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Bungalowbill
เข้าร่วมเมื่อ 9 ต.ค. 2021
steamcommunity.com/id/Bungalowbill666/myworkshopfiles/?appid=268650
How 2 Flamethrower | From the Depths Stable V4.0
An overview of flamethrowers as of the Stable V4.0 update.
This looks at the basic properties of flamethrowers, how to build a flamethrower, and what kind of niche they fit in when compared to existing weapon systems in the game.
This looks at the basic properties of flamethrowers, how to build a flamethrower, and what kind of niche they fit in when compared to existing weapon systems in the game.
มุมมอง: 1 556
วีดีโอ
Fire Damage Mechanics | From the Depths Alpha Test 4.0.4
มุมมอง 8809 หลายเดือนก่อน
In this video I take a quick look at how the new fire mechanics in From the Depths function and a small amount of the math behind it. For the next video: practical examples of how fire propagates through certain ships along with the specifics of different weapon types that can deliver fire damage.
Tilt-Jet Quads | From the Depths
มุมมอง 1.6K9 หลายเดือนก่อน
In this video, I go over a breadboard I made for more maneuverable quads: examples of how it performs, integration notes, and how it works. I'm hoping to augment it with some better AI routines as well as integrate it into some vehicles for campaign playthroughs, but for now, I'm providing it for use on the steam workshop: steamcommunity.com/sharedfiles/filedetails/?id=3230033741
Alpha Test 4.0 Laser Changes | From the Depths
มุมมอง 7069 หลายเดือนก่อน
Alpha Test 4.0 Laser Changes | From the Depths
From the Depths Angled Armor Calculations and Comparison
มุมมอง 49010 หลายเดือนก่อน
From the Depths Angled Armor Calculations and Comparison
Making a Fighter Less Bad
มุมมอง 89510 หลายเดือนก่อน
While working on a carrier for the Ruler of Steel playthrough, I decided to retrofit one of my fighters to fix some deficiencies and be better suited for its new role and chaotic combat.
Long Range Lua Top Attack Missile Overview
มุมมอง 99810 หลายเดือนก่อน
I go through a build tutorial for a long range missile plane carrying top attack missiles. It does a quick overview of how the Lua missile code works as well as the thrust vectoring basics for making the plane functional and efficient.
Ruler of Steel Playthrough Retrospective
มุมมอง 70710 หลายเดือนก่อน
This is a breakdown of my first attempt at the Ruler of Steel custom campaign. I briefly go over some of the higher level considerations then spend most of the video breaking down individual vehicle performance. I'll be following this up by rebuilding the majority of the fleet to be far more dangerous.
Three Ways Not to Stabilize a Vehicle
มุมมอง 1.1K11 หลายเดือนก่อน
There are many ways to stabilize a craft in From the Depths. Many of them don't work very well. Here I look at three questionable ways to do so and explore the feasibility of each.
Ruler of Steel - Episode 3 - From the Depths
มุมมอง 75211 หลายเดือนก่อน
In case you're looking for it, the tank in the screenshot didn't appear anywhere in the episode although I did actually fight it in the campaign off camera. I thought it was funny, so I had to include it somewhere.
The Ruler of the Steel - Episode 2 - From the Depths
มุมมอง 52011 หลายเดือนก่อน
I introduce a few new vehicles into my fleet for the second episode where the conflict starts to heat up and the enemies increase in both difficulty and intensity.
Ruler of Steel - Episode 1 - From the Depths
มุมมอง 83511 หลายเดือนก่อน
The first video in the Ruler of Steel custom campaign where I take a very mildly Advance Wars themed vehicle loadout to the field. steamcommunity.com/id/Bungalowbill666/myworkshopfiles/?appid=268650
Ruler of Steel - Episode 0 - Preparations - From the Depths
มุมมอง 663ปีที่แล้ว
Episode 0 in my playthrough of the Ruler of Steel custom campaign. I'll be putting the vehicles on the workshop shortly.
