I love APHEAT shells and I would love to see a tutorial about APS from you. I did not know changing propellant amount changes the shell length, nobody really mentioned it before. Amazing video
I'm using APHE most of the time and it works fine as well devestating everything inside. Or AP-Frag. Cut through the armour and just demolish everything inside.
It's worth noting you can shave length off the shell with base bleeders, tracers etc. I pretty much always try to use base bleeders because there's really little reason not to imo.
Better than lengthening your barrels: you can make a hybrid cannon. After finishing your cannon, add a singe Rail and connector. And stuff a few chargers where you can. Set it to draw a reasonable amount of energy for your application and split its consumption 50/50 between going to the barrel and going to accuracy modifier. In turn, you can use less gunpowder to get the same velocity. Without the need for a base bleeder. AND its even more accurate without a longer barrel. In fact the barrel can now be shorter since you have less powder. Just make sure it only draws enough energy to match the fire rate you desire. Select (only fire when fully charged) and experiment with your energy values.@@garrettledford1147
with decos you can prevent the mesh glitching by moving the deco in or out by 0.001, depending on which you want to show, and the change is imperceptible
omg you giving tips on how to use mesh and deco makes me have the urge to play the game again (after failing so many times to replicate real life warships) this is soo goood
I would add that you should really armor those turrets on the subobject itself, both the loading assembly and the neck, because any round that hits and registers on the subobject will ignore all external armor for damage calculations. If a big HE round hit the side of that turret cap, even if the top was completely unscathed it could easily wipe it by severing all of the gauge snakes through the deck armor.
This is such good content, I've probably learnt more about this game in my 341 hrs played from this video about building than any other video and its about constructing guns. W video.
Lovely tutorial. Explains quite a few concepts of APS, deco tools, and some important design distinctions for defining a good weapons size for your craft. Putting a giant DIF gun on a small craft is still pretty funny though.
aps tutorial would be nice i am by no means "new" to ftd but i am by no means "good" at ftd so im always looking for new ways for building so im happy i found this
Really enjoyed this video. I actually learned something new with the opeing of the mimic menu with a preselected block. I'll try to decorate the next turret better. Looking Forward to more Videos in this style
10:58 Had to stop and look up the HMS Hood. Now I know a little bit more about naval history. Funny how that happens. Also, just noticed while I was messing around based on what you'd shown - I don't know if an update changed this in the 8 months since this video came out or if I'm doing something wrong, but it seems like having a consistent number of clips attached to your autoloaders (or just having a ton of autoloaders) is really important for sustained fire. I tried building a smaller cannon that what you show here (2 barrels, 7x7 including armor, and only 1 layer of autoloaders), and because of the way I had set them up it _claimed_ to sustain 20.5 RPM, but after about 10-15s it would get itself stuck where none of the autoloaders were ready to reload, so it would sit for 4-5 seconds not being able to fire.
That might be your cooling being higher than your autoloader/intake limit. It'll fire as fast as it can, so if the cooling lets it fire 80 rpm it'll fire 80 even if it can only sustain 20.
You are correct. By having different numbers of clips attached to your autoloaders, you end up having autoloaders that reload faster than others, because each autoloader is treated individually and receives its own buff to reload speed depending on how many of its faces have clips attached. This is why when I build APS cannons I put at most 2 clips per autoloader, as it is very simple to do tetris with it. 3 can sometimes work, but 4 just leads to wasted empty space. Obviously this can also just be avoided by going pure autoloaders and not using clips. It is more expensive, but it does have advantages. Since autoloaders hold only 1 round while clips hold many, if you're firing explosive rounds, a pure autoloader turret, specially if smaller caliber, simply won't really explode if an autoloader is destroyed, because 1 round exploding doesn't do much damage. With clips, you get dozens of rounds exploding all at once if your turret is hit, so unless you have ejectors on the autoloaders and defusers on your rounds, you can be pretty sure your gun is going to be destroyed. On top of this you just don't have to worry about tetris.
This taught me a lot, I mean I tried doing everything that you did, block for block but for some reason it made it so all of the Guage went to 1 barrel and the other 2 were thin, I still need to learn more but this is a great start, thanks
@benwenden2406 the way I fixed it was by having the barrels kind of separated from each other, instead of using the 5 way cooler blocks I used more of the corner or 3 way blocks I hope what I said makes sense and can help you
I made a rapid fire small calibur kinetic cannon that was mostly gunpowder, it worked far better than most of what I had been using because it acted like a hacksaw cutting open specific sections. It worked OK in AI control but was definitely better for small ships under player control.
