From The Depths INSTANT Tutorial: Efficient APS Tetris (With Ammo Ejectors)
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- เผยแพร่เมื่อ 7 ก.พ. 2025
- From The Depths INSTANT Tutorials, this time I show you how to make efficient APS tetris, building advanced cannons in a way that is space and material efficient as well as safe, aka not powder kegs, using ammo ejectors and emergency ejection defuses! Hope this is helpful for you!
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Oh man, this has been incredibly helpful! I've been trying to get a decent 127mm gun setup for my destroyers, but they always fired just a bit too slow for my liking. Turns out I've been building them the exact opposite of efficient, LOL!
Well good you found this and check the playlist to fill any other eventual knowledge gap ;)
For small chemical shells only Autoloader has 2 benefits. No ejectors needed since the explosion won’t chain react. Changing shells mid battle is much faster. Otherwise like you said clips are better.
Haha yeah everything has a niche use, I do hope however that someone that makes a system for changing shell mid battle won't need a basic aps tetris tutorial XD
I do think I prefer just mixed ammo in these cases anyways, but maybe I'm just lazy
@@GMODISMchanging ammo mid battle seems like such an overkill in design. It just seems like something I'd make only to prove to myself that I can do that. For basic effectiveness I'd definitely just use a separate cannon for a separate shell.
Your tutorials are the best. Very concise, easy to follow, and straight to the point. Hope you do guides for multi-barrel turrents too.
Hey mate there are some older one there in the playlist already but I will do more for sure as I have learnt a thing or two since then, but still covers how to make several barrel ones ;)
You sold me on the ammo ejectors... must have
Thank you for this video. I have always had trouble with APS guns but now I can hopefully do better
Welcome, hope it helps. And check the older instants too for more aps gun help!
GMODISM: “ you should always have ammo ejectors”
Me: “no”
Your ship goes brrrrrrrrrrr the wrong way then 😂
@@GMODISM I know
XD
Explosions are fun for the whole family!
Amazing tutorial! I did a little confused with the last example until I realized you said built in reverse. Otherwise, echoing others saying a newer multi-barrel APS tutorial, perhaps as a sequel to this video, would be awesome.
Glad it was helpful mate, perhaps the other APS tutorials I have where not good but I have earlier multibarrel tutorials, I don't think they should be outdated..
But indeed there is always space for more tutorials and newer ones
However the ones not made yet has prio, I got a list XD
Plasma is next for instants
it should be mentioned that the required Length of an autoloader/Clip is not determined by ''how beefy'' a shell is , it is determined by how many components relative to it's ''beef'' it has
for example you could make a 12mm shell with dozens of components to make it 8 meters (800mm) long or you can have a 400 mm BEEF shell that is a single meter long this also determines ow many shells find place in a clip i do believe a single clip has place for 1000 mm worth of shell girth means you can at best store 2x400 mm shells in any clip since everything beyond 400 mm is direct feed (means the shells to BIG for clips)
Great video!
Glad you enjoyed it
I do wanna point out
Pure Autoloaders only doesn't actually explode, they explode but deal no damage even if your shell is chemical/ has gunpowder, its the clips that makes it explode, thankfully 4clip designs are cheaper, but has to use a emergency defuse if you don't want to explode.
to how much recoil absorbers you need for railguns, you need exactly what you put for railgun juice to absorption
Example, Assume your gun is pure railgun, your railgun uses 50000 energy, therefore it creates 50000 recoil. thats how it is
Edit: I forgot to say 0 clip only really does explode if your He is big, not sure how frag and emp works on this
Thankyou! One question: How to deal with BIG BIG BIG recoil in rail asissted APS? .Then over 100k Recoil/s for my Rail asisted APS (500mm) is to use even if i change RPM or calibre, damn Gauss Guns generete recoil.
There is a problem with your 8m example. Ejectors can't rest on top of a turret it has to be a cooler or rail charge. I make a lot of rail guns. I like to put the controller in the center. Use the four clip tetris with ejectors. I place them in a circle pattern around the center. Three are used per side so twelve in total to complete circle. If you want more just make another circle pattern around. I haven't made one that's bigger than two. You can also stack them. If they are big clips I use coolers around the bottom, center and top. That way I have a place to connect recoil. The free space I put rail charges, coolers or recoil. The toughest part is having a place for recoil. Coolers and charges are easier to connect. It's a balancing act on how much rail charge you can have. There is also a cool 5clip tetris for 1m clips. I found it on the workshop. Bummer only 1m clips can be used but you can make a mean pure rail with no gun powder to fit 1m clips.