Stradani Civil War Demo Full Playthrough
มุมมอง 770ปีที่แล้ว
A playthrough of the Stradani Civil War Demo. If you're wondering where the game audio and music went, I had OBS set to the correct audio device and it was reporting desktop audio out but failed to record it. I replaced it with music from other games instead.
Plasma Carrier Part Two | Bomber Upgrades and a New Drone
มุมมอง 548ปีที่แล้ว
Plasma Carrier Part Two | Bomber Upgrades and a New Drone
Testing Out the Vivisector - From the Depths
มุมมอง 2.1K2 ปีที่แล้ว
Testing Out the Vivisector - From the Depths
Radar Signatures - A Short From the Depths Mechanics Explanation
มุมมอง 1.1K2 ปีที่แล้ว
Radar Signatures - A Short From the Depths Mechanics Explanation
WHAT PART OF THIS IS EASY? - Live Wood Neter 14
มุมมอง 1.7K2 ปีที่แล้ว
WHAT PART OF THIS IS EASY? - Live Wood Neter 14
Very helpful 👍
Reaction Wheels are the king of small vehicles I feel. For helecopters you can have the uprotor control Pitch and Yaw and with those two you can control everything but Yaw, and a tiny reaction wheel can do that, same with roll control on vectored thruster vehicles like a single thruster thruster craft, quite fun! With stuff like that without continued input acting against the reaction wheel, they are great for making manuvers!
Oh I'm excited to watch this! 2mins in and already I can tell the professional approach. Last time it touched LUA (well any code/script) was 15 years ago in Garrys Mod. Kinda got into FtD again and somehow I'm obsessed with the pain of making melee crafts effective...
Since there's nothing on the workshop and no video about it I take it you never did make the carrier for these drones. Would I be able to pester you to upload the drones to the workshop so I can see/steal how you did the bombing runs? My first aircraft just doesn't want to work.
Thank you so much for this video, I've essentially never used breadboards before and so I didn't know u posted this on the workshop I was literally trying to re-create your breadboard from this video, and turns out I got almost all of it correct (even though I suck at math) then I found it on the workshop once it was almost working and fixed up the small mistakes. I now have a working Tilt rotor test platform!
do you have background in software engineering or game dev?
I think he's a systems engineer
Im trying to make a missile similar to yours. Only that it is fired from a ship and sea skims until it is about 500 meters away from target, then it "Jumps" by angling upwards to get an angle from the top and dives down to target. Ive had some mixed results, as the missiles seem to stop working during the diving phase. I figured someone like you would be able to help me with this. Here is my code function Update(I) for t = 0, I:GetLuaTransceiverCount() -1 do for m = 0, I:GetLuaControlledMissileCount(t) -1 do MissilePos = I:GetLuaControlledMissileInfo(t,m).Position MissileSped = Vector3.Magnitude(I:GetLuaControlledMissileInfo(t, m).Velocity) TargetPosition = I:GetTargetInfo(0,0).AimPointPosition TargetDistance = Vector3.Distance(TargetPosition, MissilePos) TargetVelocity = I:GetTargetInfo(0,0).Velocity TargetVector= Vector3.Normalize(TargetPosition - MissilePos) RelativeSpeed = MissileSped - Vector3.Dot(TargetVector, TargetVelocity) prediction = TargetVelocity*TargetDistance/RelativeSpeed Point = TargetPosition + prediction I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z) if TargetDistance < 600 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y + 500, Point.z) if MissilePos.y > 150 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y - 500, Point.z) end end if TargetDistance < 250 then I:SetLuaControlledMissileAimPoint(t, m, Point.x, Point.y, Point.z) end end end end Sorry for the messy code. Im quite new to this
I really like this sub you got link to workshop ? 10:37
Would CRAM morters be good for attacking bases?