Paused after just starting the video to change tabs real quick and only got the first four words 🤣. I'm litterly dying hear that it caught me chuckling.
Another great vid and the quality is 👌 Also have you considered making a discord server? And a tutorial series on tanks , planes and weaponry etc would be awesome
love the look of the turrets in the start, great tutorial, never knew propellant amount changed shell length, always learning something new, thank you very much
I wish I could get mine to even load. Even though the caliber and meter length match it just doesn't load. It's aggravating and why I guess I prefer missiles so much because they work so much easier.
The captain turned in to close the distance because of the weak deck armor that was vulnerable to plunging fire at long range, which was responsible for halving the British firepower and increasing the hit chance of Bismarck's guns. If it weren't for that deck weakness Hood and Prince of Wales should've won handely, Bismarck was no Yamato that could take on so much firepower and win.
@@garrettledford1147 what does weak deck armour have to do with a main gun round from Bismarck hitting hood below the water line just under the main armour belt and through the torpedo defense and detonating in the magazine
If you really don't mind, for any multiple guns on the same turret, just build one on a spinner gun and clip it on the turret ring, this way every gun are ensured to be identical. Moreover you can stack the gun on pistons to make the gun barrel spacing denser or wider than 1 block.
I believe that three clips on a singular autoloader is better since its not that big of a downgrade in firepower buy instead allows you to play tetris a lot more easily. But if 4 way tetris works then good on you.
really good video for such an unknown video. One thing to work on is the nrrtion smoothness, not that i could do better. But just as constructve critisism, because thats the only thing i really kinda would fix. i liek the effects and video work
I am extremely impressed with your turrets! However I have spied that you know how to make dual duals? (4 barrle sdefided by two in a single turret) I would love to know that too haha
For quad turrets you can just split the turret into 4 quadrants and run the cooler snakes up in a sort of T or a square or whatever you want really. To get them into 2 pairs all you do is space them close to each other on each side with a big gap in the middle by routing the cooler snakes within the turret cap. Quads are easier than triples though, you just gotta try it.
Why do you need ammo controllers; I seem to be able to design shells in the APS barrel itself > access intakes > shell edit, assign to all / unused? What purpose do they serve, are they just redundant, do they allow saving and use of multiple shell designs? Are they needed for APS guns to work outside of designer mode?
Appreciate having a second opinion on aps as for the time being I just got ohms opinion on it. Also take my observations with a grain of salt as I might not understand the intent of some of your design choices -I like the concept of the apheat shell youve shown but from what I can tell it can't quite break a 4m beam of metal, which for an AP anything shell isn't that great, though swapping 1-2 of the he bodies for solids would fix it. (Also I could be missing the point that the shell could have been made for the sole reason to teach how to make a shell) - turret cap in general seemed to lack any form of heat/hesh protection, even with it's size being small I could see some ha slopes bring fit into it and utilizing the metal shell around it to activate heat/hesh early and catch it on the slope(s), though I can see the lack of raw hp being a tradeoff you might not be willing to make. -personslly dislike the coolers at the very front of the cannon, if you put them at the back or middle they might have a bit more survivability, even if the turret van have minor chain detonations. Otherwise a very nice aps tutorial with deco tricks and cap scaling pointers that I'll def take and use, along with the triple aps setup recommendations that should help me move away from single barrel turretcaps.
@@r.a.6016 yeah I’ve heard that a few times. I plan on eventually making a full APS tutorial. It’s just finding the time make one is difficult right now
@@JustaWrenchGaming fair enough. Although your videos have been incredibly helpful. Just watched (and followed) the hull one. Made a decent-looking hull and then absolutely murdered the superstructure hahahaha. Also the damn tub isn't buoyant enough, looks awful...😅😅
@@r.a.6016 glad the videos have been helpful! If you’re having a problem with buoyancy especially on a bigger craft, I would recommend making the outer shell of the hull out of alloy, then putting metal behind it. Alloy is super buoyant and will help significantly.
