Time Stamps and Pictures! 0:00 - Ze Beginning 2:16 - Ze Demonstration 11:34 - Ze Railgun/Ejector Demonstration Basic 4 clip pattern: imgur.com/gallery/ZzlanAR Proceed to cut out a circle: imgur.com/gallery/hZxVyA7 Looks like this: imgur.com/miAYTNk Snake on top: imgur.com/gallery/qjxsEre Replace 4 clip cluster with this if you want ejectors: imgur.com/gallery/9CvB5dL
I always use checkered paper (Google says its called quad paper or maybe graph paper?) to plan the tetris. It makes it a bit easier to avoid 3, 2 or 1 clip connections without any chance to miss something. This also makes it easier to play around with 3 connection tetris, as it is much more flexible, because it doesnt have to "tesselate diagonally". I have pages filled with different tetrises for different diameters. At the end I always have to remove many loaders to make room for recoil absorbers and chargers. One time I dabled around with hybrid guns to use the space even more efficently. It ended with a tripple barreled gun with the middle one beeing belt fed, which makes it easy to use the space that cant be efficiently occupied by a 3 connection loader.
Great to see a good tetris tutorial on this, and np for the picture glad to help. In my experience however it is easier to build the turret first then the "wooden ring" and then fill the ring with the 4clip module starting from the center. This makes all 4 sides of the turret rotationally symmentric. But this way works nicely too.
I just use autoloaders spam. You don't need any fancy schmancy Tetris for that. Just fill the turret body with autoloaders and connect input feeders and you're done.
I don't want to know how much the turret will cost after filling up the whole body with autoloaders only, pretty much the most cost inefficient way to build an APS turret
You can also do fancy things like ammo switching based on the enemy (ACBs can switch selected Ammo customiser IDs of ammo input feeders). Switch your 500mm main cannons to timed Flak if there are small flyers and suddenly you never have problems with flying squirrels ever again. This obviously works better with high RoF guns becuase you still have to shoot out the remaining shells before the new ones are fired.
This kind of pattern is really useful for anything that requires a 1 block space on each side, I have used it a bunch, I have gotten used to placing a thing down and then going in one direction two and then one to the side
Thank you! The orientation for the Clips and Loaders have to be so specific, and there is so little indication on which goes where. This helped immensely
Why do I feel so proud of you despite not helping at all? Anyway, you know how you had 2 layers of coolers on the top, you should try to figure out how to reduce that to one layer (Hint take advantage of edges). You should try to remove connectors from your turrets and if you are feeling gutsy, try removing some of the outside loaders and filling all of the necessary recoil there while trying to use a little coolers as possible. It takes a while but it is so satisfying when you figure out how to fit it all perfectly at the lowest cost. A bit of upfront calculations can make this process much smoother but that is up to you.
What I'd like to see would be a guide on good 5-connection APS tetris (possible with 1m shells/loaders). It's the trying to figure up the guage snake with max space efficiency on 5-connection that gives me headaches. Thank you for the 4-connection APS guide though. Also- I enjoyed the face reveal the other day. You look nothing like how I imagined. For whatever reason, you're thinner than I imagined and younger looking too.
Note that you should cut off the non-four-clip loaders as well - if you have mixed loader clip counts in your gun, you will need a higher cooling-limited RPM than your loader-limited RPM to actually reach the latter, due to the uneven loading intervals (if t is the base time to load a shell, then a 2-clip loader will load on a t/3 cycle, while a 4-clip loader loads on a t/5 cycle). This empty space can then be, as you said, filled with recoil absorbers and railgun chargers, which is why due to the relatively large amount of empty space, 4clip tetris is best used for (hybrid) railguns. For the pattern with ejectors, I prefer to have the gauge snake that connects the loaders by the layer right above them, with recoil absorbers simply arranged around the outside - with such a setup, you'd usually end up with more coolers than you'd need from the connections anyways, so it's good to not use more than they want.
There should be a button to just match your rail use to your recharge rate, or at least a slider that allows you to set the rail use per second instead of per shot. Fiddling back and forth between reading the stats and setting the rail use is just a waste of time.
Probably cost efficiency, with 1clip autoloaders you have better overall performance and fire rate, but it will become much more expensive because clips are far cheaper than autoloaders. At the end it only counts how many shells you can lob at the enemy the fastest with the lowest possible cost and it is definitely better to have 2 turrets with 4 clips that cost half the materials of a 1 clip turret, because maybe the individual turrets are slower compared to their counterpart, but at the end you fire 2 shots slightly slower than a faster gun that shoots one shell slightly faster than one of your cheaper turrets but costs twice
If the sum of loaders and clips of both builds is the same, so should be the performance. So, 2 loaders with 4 clips each (2+8=10) have equal firepower to 5 loaders with a clip each. You probably did something wrong with your comparison. The only difference comes in the cost of the gun.
