Reactive Shields with Breadboards! | From the Depths Tutorial

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 41

  • @siskinedge
    @siskinedge ปีที่แล้ว +9

    I used to do this with ACBs, it's nice this can be done in breadboard in a single block

    • @dkelrk1
      @dkelrk1 ปีที่แล้ว

      How many acbs do you need to implement something like this? If you dont mind me asking.

    • @Spooglecraft
      @Spooglecraft ปีที่แล้ว

      @@dkelrk1 should be two per shield segment, so for the setup at the beginning of the video would be eight in total. at each shield segment, one to turn on when an enemy is detected within a given bearing and one to turn off when no enemy is deteced within the bearing range.

  • @anamerican1054
    @anamerican1054 ปีที่แล้ว +8

    This is awesome. Tricks and tips with breadboard. I would like to see more breadboard. I'm more into hovercraft so maybe projectile avoidance up and down, strafe left or right and other erratic movement to avoid getting hit while still staying on target.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว +3

      Sure could do all that with some time. I have some mild passive projectile avoidance in my tiltjet video

    • @anamerican1054
      @anamerican1054 ปีที่แล้ว

      @@Brenzo44 Great. I would suggest turning down your background music a little. This one was about right but your early videos it was too loud.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว +1

      Gotcha. Been slowly working it down to a reasonable level but I don't have a permanent mic setup yet, so my audio is a bit...rollercoaster-y.

    • @anamerican1054
      @anamerican1054 ปีที่แล้ว +1

      @@Brenzo44 It's all good. I like your videos. Good job.

    • @dkelrk1
      @dkelrk1 ปีที่แล้ว

      I did something like that but for some reason the craft is rendered unconcious after it defeats an enemy. If it can defeat any that is.

  • @Ribbons0121R121
    @Ribbons0121R121 หลายเดือนก่อน

    You can set up an acb to trigger the shield on when missiles or crams get close to it, just shove it behind the shield

  • @Naitsabes68
    @Naitsabes68 ปีที่แล้ว +1

    Fyi your video was recommended to me! Good work

  • @leonardoharman3203
    @leonardoharman3203 ปีที่แล้ว +1

    Good idea

  • @OhCanadaGamer
    @OhCanadaGamer ปีที่แล้ว +3

    That's pretty amazing.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว

      It's super simple, honestly. Just smack some bread on your ship and you're no longer are dumping 10k~~ power on your battleship to useless components lol.

  • @archer8629
    @archer8629 ปีที่แล้ว +2

    Very cool tutorial!

  • @dani200275
    @dani200275 11 หลายเดือนก่อน

    i like it. however you can do all of this with a single maths evaluator set to "if(a-179.9,10,0)"

  • @nade5557
    @nade5557 ปีที่แล้ว

    brilliant idea

  • @dr.robertnick9599
    @dr.robertnick9599 ปีที่แล้ว

    Can you turn on a shield generator when a munitions or laser warner detects something via ACB? It would be even nicer if the shields only turned on where shells or lasers are actually incoming and only close to that spot. That would be a more distributed and robust aproach to shield control and would also handle enemies from all angles.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว +6

      Unsure, but probably would suck due to shield spool up.

    • @dr.robertnick9599
      @dr.robertnick9599 ปีที่แล้ว +2

      Nah, it does not work. I thought ACBs could read stats from blocks around it, kinda how it can control blocks in a radius, but it cant even detect if APS shells are incoming. Only CRAM, missiles and lasers on the whole ship or turret. Also I did not know about shield spool up.

    • @onerxowns2202
      @onerxowns2202 ปีที่แล้ว

      @@dr.robertnick9599
      Place Shield on Two Axis turret controlled by CIWS controller and, hook APS block to read turret activity, and then turret get active (start moving) activate shields on the the turret, and then turret go's idle to deactivate shields. Simple

    • @gfoog3911
      @gfoog3911 ปีที่แล้ว

      CIWS can’t track APS

    • @Mernom
      @Mernom 11 หลายเดือนก่อน

      You can set up a projectile avoidance AI routine, and highjack it to output projectile orientation into an auxilery drive.
      To avoid shield spool up time, you can low power the shields until it spots something.