✨ Promo*SM
I appreciate your dissemination of information. The bug on fuel calc for instance- here I was thinking the fuel requirements for flamers was bonkers, turns out it's a bug. (I should have known.) One thing that I find tricky with rams is that if you aren't hitting exactly on the ram itself, you're breaking off a large part of your own vessel. And multidirectional rams, such as to prevent the vessel from trying to climb over or under the opponent adds a lot of drag. In that regard, as long as you aren't putting your vessel in ramming danger while using flamers (which is still a bit of risk on stock AI) flamers allow you to keep more general maneuverability. It could be a product of my style of building, but rams as I say tend to have a lot of drag and be somewhat heavy, and hitting anything but the ram will break a section of vessel possibly including what the ram is attached to leading to further damage. I've not built anything like your vivisector though, and I doubt anything but black magic can output better damage. I'd have to say that it's far higher damage than the average FTD player has the skill to output, though, so it's best suited as a top-end comparison than a mean.
nerd >:c, lol, good video man
So far, the niche that flamethrowers seems most promising in is that you stick one on a drone and have it fuel fires that are started deep inside a ship by APS/Cram API rounds. That way you can bypass armor with AP, and then potentially pump very significant amounts of damage into the internals without having to pay any additional "delivery" cost.
I think the issue is that AP inc applies the fuel only to the last block hit, so the fire outside and the fire inside often don’t connect. Charge lasers, on the other hand, make a tunnel of fire into the target as long as it’s not metal or stone.
@@bungalowbill521 what happens if you use APHEI? I have a hard time imagining how something that applies to the last block hit would interact with an explosion likely to destroy the last block hit.
"We are going to see what kind of a niche flamethrowers have for themselves" made me lol, it's a flamethrower, I think I might know.
Good video you bring up some valid points. BorderWise made a doom cram with flame that looked pretty scary. I do thinking adding flame will make wooden ships that much easier.
I’ve done some side by side testing of incendiary cram vs pure he cram, and I tend to find it competitive in time to kill most targets, but the he cram disables the target much faster. I’m more favorable of incendiary damage for smaller weapons rather than larger ones.
@@bungalowbill521 I would agree. It looks cool though. I did some testing with rail gun and frag still does better.
You mentioned local weapon controllers being able to control the flamethrower by connecting to any block, but I couldn't manage to make that work, regardless of if I was using the 2 cell or 4 cell range on the lcw. The flamethrower would only be controlled if the lcw was attached to the firing piece. Is this just a bug?
I meant that it can connect to any cell of the firing piece, not any block in the system, so you don’t have to snake the piping around the lwc.
@@bungalowbill521 ohhh that makes much more sense. thank you
Alright, hear me out: A missile... with a flamethrower it rams the enemy to get inside, and then burns them from within.
The problem is that it’s way harder than it used to be to bore a hole with melee damage. I have been considering pushing a nuke into vehicles using docking stations, but I haven’t tested the idea out yet.
but u also burn urself way faster then the vehicle ur in
I'm just happy that I can now have AP-I rounds. Now if the devs added kinetic spalling that'd be the final piece.
let's go here come the fire USE guides. Looking forwards to figuring out AP incendiary stuff.
One thing not mentioned in this video about steam engines is that boilers now create fire when destroyed by anything; "Destroying steam boilers under pressure creates fires, fuel is a function of the size of the boiler chain and pressure"
I wasn’t aware of it. I guess I’ll have to compare how flammable they are to fuel for fuel engines.
@@bungalowbill521 According to the alpha update changes posted by Draba, 'Boiler controllers also explode when damaged. Added HE damage to the explosion, base damage is 10% of the fuel in the spawned fire', 'Boiler explosion damage scales with AMOUNT^0.9 (multiple smaller/shorter boilers spawn slightly more fire and weaker explosions with more total HE power than fewer larger ones) And also- laser cutter hits now also spawn fires.
I came for the From The Depth content I stayed for the intro song
Great intro 😂
I like using steam because you can turn them off with a valve when not needed. The best is the brick of small pistons but needs 7 x 7 x 8. They need to add fire extinguishers if fuel and material can burn so easy.
The counter to fire is currently water. The devs have been trying to make boats viable for a long time, so this might be part of it. The other part of the counter is avoiding the fire damage. APS, CRAM, and missile incendiary is countered the same way as normal, and flamethrowers are good on small craft, but those can be shot down with point defense or outmaneuvered. Flamethrowers on large craft are overshadowed by melee weapons and CRAM.
