the reason the orbital ones fell out of the sky is that they are literally incapable of getting to space under their own power if they are not spawned directly in space they fall the way he got it into space originally was by attaching balloons to the outside and after he got it to space he removed the balloons
16:48 The Prince of Wales, or well the King George V-Class Battleships as a whole, were notable for their over done safety hatches and such causing an entire Quad turret to jam often, which got somewhat fixed late into the war.
Prince of Wales herself was deployed to Deter Japanese aggression in 1941, leading to her loss in action in December of 1941. As a result of the Japanese offensive in 1941 and 42 the British Pacific Fleet would move their bases to Madagascar for the duration of the war and mostly abandoned their Pacific allies in Australia.
One main reason I use infra red seekers is because they can be directed towards specific targets but don't require the extra doohickeys that remote or lasers use. This isn't an issue in campaigns since you usually end up with 1v1 fights, but in adventure mode if you launch a radar guided missile, they have a habit of running off after the largest target which may be 6000m away while there is an ICBM 1000m away.
Hot things are also a great target to hit, especially if you are after small fast jets. I forgot if missiles have a secondary heat warhead. In that case a swarm of small infrared seeking HEAT missiles could be great at removing shield projectors and larger ones at removing engines. Too bad they are also pretty easy to spoof with heat decoys.
It sorta bugs me that the prefabs are almost all purposefully subpar but the game doesn't tell you that in any way, meaning you have to be told or have to have climbed the game's learning cliff. I don't think they should all be hyper-optimized but there really should be some kind of note in their descriptions going, "Hey, this thing kinda sucks - maybe build your own."
@@darwinism8181 the prefabs vary a lot in how optimized they are. The Aphorous steam prefab is actually pretty close to the "ideal" large steam engine, though that's partly because large steam is very straightforward.
Mart if you're watching: Frick you play factorio. No jk jk play whatever's fun (especially after the driving torment). Your mental state being at least partially stable is important for your continued work as our ̶c̶o̶n̶t̶e̶n̶t̶ ̶s̶l̶a̶v̶e̶ favorite youtuber!
Mildly hurtful hearing the engines I designed be called "bad", but hey, you aren't really wrong. They hardly optimised for either volume nor efficiency, but they're easy to just slap down and work immediately, and thats what really matters for a built in prefab.
@@BorderWise12 It's all good. You're just saying it as it is. If anything, it lead to a nice PSA that you can do better by designing something yourself.
You keep saying I need to start using destabilisers but are yet to make a video on them. As far as I can tell they increase laser consumption by 90% additively, so each one "doubles" (close enough) the damage. I've got 2 ideas for them: Burst LAMS, put 1 or 2 onto your "standard" cavity (the 3x3x6 pumps with a large storage on the end) and have offensive lasers set to only fire at 99%, this will give you a double/triple the LAMS output but will eat through the battery in 5/3.5 seconds, while your offensive laser has the same output (it'll flicker but each beam does more damage so it evens out.). The other idea is lots of pumps and using destabilizers as multipliers on storage to save £$. Using the 3x3x6 pumps +1 large storage, you could have 304 pumps and 19 large storages OR 304 pumps and 10 large storages and 1 destabilizer and you get the same damage output OR 7 L store and 2 destabilizers (slightly overpowered and will slowly drain the battery or add a few more pumps) or 3 and 5 which is the shortest it gets (though 304 pumps on this cavity are 57m long) or 1 and 20 for a 78m long cavity.
the fall bc for some reason wen you put some kind of hover craft on enemy team ai for some reason it dont act like it suppose to do that hppened with me we i tried put my sub on enemy team bro was just spining and crushed on the sea floor but wen i put on my team the ia act normal and i dont actualy know why
All those destabilizes… on a 0Q laser. So it dumps what little stored energy it has… vs taking this, converting to a more efficient 4Q and using the armor piercing modules. Also the sh long craft has no active defense, someone didn’t learn about proper protection.
0:01 first second of the video, and you said that(you are right tho) 3:37 yeah 4:35 how whould that even happen??? 20:50 when i was new to FTD i used PAC and lasers 35:43 does is increase pc specs?
I want to ask, are there any requirements for getting a craft into Weird and Wonderful (or other review stuff)? Or do you just pick stuff you see on the workshop/Discord/Reddit/etc.?