This is great information and all, but trying to follow your cooling routing is a nightmare. Switching between between all those connection types I cant even follow it in .25x speed. It would have been nice if you just called out 3 way, 4 way etc as you placed down or replaced parts.
brother used a Knukles meme in 2023, he truly has killed the part of himself that cringes, he has ascended apart from jokes, I was making a cruiser with somewhat realitic gun placements and numbers inspired by italian heavy cruisers, it's not finished it's only missing one set of guns and it already costs 342k mats and tbf, I never intended it to be so big
Question, do you think it is worth to put hesh/heat lining on turret caps that size? You didn't create a liner for your cap. Then again very little ships use it in the campaign.
@@JustaWrenchGaming I usually replace the heavy armor you put for slopes, but then again I play with my own custom factions and most of my smaller vehicles use HESH so it’s very important, but for most general use again normal campaigns it’s a non issue.
@@JustaWrenchGaming Also forgot to say your editing is incredible and even though I already knew everything here it was amazing to see it so concise and well made for other people, I had to learn all this stuff myself and you did it expertly in only a single sitting, huge props.
If you want it to fire continuously and not in a salvo why build a gun with multiple firing pieces? You could just build a bigger single barrel gun for that purpose
just some feedback. I'm only 8 minutes in and it might be because i am new to the game and don't have much or even any base knowledge but you should probably slow down the pace of the video because personally i had to slow it down a lot and pause constantly to see what you were doing. It also doesn't help when you are changing stuff constantly as you are going along because it's hard to see what you are changing amongst all the over blocks
I apologize about that, when I made that video I was trying to not making like 2 hours long and unbearable to watch, but I’m going to (eventually) make a full APS tutorial that should be easier to follow and slower pace
Hey Wrench nice video Can you do us a favor and please stop with the music? In particular the music that starts around 10 min is really really annoying
"whats up chucklefucks"
bro is litterally the tf2 scout
i agree
I love APHEAT shells and I would love to see a tutorial about APS from you. I did not know changing propellant amount changes the shell length, nobody really mentioned it before.
Amazing video
I'm using APHE most of the time and it works fine as well devestating everything inside. Or AP-Frag. Cut through the armour and just demolish everything inside.
It's worth noting you can shave length off the shell with base bleeders, tracers etc. I pretty much always try to use base bleeders because there's really little reason not to imo.
Also true, I’ll have to remember to add that note in when I do an APS tutorial
Inaccuracy from those can hurt
@@garrettledford1147 I've found lengthening the barrel a bit fixes that just fine and normally works out better overall.
@@Kav. Really? I'll have to try that out
Better than lengthening your barrels: you can make a hybrid cannon.
After finishing your cannon, add a singe Rail and connector. And stuff a few chargers where you can. Set it to draw a reasonable amount of energy for your application and split its consumption 50/50 between going to the barrel and going to accuracy modifier.
In turn, you can use less gunpowder to get the same velocity. Without the need for a base bleeder. AND its even more accurate without a longer barrel. In fact the barrel can now be shorter since you have less powder. Just make sure it only draws enough energy to match the fire rate you desire. Select (only fire when fully charged) and experiment with your energy values.@@garrettledford1147
I'm only one minute into this and I can already tell the quality difference!
My word... Those cosmetic... I never knew this game had that. This video just blew my mind
I can't believe someone that builds better stuff in FtD called me a chucklefuck. I deserve this.
I brought the game recently, and i got completely overwelmed by the mechanics, thanks for the guide!
Glad it helped, it’s exactly what I made it for. Stay tuned for when I upload the rest of the tutorials for making hulls and superstructures 👍🏻
@@JustaWrenchGaming will do!
@@Seyira_ now, out of my own curiosity, how did you find my channel and video? Wanna see where I might be able to find and help newcomers.
@@JustaWrenchGaming I found it in my recommended vídeos.
The learning cliff is a rite of passage, we all experience it
using a mouse building mode is an international depthian crime but i still love you ❤
with decos you can prevent the mesh glitching by moving the deco in or out by 0.001, depending on which you want to show, and the change is imperceptible
omg you giving tips on how to use mesh and deco makes me have the urge to play the game again (after failing so many times to replicate real life warships) this is soo goood
I would add that you should really armor those turrets on the subobject itself, both the loading assembly and the neck, because any round that hits and registers on the subobject will ignore all external armor for damage calculations. If a big HE round hit the side of that turret cap, even if the top was completely unscathed it could easily wipe it by severing all of the gauge snakes through the deck armor.
I thought they fixed damage bleeding like that years ago?
I know its late but thank you, im now 90% sure thats why my turrets are getting destroyed even when the armor is barely damaged.
The tip of changing from mouse to key build is very nice.