4 Clip should be a bit cheaper then 1 clip. After all clips are cheaper then loaders, so more clips means more cheap?.... Dont quite know how you did your tests but 4 clip should have the exact same rof as 1 clip. (same goes for 0 clip and 3 clip btw) As the game treats it, clips are equal to autoloaders when it comes to rof.
@@dr.robertnick9599 And like I said, in the second build you have more than twice as many loaders, so of course my comparison is incorrect because I only used it for reference, it would only work if you were to use many guns so you could at the end have one or two guns more maybe, but also the guns were just an example, Especially in early campaign on higher difficulty, when you would fight stronger enemies of advanced factions, something like building as cheap as possible is very important, because if you are investing valuable resources in weapons were some parts are not necessary, you will end up wasting these resources tho you could have invested them into something else like more armour or defence systems, so except for that example or for minimaxes, who want to optimize the crap out of their craft, this would generally not be too important, just build your craft as you want, the game is for fun after all.
@@comet.x i just want to make stealth ships. since rubber is really bad armour anything i can do to boost my own detection ability while reducing detectability is my current goal.
@@_mwk in betatest you can most recent event allow even for a zero drag marauder, only thing you cant put is fuel refinery(understandable) and a specific 2m material block(for some reason...)
Time Stamps and Pictures!
0:00 - Ze Beginning
2:16 - Ze Demonstration
11:34 - Ze Railgun/Ejector Demonstration
Basic 4 clip pattern: imgur.com/gallery/ZzlanAR
Proceed to cut out a circle: imgur.com/gallery/hZxVyA7
Looks like this: imgur.com/miAYTNk
Snake on top: imgur.com/gallery/qjxsEre
Replace 4 clip cluster with this if you want ejectors: imgur.com/gallery/9CvB5dL
In all my years with this game, i never imagines APS tetris could be simplified to CRAM cakes. What a long way we've all come :)
The most mind blowing thing in this tutorial, is that you can actually place a barrel between the firing piece and the mantlet
I always use checkered paper (Google says its called quad paper or maybe graph paper?) to plan the tetris. It makes it a bit easier to avoid 3, 2 or 1 clip connections without any chance to miss something. This also makes it easier to play around with 3 connection tetris, as it is much more flexible, because it doesnt have to "tesselate diagonally". I have pages filled with different tetrises for different diameters. At the end I always have to remove many loaders to make room for recoil absorbers and chargers. One time I dabled around with hybrid guns to use the space even more efficently. It ended with a tripple barreled gun with the middle one beeing belt fed, which makes it easy to use the space that cant be efficiently occupied by a 3 connection loader.
Great to see a good tetris tutorial on this, and np for the picture glad to help. In my experience however it is easier to build the turret first then the "wooden ring" and then fill the ring with the 4clip module starting from the center. This makes all 4 sides of the turret rotationally symmentric. But this way works nicely too.
By the way, if you right click on the + or - buttons when designating the prefab, it increases or decreases the size of the prefab box by 5.
wait, you can go firing piece-barrel-mantlet-barrel? That changes sooooooo much for me
I know, right? Blew my mind when people told me that. XD
So it should be possible to build a railgun with the 3x3 mantlet.. 🤔
I just use autoloaders spam. You don't need any fancy schmancy Tetris for that. Just fill the turret body with autoloaders and connect input feeders and you're done.
You monster
And you don't have to worry about chain explosion
I don't want to know how much the turret will cost after filling up the whole body with autoloaders only, pretty much the most cost inefficient way to build an APS turret
You can also do fancy things like ammo switching based on the enemy (ACBs can switch selected Ammo customiser IDs of ammo input feeders). Switch your 500mm main cannons to timed Flak if there are small flyers and suddenly you never have problems with flying squirrels ever again. This obviously works better with high RoF guns becuase you still have to shoot out the remaining shells before the new ones are fired.
god that's stupidly expensive. why you monster
This kind of pattern is really useful for anything that requires a 1 block space on each side, I have used it a bunch, I have gotten used to placing a thing down and then going in one direction two and then one to the side
Thank you! The orientation for the Clips and Loaders have to be so specific, and there is so little indication on which goes where. This helped immensely
Those daimonds of APS stuff before cutting it into circles look quite canoe like...
Why do I feel so proud of you despite not helping at all? Anyway, you know how you had 2 layers of coolers on the top, you should try to figure out how to reduce that to one layer (Hint take advantage of edges). You should try to remove connectors from your turrets and if you are feeling gutsy, try removing some of the outside loaders and filling all of the necessary recoil there while trying to use a little coolers as possible. It takes a while but it is so satisfying when you figure out how to fit it all perfectly at the lowest cost. A bit of upfront calculations can make this process much smoother but that is up to you.
I have heard it be described as the knight pattern (chess piece)
Where it is up two over one or up one over two repeated
What I'd like to see would be a guide on good 5-connection APS tetris (possible with 1m shells/loaders). It's the trying to figure up the guage snake with max space efficiency on 5-connection that gives me headaches. Thank you for the 4-connection APS guide though.