The part where you said "mart explained it much better than I could've" should honestly made you reflect on FTD tutorials. I've just reached 100 Hours and throught my learning experience I haven't learnt much if even anything from tutorials, every person making them are not great at doing it. Since FTD is complicated, the way tutorial youtubers assume that the person should know X or know Y makes the person confused. If I were to make a tutorial I'd explain as great as I can what each block does, try to repeat it in a entertaining way and create fun examples (like mart did) The tutorial ingame is confusing and boring (I have medication which helps a lot with such tasks) but I know most don't so the point is; I would like you (or anyone else reading this) to remake the previous tutorials and create tutorials explaining each feature in a simple yet ditailed format. If I were to give a example: Building a CRAM Cannon requires a one axis turret block found here (subobjects) which makes the turret able to rotate left or right. etc Remmeber tutorials are not anout copying but learning, you don't need to make the turret the exact same as in the tutorial, just aslong as they learn the process behind it and how it works. They should know what made the CRAM fire *not that it did.* Thank you for reading my yappanese! Hope you understood and listend to my criticism and happy new year!
@@BorderWise12 What I mostly meant was that you improve on your tutorials, a newbie has a hardtime understanding this game, and these tutorials aren't super helpful
@Am_fis I think you kind of have to assume *some* level of related knowledge for most FTD tutorials, else they end up hours long as you repeat the same very basic info you've said in 12 others. Your example of the explanation of what a turret block is and what it does is exactly what I mean; are you going to repeat that in the video about crams, the video about APS, the video about PACs, etc. every single time? In a video about lasers, are you going to also explain all the options for engines, since lasers need engine power to run?
TH-cam tutorials for most games assume you have some basic knowledge in the game itself, and the in-game tutorial does a decent job at that (it's not exactly good, it's bad, but it's okay enough to get your feet wet). Like the one axis turret is the classic example of "you should know it, it's the basic!" You already said it, FtD is a very complicated game. Which is why you should do your homework and not expect the online tutorial to explain EVERYTHING for you, because if they do they will be there for HOURS and people who actually do their homework will get bored to dead waiting for the actual important stuff to get by.
I have a feeling this video won't get monetized.
@@1Milo37 Not to jinx it, but... it has not been flagged yet. XD
Suprising @@BorderWise12
Yet...
the reason the orbital ones fell out of the sky is that they are literally incapable of getting to space under their own power
if they are not spawned directly in space they fall
the way he got it into space originally was by attaching balloons to the outside and after he got it to space he removed the balloons
I thought I did spawn them in space... perhaps not high enough in space? 🤔
16:48
The Prince of Wales, or well the King George V-Class Battleships as a whole, were notable for their over done safety hatches and such causing an entire Quad turret to jam often, which got somewhat fixed late into the war.
Prince of Wales herself was deployed to Deter Japanese aggression in 1941, leading to her loss in action in December of 1941. As a result of the Japanese offensive in 1941 and 42 the British Pacific Fleet would move their bases to Madagascar for the duration of the war and mostly abandoned their Pacific allies in Australia.
The harmony prefab engine is pretty solid, actually. It was part of the more recent wave of prefabs where the devs were actually trying.
One main reason I use infra red seekers is because they can be directed towards specific targets but don't require the extra doohickeys that remote or lasers use.
This isn't an issue in campaigns since you usually end up with 1v1 fights, but in adventure mode if you launch a radar guided missile, they have a habit of running off after the largest target which may be 6000m away while there is an ICBM 1000m away.
Hot things are also a great target to hit, especially if you are after small fast jets.
I forgot if missiles have a secondary heat warhead. In that case a swarm of small infrared seeking HEAT missiles could be great at removing shield projectors and larger ones at removing engines.
Too bad they are also pretty easy to spoof with heat decoys.
That intro is golden
You really... ~whipped out~ alllll the crass jokes. XD
Your avatars reaction says it all
LOL you intros where....
Throbbing?
Best intro of the year has already been achieved
It sorta bugs me that the prefabs are almost all purposefully subpar but the game doesn't tell you that in any way, meaning you have to be told or have to have climbed the game's learning cliff.
I don't think they should all be hyper-optimized but there really should be some kind of note in their descriptions going, "Hey, this thing kinda sucks - maybe build your own."
@@darwinism8181 the prefabs vary a lot in how optimized they are. The Aphorous steam prefab is actually pretty close to the "ideal" large steam engine, though that's partly because large steam is very straightforward.
Definitely not what i expected to see on my sub page in 2025 lmao
You did that thing where you said "penis" enough that it doesnt even sound like a word anymore 🤣
Mart if you're watching:
Frick you play factorio.
No jk jk play whatever's fun (especially after the driving torment).
Your mental state being at least partially stable is important for your continued work as our ̶c̶o̶n̶t̶e̶n̶t̶ ̶s̶l̶a̶v̶e̶ favorite youtuber!
Gott nytt år from sweden!
(sorry if double-posting; my first attempt isn't showing for me)
gott nytt år!
Mildly hurtful hearing the engines I designed be called "bad", but hey, you aren't really wrong. They hardly optimised for either volume nor efficiency, but they're easy to just slap down and work immediately, and thats what really matters for a built in prefab.