This is such good content, I've probably learnt more about this game in my 341 hrs played from this video about building than any other video and its about constructing guns. W video.
That is the goal of this video, I’m glad it was able to help you 😁
Got several hundred hours and still learned a lot, thanks bro.
Lovely tutorial. Explains quite a few concepts of APS, deco tools, and some important design distinctions for defining a good weapons size for your craft.
Putting a giant DIF gun on a small craft is still pretty funny though.
My fav shells are what i call HEATSH or High Explosive Abti Tank Squash Head.
Its HESH with HEAT secondary.
Really good for just about any caliber.
Love the production quality and the video. Found it super helpful thank you!
aps tutorial would be nice i am by no means "new" to ftd but i am by no means "good" at ftd so im always looking for new ways for building so im happy i found this
Glad it could help you some! This singular video has become my most viewed video. I can only imagine what an actual APS video would get.
Amazing tutorial, no BS and all the info and extra's you need. Keep it up!
Really enjoyed this video. I actually learned something new with the opeing of the mimic menu with a preselected block. I'll try to decorate the next turret better. Looking Forward to more Videos in this style
ah man i came in kinda think ing this would be a boring tutorial but you explain everything very well! thank you
I enjoyed the first tutorial series and cant wait to see more! Its very helpful!
APS, By the way great work, randomly found ya in my recommended, Hope ya grow plenty
10:58 Had to stop and look up the HMS Hood. Now I know a little bit more about naval history. Funny how that happens.
Also, just noticed while I was messing around based on what you'd shown - I don't know if an update changed this in the 8 months since this video came out or if I'm doing something wrong, but it seems like having a consistent number of clips attached to your autoloaders (or just having a ton of autoloaders) is really important for sustained fire. I tried building a smaller cannon that what you show here (2 barrels, 7x7 including armor, and only 1 layer of autoloaders), and because of the way I had set them up it _claimed_ to sustain 20.5 RPM, but after about 10-15s it would get itself stuck where none of the autoloaders were ready to reload, so it would sit for 4-5 seconds not being able to fire.
That might be your cooling being higher than your autoloader/intake limit. It'll fire as fast as it can, so if the cooling lets it fire 80 rpm it'll fire 80 even if it can only sustain 20.
You are correct. By having different numbers of clips attached to your autoloaders, you end up having autoloaders that reload faster than others, because each autoloader is treated individually and receives its own buff to reload speed depending on how many of its faces have clips attached.
This is why when I build APS cannons I put at most 2 clips per autoloader, as it is very simple to do tetris with it. 3 can sometimes work, but 4 just leads to wasted empty space.
Obviously this can also just be avoided by going pure autoloaders and not using clips. It is more expensive, but it does have advantages. Since autoloaders hold only 1 round while clips hold many, if you're firing explosive rounds, a pure autoloader turret, specially if smaller caliber, simply won't really explode if an autoloader is destroyed, because 1 round exploding doesn't do much damage. With clips, you get dozens of rounds exploding all at once if your turret is hit, so unless you have ejectors on the autoloaders and defusers on your rounds, you can be pretty sure your gun is going to be destroyed. On top of this you just don't have to worry about tetris.
Such a well produced video
Thank you for the superb video, the quality and conciseness is appreciated. I would be very interested in an APS tutorial.
This taught me a lot, I mean I tried doing everything that you did, block for block but for some reason it made it so all of the Guage went to 1 barrel and the other 2 were thin, I still need to learn more but this is a great start, thanks
I'm so glad I'm not the only one iv just done the exact same thing
@benwenden2406 the way I fixed it was by having the barrels kind of separated from each other, instead of using the 5 way cooler blocks I used more of the corner or 3 way blocks
I hope what I said makes sense and can help you
Thanks for the vid, very helpful for a 200 hour beginner
This is an amazing tutorial. Thanks for taking the time to put this together. I just subscribed and liked the video.
I made a rapid fire small calibur kinetic cannon that was mostly gunpowder, it worked far better than most of what I had been using because it acted like a hacksaw cutting open specific sections. It worked OK in AI control but was definitely better for small ships under player control.
tbh AI is shit for main gun use. Especially for kinetic ones. It takes eternity to make a lucky ai shot :D
Paused after just starting the video to change tabs real quick and only got the first four words 🤣. I'm litterly dying hear that it caught me chuckling.
Very nice tutorial! Great production value also, impressive work 👍
Another great vid and the quality is 👌
Also have you considered making a discord server?