  • @whwhwhhwhhhwhdldkjdsnsjsks6544
    @whwhwhhwhhhwhdldkjdsnsjsks6544 ปีที่แล้ว +1

    Looks alright, but fight against multiple opponents and it is no longer effective. Perhaps enable all the shields if multiple enemies are spotted.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว

      That would be the idea. This is going into the Ragnarok which is going to be dueling 1v1.

  • @onerxowns2202
    @onerxowns2202 ปีที่แล้ว

    What if just placing shields on 2 axis turrets and let them be controlled by weapon controller ? multiple enemies ? Connect Shield Turrets to different AI's, you have 1 to 10 for a REASON !!!

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว

      That doesn't fix the issue of shields on the wrong side of your broadsider being on when you're not using them.

  • @Damaddok82
    @Damaddok82 ปีที่แล้ว

    This could be done with acbs by using the enemy bearing settings.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว +3

      The whole point of doing it with bread is to take up less space and be more intuitive.

  • @tekoimming1943
    @tekoimming1943 ปีที่แล้ว

    20k Power is nothing much, a good old 5x5x5 3-2 Turbocharger gets 4160 so that's 125 Volume (including the fuel tanks) times 5 equals 625 Volume Engine, max. With a combined demand of 36-38 MpS. There is sooo much space, it really shouldn't be a problem.
    But I see the point of the reactive shielding. Personally I don't like them very much, because nowadays the shield gen needs time to spin up the shield. Not so much on low shielding, but a lot on high shielding. 10 Seconds spin up? Something like that. Against Bombers or really fast gunships, that is a problem.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว +1

      Spool up can easily be dealt with if you just either: 1. Use the enemy's velocity to determine where it'll be next and activate those shields early or 2. Widen the thresholds for the shields so that they turn on earlier.
      The entire idea is that this is used for battleship dueling; keep the side that is under fire on and the side that isn't off. That power isn't essential to save, but if we're saving 10k of power that can go into rail draw and increase our DPS instead of being wasted on nothing.

    • @tekoimming1943
      @tekoimming1943 ปีที่แล้ว

      @@Brenzo44 if you put both solutions to use that should work just fine, that's true.
      There should be some kind of backup power source for the times when both sides are on, for whatever reasons. Shouldn't happen too often, but I wouldn't risk shield failure.
      How about lowering the drive to 1 instead of completely turning them off? That way you could use the decaying left overdrive and it would already lower the power cost dramatically. What kind of shield drive do you plan to use?

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว

      That could possibly work, yes. And what do you mean? Power source? Thats what the next video is about, if thats what you mean

    • @tekoimming1943
      @tekoimming1943 ปีที่แล้ว

      @@Brenzo44 Power source, a source of power on your vehicle. Maybe power provider I'd a better word. Engines for example. You'll have varying power demand, and for that you'll need to be able to provide enough power for the peaks. But for efficiency sake, you probably don't want a stable power output to match that. The most intuitive option is an electric motor. It provides an estimated 80 power per volume. The second option is to go for an engine that only runs if the other sources are exhausted. That would go for 35 power per volume, but comes with a third of the price of the electric engine + batteries.
      Anyways, if you use batteries for railguns it's most likely more efficient to go for the electric engine.
      I hope I don't sound condescending, I'm just spewing ideas out there because non of my friends understand what I'm doing in ftD :(

  • @Madwand99
    @Madwand99 ปีที่แล้ว

    I don't recommend this strategy, it won't work when there is more than 1 enemy. You could detect multiple enemies by detecting changes in the rotation of rotation-limited turrets though.

    • @Brenzo44
      @Brenzo44  ปีที่แล้ว

      It's meant for a 1v1'ing battleship.

    • @Cooldude-ko7ps
      @Cooldude-ko7ps ปีที่แล้ว

      @@Brenzo44question, if there is an enemy on both sides of the ship both the port and starboard shields will be on?

    • @Mernom
      @Mernom 11 หลายเดือนก่อน

      ​@@Cooldude-ko7psA breadboard can only read your PRIMARY target. All other enemies are unknown.

    • @Cooldude-ko7ps
      @Cooldude-ko7ps 11 หลายเดือนก่อน

      @@Mernom fuck

  • @humanbeing6565
    @humanbeing6565 ปีที่แล้ว +1

    potato

  • @saber-jocky3436
    @saber-jocky3436 ปีที่แล้ว

    The easier solution is to mount the projector on a turret and have it aim at the primary target. No breadboard required. Just a turret and a controller connected to the primary targeting AI.