@@ivanneto5250 I was just thinking I can do a different series called 'Deep Dive' and go into some tutorial level stuff of how I build! I want to make content for experienced FtD players as there are a lot of beginner tutorials on APS / CRAM Tetris so no need to reinvent the cannon.
@@chillbuilder101 Sounds good! While there are a lot of tutorials about the technical side, there aren't a lot of tutorials of how to build nice looking machines, from people that know how to lol
@@ivanneto5250 There's a series called 'Wrench's Way II' that's very specific to WW2 style gun warships, it's a very good tutorial and you may be able to apply the principles to other types of craft. It might be weeks until I'm able to make a tutorial so I don't want to leave you hanging.
Thanks so much! I have 4000+ hours in FtD and work with machines in my day job... But I hope to inspire people to learn more about both this game and the design process itself. Hope you enjoy and don't be afraid to ask for help =)
I like the naming schemes, and you aren't overdecorating the units. Would you point me to an explanation about your custom campaign? Do I assume it right that you are using the current game version? The propulsion-solution on Authority is nice. I'd prefer if you haven't switched the interface off, that way I could observe the workings of the units in your showcase. I remember something when units are near, the game slows down to calculate possibble hits between them. Is the lag present only when you spawn in, or persist still Absurdity exists? To check, take it out and in play. Then remove the fighters and try again. if there is a difference in lag I remembered well. :)
@@normal6969 custom campaign is a few videos ago called Tiamat. It's with current game version and I use a lot of breadboard work as you can imagine. It's with different physics to be slightly more realistic and / or to favor ships. It's increased gravity, damage, and missile speeds. Storage density is reduced as well.
@@chillbuilder101 yes, I've also needed to fiddle with the physics settings, altough I've set resource containers large, and base detection to zero. :)
Quality of your creations is just amazing
hey man just wanna say the quality and pacing of your videos have gotten a lot better over a short period of time, loving the builds. keep it up
@@cantfallforit Thanks! Always down for video suggestions as I use 99% of my brain power on the builds so I'm exhausted by the time I have to record
Man, I'd love to see how you come up and build these beautiful designs. Could be an interesting topic for a video 👀
@@ivanneto5250 I was just thinking I can do a different series called 'Deep Dive' and go into some tutorial level stuff of how I build! I want to make content for experienced FtD players as there are a lot of beginner tutorials on APS / CRAM Tetris so no need to reinvent the cannon.
@@chillbuilder101 Sounds good! While there are a lot of tutorials about the technical side, there aren't a lot of tutorials of how to build nice looking machines, from people that know how to lol
@@ivanneto5250 There's a series called 'Wrench's Way II' that's very specific to WW2 style gun warships, it's a very good tutorial and you may be able to apply the principles to other types of craft. It might be weeks until I'm able to make a tutorial so I don't want to leave you hanging.
Gorgeous designs mate, they all look fantastic. Hope you do get a campaign series rolling.
@@normankolibaba9605 thanks! I'm playing Stradani Civil War custom campaign right now with the mech fleet. You can check it out!
Starship troopers based design? New sub
its probably the surface rendering thats slowing down, breadboards should be too simple to cause that much lag
Ohhh hey I found your stuff on the discord and randomly stumbled into you here lol
100% sure he has an engineering job in real life
(Thats how FtD works)
Haha people complain about FtD's interface but it's leagues better than any work-related software I have to deal with, with exception of Solidworks.
These are very well designed builds, I have ~600 hours and I’m just starting to use decorations lol
Thanks so much! I have 4000+ hours in FtD and work with machines in my day job... But I hope to inspire people to learn more about both this game and the design process itself. Hope you enjoy and don't be afraid to ask for help =)
I like the naming schemes, and you aren't overdecorating the units.
Would you point me to an explanation about your custom campaign?
Do I assume it right that you are using the current game version?
The propulsion-solution on Authority is nice.
I'd prefer if you haven't switched the interface off, that way I could observe the workings of the units in your showcase.
I remember something when units are near, the game slows down to calculate possibble hits between them.
Is the lag present only when you spawn in, or persist still Absurdity exists?
To check, take it out and in play.
Then remove the fighters and try again.
if there is a difference in lag I remembered well. :)
@@normal6969 custom campaign is a few videos ago called Tiamat. It's with current game version and I use a lot of breadboard work as you can imagine. It's with different physics to be slightly more realistic and / or to favor ships. It's increased gravity, damage, and missile speeds. Storage density is reduced as well.
@@chillbuilder101 yes, I've also needed to fiddle with the physics settings, altough I've set resource containers large, and base detection to zero. :)
🥚