And a tutorial series on tanks , planes and weaponry etc would be awesome
This is a godsend thank you!!
First 3 words are an instant like.
This is a masterpiece
This is an amazing video! Love it JustaWrench, keep up the good work!
love the look of the turrets in the start, great tutorial, never knew propellant amount changed shell length, always learning something new, thank you very much
21:20
I am using this time stamp for future reference when designing ships.
Nice vid. One of the best in From the depths. Keep going and you will have 100k+ subs
Sure, an aps tutorial seems usefull.
You got some nice energy btw.
Aps!
Definitely a good video!
I came here for the tutorial and stayed for the humor
Love the content keep it up
APS! your vids are great and would love an aps tutorial
Great video!
beautiful intro
APS, please! Getting back into the game after a while away.
I wish I could get mine to even load. Even though the caliber and meter length match it just doesn't load. It's aggravating and why I guess I prefer missiles so much because they work so much easier.
11:00
HMS hood wasn't hit in the deck though the fatal blow was just under the armour belt through the really thin torpedo defences
The captain turned in to close the distance because of the weak deck armor that was vulnerable to plunging fire at long range, which was responsible for halving the British firepower and increasing the hit chance of Bismarck's guns. If it weren't for that deck weakness Hood and Prince of Wales should've won handely, Bismarck was no Yamato that could take on so much firepower and win.
@@garrettledford1147 what does weak deck armour have to do with a main gun round from Bismarck hitting hood below the water line just under the main armour belt and through the torpedo defense and detonating in the magazine
@@justnsaliga8518 Weak deck armor -> going in closer -> lucky shots more likely to happen
You deserve more subs man this is really helpful for noobs like me :D (also entertaining)
If you really don't mind, for any multiple guns on the same turret, just build one on a spinner gun and clip it on the turret ring, this way every gun are ensured to be identical. Moreover you can stack the gun on pistons to make the gun barrel spacing denser or wider than 1 block.
got called a chucklefuck in the first 10 seconds, earned my respect for fighting against youtube tos
@@7ThePrimagen man, I don’t give a fuck about TH-cam tos. It’s not like I get paid for any of my videos 😂
@@JustaWrenchGaming hell yeah brother
first video of yours i've even seen. all i hear is "whats up chucklefucks" yeah thats an instant sub
Wait, tweaking the gunpowder value tweaks the shell lengh? I REALLY need to implement this.
THIS IS EPIC TY
I believe that three clips on a singular autoloader is better since its not that big of a downgrade in firepower buy instead allows you to play tetris a lot more easily. But if 4 way tetris works then good on you.
I would love an aps tutorial
Is it possible i can download the 3 turrets from the thumbnail anywhere?
btw Amazing video.
really good video for such an unknown video. One thing to work on is the nrrtion smoothness, not that i could do better. But just as constructve critisism, because thats the only thing i really kinda would fix. i liek the effects and video work
Thanks for the feedback, I appreciate it!
Small dakka
Gimme that APS Tutorial!
how do i make the 3rd turret at 1:02
I am extremely impressed with your turrets! However I have spied that you know how to make dual duals? (4 barrle sdefided by two in a single turret) I would love to know that too haha
For quad turrets you can just split the turret into 4 quadrants and run the cooler snakes up in a sort of T or a square or whatever you want really. To get them into 2 pairs all you do is space them close to each other on each side with a big gap in the middle by routing the cooler snakes within the turret cap. Quads are easier than triples though, you just gotta try it.
Why do you need ammo controllers; I seem to be able to design shells in the APS barrel itself > access intakes > shell edit, assign to all / unused? What purpose do they serve, are they just redundant, do they allow saving and use of multiple shell designs? Are they needed for APS guns to work outside of designer mode?
Even after 300 hours im still finding out new things lol
Lower the music or no music but good video
Appreciate having a second opinion on aps as for the time being I just got ohms opinion on it.
Also take my observations with a grain of salt as I might not understand the intent of some of your design choices
-I like the concept of the apheat shell youve shown but from what I can tell it can't quite break a 4m beam of metal, which for an AP anything shell isn't that great, though swapping 1-2 of the he bodies for solids would fix it. (Also I could be missing the point that the shell could have been made for the sole reason to teach how to make a shell)
- turret cap in general seemed to lack any form of heat/hesh protection, even with it's size being small I could see some ha slopes bring fit into it and utilizing the metal shell around it to activate heat/hesh early and catch it on the slope(s), though I can see the lack of raw hp being a tradeoff you might not be willing to make.