For the love of all that is aps. This video made me cry......
wdym
I'm still pretty confused.. I just got the game, so excuse me, but you say to make the shell first but how do I know how big to make the shell? Do i just make whatever i feel like? And then how do i know how much cooling the gun needs? How do i know how often the gun can fire?
I highly suggest you check out my basic tutorials before, like the general and the ones before this, it's too much to explain in a simple comment
You can try stuff! That's what I'm doing, and although my cannons are and have been rather bad + inefficient, you don't need them to be perfect :)
For the Advanced cannons, use the Ammo Controller with customizers (they're beside each other on the advanced cannon tab)
In there you can select different shell types, the tooltip says what they do, but it's the combinations that are interesting. You can look these up if you want to, or just do as I mentioned to try whatever you feel like.
@@Jay-fy4zy late to the party but based on the length of the shell design (more gunpowder/payload/etc) the shell per size becomes longer. That said a 8 module long shell could still fit in a 1m long loader, but that would require you to have a small barrel as well, meaning you'd be firing 55mm bullets. This is okay for AA weaponry that need to dump out bullets in RPS notations rather than RPM, but you generally want a bigger bullet to deal damage. If you're cramped on space, cutting down on the amount of shell modules (length) is thus better than making the shell diameter smaller.
In the bullet designing screen you'll get a clear dropdown tab that allows you to select autoloader sizes for the bullet you've designed, giving you a clear way to see the gauge of the weapon you can make with the bullets you've made. (i.e. rather than having to guess the size that bullet would fit the game just tells you "this bullet needs an Xm loader for this gauge")
Now for the "why", partially personal preference, moreso for 'what the gun needs to do' and 'how much space does it get to do what it needs to do', if you need a 400mm gauge since it's your main gun but your hull is only 5m deep, well, good idea to cut down on the bullet so you can fit that size crunch. Or if you're on that same boarlt designing an AA gun, well.. Good chance you'll want only 1m loaders despite having 5m of space so you can fit in even more loaders, so you should design the bullet off of that assumption, and more importantly that specific task as well. Vice versa however, if gun size isn't important but you need the bullet itself to do a specific task, for example heat or hesh, then the gun is built around the bullet, rather than vise versa.
After the APS firing piece is mounted all of its required stats is displayed, you want cooling parts to be equal in rpm to your intake parts.this varies per bullet and gauge size etcetera, so there's no clear cut answer for a cooling to autoloader ratio.
now wondering if ejector bombers are a possibility
Oh they are! It's just hard to hit the enemy of your not point blank :)
what about if you want multiple layers of autoloaders stacked on top of each other?
Is being cost efficient a thing for hard difficulty campaigns or old state of game? because in normal campaign i don't know how to spend all my materials :D
Longer autoloader or higher fire rate for main gun
Depends on the shell, you wanna penetrate or sandblast?
@@GMODISM I like to use aphe railgun assistance
In this case go for long autoloaders otherwise you will not get good penetration at good speeds.
Does it change the reload, when you add nore than the required ammo intakes?
Yes for beltfeds you can (should) max the ammo intakes
@@GMODISM Ah okay! Thank you very much. :) Love your tutorials.
Would it be possible for the same gun to fire different shells depending on what you're targeting? (for example FLAK vs HESH depending on how fast the enemy moves or something like that).
Kind of want to build a secondary turret that acts primairly as (flak based) CWIS but also have a backup function to damage armoured targets where the normal shell would be ineffective. Or have the possibility for slower firering kinetic shelled APS to fire something more inclined to hit (anthing with a timed fuse and AOE) when only small planes remain.
Yes but I believe you need to use breadboard for this, and switch will be after the shells loaded already are fired...
Basically what you want is a multi-purpose gun loaded with sabot I'd say
gud vid
How you connect this to the turret? This cant Turn or did i muss something
this is tetris in specific, in the general aps tutorials I explain in detail how to build on subobjects ;)
@@GMODISM i mean how your prefab Connect to the 3x3 turret IT IS pink so No Connection
@@DasAnthra did you build on the turret or still building on the main body
@@DasAnthra through the turret's side armor
@youknowihadtodoittoem3579 thanks i SAW IT after 4 Views😆