@@zarnox3071 Yup, that it is true. Didn't mean to be hurtful, sorry. 😅
@@BorderWise12 Hah, dont worry, I'm not offended. You're just saying it as it is.
@@BorderWise12 It's all good. You're just saying it as it is. If anything, it lead to a nice PSA that you can do better by designing something yourself.
You keep saying I need to start using destabilisers but are yet to make a video on them.
As far as I can tell they increase laser consumption by 90% additively, so each one "doubles" (close enough) the damage.
I've got 2 ideas for them:
Burst LAMS, put 1 or 2 onto your "standard" cavity (the 3x3x6 pumps with a large storage on the end) and have offensive lasers set to only fire at 99%, this will give you a double/triple the LAMS output but will eat through the battery in 5/3.5 seconds, while your offensive laser has the same output (it'll flicker but each beam does more damage so it evens out.).
The other idea is lots of pumps and using destabilizers as multipliers on storage to save £$. Using the 3x3x6 pumps +1 large storage, you could have 304 pumps and 19 large storages OR 304 pumps and 10 large storages and 1 destabilizer and you get the same damage output OR 7 L store and 2 destabilizers (slightly overpowered and will slowly drain the battery or add a few more pumps) or 3 and 5 which is the shortest it gets (though 304 pumps on this cavity are 57m long) or 1 and 20 for a 78m long cavity.
the fall bc for some reason wen you put some kind of hover craft on enemy team ai for some reason it dont act like it suppose to do that hppened with me we i tried put my sub on enemy team bro was just spining and crushed on the sea floor but wen i put on my team the ia act normal and i dont actualy know why
Dog I had a stroke tryna read that 😭
All those destabilizes… on a 0Q laser. So it dumps what little stored energy it has… vs taking this, converting to a more efficient 4Q and using the armor piercing modules.
Also the sh long craft has no active defense, someone didn’t learn about proper protection.
10/10 intro
0:01 first second of the video, and you said that(you are right tho)
3:37 yeah
4:35 how whould that even happen???
20:50 when i was new to FTD i used PAC and lasers
35:43 does is increase pc specs?
I want to ask, are there any requirements for getting a craft into Weird and Wonderful (or other review stuff)? Or do you just pick stuff you see on the workshop/Discord/Reddit/etc.?
@@zarnox3071 I literally just pick stuff. 😁
TH-cam, hear me now! This video is technically educational and therefore should get to talk about genitals!!
that intro ^^
The part where you said "mart explained it much better than I could've" should honestly made you reflect on FTD tutorials. I've just reached 100 Hours and throught my learning experience I haven't learnt much if even anything from tutorials, every person making them are not great at doing it. Since FTD is complicated, the way tutorial youtubers assume that the person should know X or know Y makes the person confused.
If I were to make a tutorial I'd explain as great as I can what each block does, try to repeat it in a entertaining way and create fun examples (like mart did)
The tutorial ingame is confusing and boring (I have medication which helps a lot with such tasks) but I know most don't so the point is; I would like you (or anyone else reading this) to remake the previous tutorials and create tutorials explaining each feature in a simple yet ditailed format.
If I were to give a example: Building a CRAM Cannon requires a one axis turret block found here (subobjects) which makes the turret able to rotate left or right. etc
Remmeber tutorials are not anout copying but learning, you don't need to make the turret the exact same as in the tutorial, just aslong as they learn the process behind it and how it works. They should know what made the CRAM fire *not that it did.*
Thank you for reading my yappanese! Hope you understood and listend to my criticism and happy new year!
@Am_fis I am not remaking every FtD tutorial I've ever made, are you kidding me. XD
@@BorderWise12 What I mostly meant was that you improve on your tutorials, a newbie has a hardtime understanding this game, and these tutorials aren't super helpful
@Am_fis I think you kind of have to assume *some* level of related knowledge for most FTD tutorials, else they end up hours long as you repeat the same very basic info you've said in 12 others. Your example of the explanation of what a turret block is and what it does is exactly what I mean; are you going to repeat that in the video about crams, the video about APS, the video about PACs, etc. every single time? In a video about lasers, are you going to also explain all the options for engines, since lasers need engine power to run?
@@JohnMcFist Never said everytime, just so it sticks and people can understand it.
TH-cam tutorials for most games assume you have some basic knowledge in the game itself, and the in-game tutorial does a decent job at that (it's not exactly good, it's bad, but it's okay enough to get your feet wet). Like the one axis turret is the classic example of "you should know it, it's the basic!" You already said it, FtD is a very complicated game. Which is why you should do your homework and not expect the online tutorial to explain EVERYTHING for you, because if they do they will be there for HOURS and people who actually do their homework will get bored to dead waiting for the actual important stuff to get by.