-personslly dislike the coolers at the very front of the cannon, if you put them at the back or middle they might have a bit more survivability, even if the turret van have minor chain detonations.
Otherwise a very nice aps tutorial with deco tricks and cap scaling pointers that I'll def take and use, along with the triple aps setup recommendations that should help me move away from single barrel turretcaps.
Where do you put the local weapon controller and wireless transmitter on such large guns?
I normally put the all in one controller down at the base of the turret. I always make room for it since it’s just one block
ah kk, ty. just started playing yesterday, ur video was helpful although I kinda got lost when you started actually building the gun lmao
@@r.a.6016 yeah I’ve heard that a few times. I plan on eventually making a full APS tutorial. It’s just finding the time make one is difficult right now
@@JustaWrenchGaming fair enough. Although your videos have been incredibly helpful. Just watched (and followed) the hull one. Made a decent-looking hull and then absolutely murdered the superstructure hahahaha. Also the damn tub isn't buoyant enough, looks awful...😅😅
@@r.a.6016 glad the videos have been helpful! If you’re having a problem with buoyancy especially on a bigger craft, I would recommend making the outer shell of the hull out of alloy, then putting metal behind it. Alloy is super buoyant and will help significantly.
Fine
APS! Also LAMS!
This is great information and all, but trying to follow your cooling routing is a nightmare. Switching between between all those connection types I cant even follow it in .25x speed. It would have been nice if you just called out 3 way, 4 way etc as you placed down or replaced parts.
I’ll go over more in depth on all that when I make the full aps tutorial video
brother used a Knukles meme in 2023, he truly has killed the part of himself that cringes, he has ascended
apart from jokes, I was making a cruiser with somewhat realitic gun placements and numbers inspired by italian heavy cruisers, it's not finished it's only missing one set of guns and it already costs 342k mats and tbf, I never intended it to be so big
Late comment but is that dock on the steam workshop?
18:06 I don't understand how we go from 38.4 Rounds Per Minute to 1.56 Shots Per Second. Shouldn't it be 0.64 (38.4/60) shots/s?
Down by where it says the fire rate is the 1.56/s I used. It’s in parentheses. So I took that number and divided it by 3
I wish I could afford a pc to play this :(
Question, do you think it is worth to put hesh/heat lining on turret caps that size? You didn't create a liner for your cap. Then again very little ships use it in the campaign.
I normally try to when I have bigger turret caps, but for this one since it’s so small I don’t worry too much about it
@@JustaWrenchGaming I usually replace the heavy armor you put for slopes, but then again I play with my own custom factions and most of my smaller vehicles use HESH so it’s very important, but for most general use again normal campaigns it’s a non issue.
@@JustaWrenchGaming Also forgot to say your editing is incredible and even though I already knew everything here it was amazing to see it so concise and well made for other people, I had to learn all this stuff myself and you did it expertly in only a single sitting, huge props.
APS?
The copywrite-free music reminds me of Roblox
If you want it to fire continuously and not in a salvo why build a gun with multiple firing pieces? You could just build a bigger single barrel gun for that purpose
You only have 900 subs? that seems like a crime tbh
APS! APS! GIVE ME APS!!!!!
APS 👍
You sound a bit like Chris Pine
APS, APS.
APS Please
Why do you keep calling sapX shells apX shells? Those shells dont have nearly enough penetration to be apX shells.
just some feedback. I'm only 8 minutes in and it might be because i am new to the game and don't have much or even any base knowledge but you should probably slow down the pace of the video because personally i had to slow it down a lot and pause constantly to see what you were doing. It also doesn't help when you are changing stuff constantly as you are going along because it's hard to see what you are changing amongst all the over blocks
I apologize about that, when I made that video I was trying to not making like 2 hours long and unbearable to watch, but I’m going to (eventually) make a full APS tutorial that should be easier to follow and slower pace
@@JustaWrenchGaming yeah that makes sense, I’m new to the game so it was still very helpful overall just quite quick. Keep up the good work
you go way too fast for a tutorial and don't really explain what you are doing
APS
Hey Wrench nice video
Can you do us a favor and please stop with the music? In particular the music that starts around 10 min is really really annoying
Aps.
Huh
Aps
aps
da wea
Great video!
APS please
APS
Aps