@@bungalowbill521 Compared to flyers, boats were fine. Far easier to build, far cheaper to run not needing constant thrust, far easier to armor. Very little bottom armor needed, If mixed with alloy or wood, you could easily get a ton of HA to defend important areas. If they tried making boats better, this is not it...
@@doktork3406Large ships cannot be evasive otherwise you have an airship.
very nice, now teach it some party tricks
My main resource gatherer for campaign is a quadjet, using either propellers or huge jets. I did it this way because I wanted both a vehicle that could 1) be cheap 2) be fast and 3) hover in place over a resource point (even though this doesn't matter when it's out of play). Quads worked very well for this use case. And yeah, the breadboard got pretty fancy.
I've actually made a craft similar to this that sits above GT frontsiders and beams them with rail burst HESH. I noticed that sometimes the "rotate to angle" spinblock mode is a bit slow, especially for thrust outputs moving through/near the origin. To make it faster, I had the continuous spin rate mode set up with bread to change the rate to try to reach target orientation in the next game tick, and that way it can rotate at 30 rad/s no matter how much weight is put on the spinblock. My next idea would be to put the pitch-axis spinblocks onto roll-axis spinblocks for strafe and a better yaw moment. I think it would be fun to see you do this as well!
I think that spinblocks were bugged at one time, but there is no longer a downside to having them set at maximum rotation rate all the time. The issue with two axis jets is that they will have a limited arc rather than their full movement, and solving the constrained system is much more difficult.
@@bungalowbill521 I tested it just now, and the continuous spin rate thing is definitely very important. The key is, yes, like you said, if you're in rotate to angle mode, you can have them set to the maximum rotation rate at all time, but the game will still limit the maximum spin rate based on the mass of the subassembly on the end of the spin block. If you set the mode to continuous, on the other hand, the game no longer limits the rate at which the spin block will spin, and so with a proper control algorithm you can almost completely remove the delay required for the thrusters to spin into a new orientation.
Wow! I wish I knew more about bread boards. Are you working on it to avoid projectiles? With how fast it moves, it'll have a high instability. Missiles might be a better option but kind of defeats the purpose.
my first atempt was using props, it was a nightmare because not only do you get delay from turning, but also from the propulsion system itself 😆. I think in the end i manually turned the thrusters, and had the ingame ai do the thrusterbalancing. If you can work with the delay of custom propellers you get a "free" reverse thrust tho
Great, now I know how to do tilt jets time to waste 5 hours designing a craft that I will never use!
it is the way
Who builds a craft in 5 hours? I stayed up until 2 working on this and it’s just a test vehicle.
Having it bob up and down would be super helpful
You should really test with a version of the game that predates the April Fools : Sean - 09/04/2024 12:21 Just a note that some unintentional changes went into stable regarding lasers. With the fire update lasers will get some rebalancing. But due to April Fools it looks like the laser damage buffs went through but not the nerfs on the other side of scale. Therefore lasers will overperform at the moment. We are aiming for the start of May for the fire release into stable so it'll be like that until then or unless Nick makes a hotfix. Thanks!
I was under the impression it only affected LAMS damage.
So at least 50% nerf to essentially everything, and 25% to DWG, the faction that has 1 craft you might want a laser against, that seems a bit harsh
It’s no more than a %50 nerf in the absolute worst case against our metal targets. In testing, it feels like a 25-35% nerf in general.
Thanks for doing all the testing (and thinking)! From the notes it seemed the intent was to give watercraft more of an edge against airships. Watercraft can keep all their important bits just under the waterline, whereas airships can catch fire (alloy, speed) and have a hard time putting it out fires, esp with 'smoke nerf' that was intended to buff the lasers. Will have to investigate more. Still, a well made airship can be mostly immune to CRAMS, slower missiles, payload APS, melee, and now flamethrowers. While being slightly more vulnerable to lasers and plasma. It's very hard to have something make up for the advantage in simply having mobility, when it is so easy to achieve in this game.