Also- I enjoyed the face reveal the other day. You look nothing like how I imagined. For whatever reason, you're thinner than I imagined and younger looking too.
I despise APS tetris. Thank you so much
Thank you so much for showing every step!
Yer welcome! :)
Edited content - hurray!!! Great
Note that you should cut off the non-four-clip loaders as well - if you have mixed loader clip counts in your gun, you will need a higher cooling-limited RPM than your loader-limited RPM to actually reach the latter, due to the uneven loading intervals (if t is the base time to load a shell, then a 2-clip loader will load on a t/3 cycle, while a 4-clip loader loads on a t/5 cycle). This empty space can then be, as you said, filled with recoil absorbers and railgun chargers, which is why due to the relatively large amount of empty space, 4clip tetris is best used for (hybrid) railguns.
For the pattern with ejectors, I prefer to have the gauge snake that connects the loaders by the layer right above them, with recoil absorbers simply arranged around the outside - with such a setup, you'd usually end up with more coolers than you'd need from the connections anyways, so it's good to not use more than they want.
YES!!!!! Max efficiency APS go!
There should be a button to just match your rail use to your recharge rate, or at least a slider that allows you to set the rail use per second instead of per shot. Fiddling back and forth between reading the stats and setting the rail use is just a waste of time.
> This is the most material efficient kind of tetris that you can do
5-clip tho
Can't find the imgur links in the description. Good video, as always
That's because I forgot to put them there... but now I've remembered! Sorry about that. 😅
The turrets on Rhea are also using 4-clips connection, and there are only 4 holes in the whole tetris, I wonder which one is more cost effective?
oh, so it's like sugar cane "tetris" in minecraft?
Sure? Never played Minecraft, sorry. 😅
How would one stack this tetris? Just invert it along the xy plane and place it on top?
Over here in fortress land, recoil is non-existant
Why didn't you use new LWC? I don't see any cons in it, apart from 30 more mats in cost. Good video tho.
It is more expensive, and I don't want to overdo using them before the current Beta goes stable. :)
Hi, nice video ! What's the advantage of 4-clips APS vs 1-clip ones ? As far as my tests did, the 1-clip APS beat the 4-clips in every way
Probably cost efficiency, with 1clip autoloaders you have better overall performance and fire rate, but it will become much more expensive because clips are far cheaper than autoloaders.
At the end it only counts how many shells you can lob at the enemy the fastest with the lowest possible cost and it is definitely better to have 2 turrets with 4 clips that cost half the materials of a 1 clip turret, because maybe the individual turrets are slower compared to their counterpart, but at the end you fire 2 shots slightly slower than a faster gun that shoots one shell slightly faster than one of your cheaper turrets but costs twice
If the sum of loaders and clips of both builds is the same, so should be the performance. So, 2 loaders with 4 clips each (2+8=10) have equal firepower to 5 loaders with a clip each. You probably did something wrong with your comparison. The only difference comes in the cost of the gun.
4 Clip should be a bit cheaper then 1 clip. After all clips are cheaper then loaders, so more clips means more cheap?.... Dont quite know how you did your tests but 4 clip should have the exact same rof as 1 clip. (same goes for 0 clip and 3 clip btw) As the game treats it, clips are equal to autoloaders when it comes to rof.
@@dr.robertnick9599 And like I said, in the second build you have more than twice as many loaders, so of course my comparison is incorrect because I only used it for reference, it would only work if you were to use many guns so you could at the end have one or two guns more maybe, but also the guns were just an example, Especially in early campaign on higher difficulty, when you would fight stronger enemies of advanced factions, something like building as cheap as possible is very important, because if you are investing valuable resources in weapons were some parts are not necessary, you will end up wasting these resources tho you could have invested them into something else like more armour or defence systems, so except for that example or for minimaxes, who want to optimize the crap out of their craft, this would generally not be too important, just build your craft as you want, the game is for fun after all.
Is their a different between 4 clip around a loader rather than 4 clips stacked on each other?
Yes! Clips directly attached to the loader speed it's reload time. Clips that are not directly attached don't do that. :)
How?
is it possible to make a detection turret without wireless? im guessing i need a mod to make a custom turret base to count as a mainframe connection.
you could put a mainframe on the turret if you really need to. Not sure why can't use wireless though
@@comet.x You cannot put mainframes on subobjects.
@@comet.x i just want to make stealth ships. since rubber is really bad armour anything i can do to boost my own detection ability while reducing detectability is my current goal.
@@_mwk in betatest you can
most recent event allow even for a zero drag marauder, only thing you cant put is fuel refinery(understandable) and a specific 2m material block(for some reason...)
1:10 is this cost or space efficiency?
Cost. More clips = less loaders = less materials spent. 👍
I like it, reminds me of carbon fiber.