Wow, this is a shining example of "quantity is a good quality!" Excellent overview of how to set up an all in one CWIS controller, that is very helpful.
One thing to remember is that most (if not all) AI craft are set up to prioritize enemies with many guns. So a ship with this particular defense system should also be expected to deal with a lot of enemy fire. Of course, you can use this to create a designated fleet tank that's specifically designed to take a lot of punishment.
@@GMODISM CWIS is hard to get right, in my experience. APS in general, really. Lasers are kind of easy, if you just avoid drawing more power than you can generate. FtD is definitely one of the more crunchy games I've played.
@@coffeezombie244 I tried it an honestly it sucked very bad, not sure if I did something wrong but the damage 9x 64 pounders dealt was lackluster at best.... However thanks to the tip I found out about 9x 60mm cannons... now we are talking!
@@GMODISM I think I have found a way to cheese this and get a fast-firing DIF gun. It involves multiple advanced firing pieces in a clip with multiple separators and a piston, Basically, the adv fire pieces have two input feeders that connect on top of each other (clip) these feed into the mantel, etc. They join the craft with individual seperators. Once fired a simple weapon destroys the spent adv fire piece, this then separates the clip and with a piston pushes the next adv Fire piece into position and engages the separator to fix it in place. Then the cycle continues. The problem is the sequencing of this needs someone with breadboard experience. I have mocked up the concept and it appears to work. This could be OP.
@@GMODISM I'm watch your videos and trying sir, I just lack the discipline: I'm trying to make economy weaponry that's universally appealing... (failing, but I'm giving it the college go!) Time vs Results, what a balancing act!
That is a expensive system to use for CWIS, I got a good railgun tutorial, you can combine that with this one to get what you ask for. Might make a such tutorial in the future but I haven't heard that would be something anyone wants to use... Welcome to the channel though!
Oh man one of my bigger builds uses a complete overkill railgun ciws, it costs like 200k? And is way too expensive to operate, but it's still fun to see the hyper accurate laser-like stream of bullets. Iirc it uses a dumb kinetic shell with 2 fins & tracer for ridiculous accuracy
@@pauloalmeida4492 Cameras also contribute to the detection of incoming shells, cameras are the best, strongest and most versatile detector in the game, I'd recommend to always have cameras like in my detection INSTANT
BIG NOPE for me this is simply pointles. That costs 46k mats but that is 46k wasted . and a top of that , you wasting so much space on deck. nope nope and .. nope
Wow, this is a shining example of "quantity is a good quality!" Excellent overview of how to set up an all in one CWIS controller, that is very helpful.
Glad it was helpful! I'll make some future other CWIS tutorials too ;)
One thing to remember is that most (if not all) AI craft are set up to prioritize enemies with many guns. So a ship with this particular defense system should also be expected to deal with a lot of enemy fire. Of course, you can use this to create a designated fleet tank that's specifically designed to take a lot of punishment.
If we got good cwis I'd happily take that in order to protect the weaker vessels :)
@@GMODISM CWIS is hard to get right, in my experience. APS in general, really. Lasers are kind of easy, if you just avoid drawing more power than you can generate. FtD is definitely one of the more crunchy games I've played.
I had half expected to find the funny doom Dif shells here
Haha oh no those suck, we shall make it with crams however!
@@GMODISM ah yes the cramwis
@@GMODISM they suck, but they be funny
isnt't it CRAMIWS tho?
Simple cannons (16 lbr, 32 lbr, 64 lbr) worked pretty well as a CIWS. like 3 16 lbr's on a ciws turret with low engagement range are pretty effective.
Like seriously?!?!? suprises me but it is worth a shot though
better than the simple AA guns too?
@@GMODISM debatable but for crams yes in my opinion. It's basically the closer the range (
@@coffeezombie244 I tried it an honestly it sucked very bad, not sure if I did something wrong but the damage 9x 64 pounders dealt was lackluster at best....
However thanks to the tip I found out about 9x 60mm cannons... now we are talking!
These recent tutorials are absolute bangers man
Glad you think so mate!
I bought the game a while ago like few days, your tutorials helped me alot
Glad to hear it!
I would love to see the 36 @ 500mm imagine it would shread! Nice video.
You and me both! They will like never reload but they would cancel the first volly completely haha
@@GMODISM I think I have found a way to cheese this and get a fast-firing DIF gun. It involves multiple advanced firing pieces in a clip with multiple separators and a piston, Basically, the adv fire pieces have two input feeders that connect on top of each other (clip) these feed into the mantel, etc. They join the craft with individual seperators. Once fired a simple weapon destroys the spent adv fire piece, this then separates the clip and with a piston pushes the next adv Fire piece into position and engages the separator to fix it in place. Then the cycle continues. The problem is the sequencing of this needs someone with breadboard experience. I have mocked up the concept and it appears to work. This could be OP.
@@adamchurchley6095yeah thats some pure cheese haha
I think I need to reapproach my APS Theory:
Regardless of their job, my cannons end up 7x7 and costing over 25k (could make a whole craft with that).
Well try this thought: APS does not have to be expensive....
@@GMODISM I'm watch your videos and trying sir, I just lack the discipline:
I'm trying to make economy weaponry that's universally appealing... (failing, but I'm giving it the college go!)
Time vs Results, what a balancing act!
Interesting.
definetly a cost effective CIWS system for an early game broadsider.
For sure, can save one ship for a good cost!
i believe you ended up using something similar on the Gimli, but those were 500mm shells
Yes, and not quite, I need to make another tutorial for that :)
I'm new to the game, can you have a tutorial for railgun CIWS?
th-cam.com/video/3JtTRePWCC8/w-d-xo.html
th-cam.com/video/lEqmFJuUXbY/w-d-xo.html
maybe that helps
That is a expensive system to use for CWIS, I got a good railgun tutorial, you can combine that with this one to get what you ask for. Might make a such tutorial in the future but I haven't heard that would be something anyone wants to use...
Welcome to the channel though!
Oh man one of my bigger builds uses a complete overkill railgun ciws, it costs like 200k? And is way too expensive to operate, but it's still fun to see the hyper accurate laser-like stream of bullets. Iirc it uses a dumb kinetic shell with 2 fins & tracer for ridiculous accuracy
Hahahaha darn, well for 200K I can make a normal not railgun turret with flak that basically keeps you safe from anything other than lasers mate
Something bothering me is how short the ciws detection range is. Am i doing something wrong? I would like to see they shooting way earlier
Having enough munition detectors and 90* cameras on your craft?
@@GMODISM each of my ciws have one munition detector and other 6 placed along the ship. I didnt place any 90*camera, i have a 360 IR and 90*radars
@@pauloalmeida4492 Cameras also contribute to the detection of incoming shells, cameras are the best, strongest and most versatile detector in the game, I'd recommend to always have cameras like in my detection INSTANT
@@GMODISM will do! Thanks for all these tutorials.
wait- dont crams shells have an AC of 20 like missiles? you said 80 in the video-
What? it's 20, if I said 80 thats really weird
BIG NOPE for me this is simply pointles. That costs 46k mats but that is 46k wasted . and a top of that , you wasting so much space on deck. nope nope and .. nope
If doom cram comes, it might save your skin! But surely only for larger ships!