Rapid Firing EMP PACs can do alot against fliers, since most aircrafts are too small to have EMP protection, its a very easy way of just dealing with a squadron of aircrafts
Same with pierce, and impact if they are really small craft
That laser cutter craft is sweet. Can't wait until you come out with some more awesome craft.
I'd done some bugtesting last night and found that regardless of frequency doublers lasers never start fires with an intensity above 10, which seriously hurts its performance
From my reading of the patch notes, lasers don't actually provide fuel for a fire or provide an intensity. The blocks that they burn do, so the intensity of the fire will be based off of the resistance of the blocks that are being burned. Since wood is the most flammable and metal has 0 flammability, it's likely that laser fires will usually have a low intensity. From my testing so far with flame based weapons in general, the bigger problem is that fires burn very slowly, so I've had a lot of trouble making them even slightly useful. I think it's strange that the intensity of a fire depends on the flame resistance of the block fueling it rather than an additional stat, but it's how it works for now. It give another parameter for the devs to play around with, and alloy could cause intense metal fires like with magnesium on real ships.
@@bungalowbill521 Yeah I'd misread the patch notes. I only really see lasers being especially effective against wood (lol) or alloy. The problem attacking wood will be, of course, that being stuck at an intensity of 10 will mean the fire burns *painfully* slow, and most of the damage from the fire will be stripping away more wood instead of anything valuable. As for the alloy while it will burn much more quickly I think the damage is still pretty pitiful sitting at 25% of the health of the alloy destroyed. Even going for internal components with high storage pulse lasers has been pretty ineffective because the health of internals is even lower with only some 20-40% flammability.
@@bungalowbill521Huge missile fires are quite good as they can have a high intensity and tend to decapitate turrets.
I found swarm IR seeking missiles also extremely effective hunting turrets since fires on subobjects tend to be more localized and are separate from the fire of the main body.
Wow, first plasma and now flamethrowers. Looks like the devs are in the mood to spice up the game.
Not sure if this was addressed elsewhere, but part of the reason your medium missiles were slower than the interface was telling you was due to the fin module near the front of the craft. That introduces more drag than if it were in the back, and slows the missile down overall.
Thanks, I forgot about that. I’ll have to go and retest. I didn’t bother looking for solutions since it seemed like all missiles in the game are really slow, so most can’t catch a max-speed jet
Nice!:)
The best option for armor is to combine 4m beamslopes and 4m wedges, as wedges have been becoming prevalent, AP-Heat rounds are seeing widespread use for against targets failing to have multiple airgaps. The best option for defeating properly designed armor is always flanking, as this type of armor takes up a lot of space and cannot be arranged in every orientation. HESH bombers are a great option for this campaign, or high-speed flanking tanks with AP-Heat rounds.
I just started university, and integration is the bane of my existance.
The mnemonic I learned was "Oscar/Had A/Hunk Of/Apple" but I like that "So/h Ca/h To/a" clues you in to which formula does what.
Unironically With small volume craft, like those in ashes, Sabot Frag becomes a pretty reasonable munition. The tradeoff in payload damage is offset by how compact and dense the internals of enemy craft tend to be.
Where a shell hits your pole is evenly distributed across y. Not theta
I handle that correctly but explain it poorly. It’s the reason that I write the integral with respect to y before doing the substitution.
Yippie. So in theory if i make a boxy tank like a tiger and make it angle it using a breadboard it should be incredibly effective?
I might as well just watch my AP chem lecture notes due tomorrow.
I love how the thumbnail is a lovely drawing of a tank, but the video is just math, math, and more math. you have successfully click baited me
Tanks are math.
@@bungalowbill521 Pretty sure tanks are tanks, and math is math, but ill default to your judgment.
14:26 You can hide any block with decos. You just have to chesk the "box" that hides the original mesh when you are creating/editing a deco (it will fully hide the block it's tethered to!) I even use this to make glass out of HA (transparent/hidden HA is cheezy).
I was laughing so loud until the word pad part... then I sh*t myself laughing... I really needed that laugh. Thank You!
I appreciate your choice of Lt Hawkeye, I'm more partial to Judith from Tales of Vesperia.