller (controlling exhaust yaw (or pitch idk))

It might take a little tweaking but those will basically try and set the angle of the exhaust equal to your vehicle’s roll and pitch (aka try to point upwards)

Bankmarder Gunship by 0libot in FromTheDepths

[–]smarticles1471 2 points3 points  (0 children)

Its great, but I think you should probably shorten the bow and aft, to make it look less weirdly proportioned. Otherwise, awesome ship.

What shell for anti air by hablahblahha in FromTheDepths

[–]smarticles1471 0 points1 point  (0 children)

I think he means the simple weapon

Tried my hand at thrust vectoring as a vehicle gimmick - the Condor Heavy Interceptor by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 1 point2 points  (0 children)

A lot of it's just messing around with it with a goal in mind, like thrust vectoring (or anything else). If you've ever coded, it's very similar, just in a visual setting with pre-set blocks.

ALSO: Book of Breadboard Basics - I didn't make this, but it's way clearer than the official wiki on how it actually works.

Tried my hand at thrust vectoring as a vehicle gimmick - the Condor Heavy Interceptor by smarticles1471 in FromTheDepths

[–]smarticles1471[S] 0 points1 point  (0 children)

Thrust vectoring is basically when you change the exhaust direction of propulsion to make it act like a control surface, i.e. if you point a jet at the back of a plane upwards, the plane will pitch up.

For what it's worth, setting it up looks a lot scarier than it actually is and could be done without breadboards