From The Depths v1 Create Your Own Millitary Fleet
450 replies, posted
[QUOTE=Tea Guy;48519551]Make sure there are no obstructions in front of the firing piece itself, if you have any blocks around any of the barrel pieces it wont be able to elevate in those directions.[/QUOTE]
I'll give that a try, thanks!
Edit:
[THUMB]http://images.akamai.steamusercontent.com/ugc/422564128561140996/825DB8C9960116774DEDB59709DDC037277B4200/[/THUMB]
That blue square is where the actual firing piece is. After that, I have 5 motor barrels and 5 elevation barrels -- it will rotate, but will not aim up.
[QUOTE=Tea Guy;48519551]Make sure there are no obstructions in front of the firing piece itself, if you have any blocks around any of the barrel pieces it wont be able to elevate in those directions.[/QUOTE]
You must be doing something wrong because my turrets can still aim up despite being totally enshrouded in armor. The barrels just clip through the armor when I aim up.
[t]http://i.imgur.com/qHWx9jW.jpg[/t]
[editline]22nd August 2015[/editline]
[QUOTE=Suitcase;48519629]I'll give that a try, thanks!
Edit:
That blue square is where the actual firing piece is. After that, I have 5 motor barrels and 5 elevation barrels -- it will rotate, but will not aim up.[/QUOTE]
What type of turret base do you use? I've had issues where standard turret bases won't pitch up. I always use precision turrets, which AFAIK don't have any innate pitch, and instead rely on the cannon barrels for pitch.
[QUOTE=Saber15;48519732]You must be doing something wrong because my turrets can still aim up despite being totally enshrouded in armor. The barrels just clip through the armor when I aim up[/QUOTE]
Hm I was having issues with my barrels not clipping at all today but I just loaded it up and it seems to be working now after deleting some specific blocks.
[editline]22nd August 2015[/editline]
It appears that the elevation barrels elevate relative to the position of the firing pieces themselves, so if you use sideways firing pieces for your dual turret design it will elevate left and right instead of up and down.
I can't seem to make anything the AI can pilot correctly, is there something I'm missing?
[QUOTE=Tea Guy;48520121]Hm I was having issues with my barrels not clipping at all today but I just loaded it up and it seems to be working now after deleting some specific blocks.
[editline]22nd August 2015[/editline]
It appears that the elevation barrels elevate relative to the position of the firing pieces themselves, so if you use sideways firing pieces for your dual turret design it will elevate left and right instead of up and down.[/QUOTE]
Annnnnnnd that's my problem. My firing pieces are, in fact, sideways.
i had a missile sub that decided to change from missile to torpedo after completion. yes, i would love to have vertical torpedos.
Big propeller was too powerful and would shoot the boat out of the water, so I tried to lower the center of gravity but I opted to use hydroplanes with the weight keel. The results were interesting.
[img_thumb]http://i.imgur.com/a9KT5S8.jpg[/img_thumb]
I can make it jump.
Hydrofoils are the best thing. Add me on steam if you want some tips for making your ships into rocket ships. My main campaign battleship can get up to 40m/s on propeller power alone, 250m/s with jets on.
[QUOTE=Trekintosh;48521545]Hydrofoils are the best thing. Add me on steam if you want some tips for making your ships into rocket ships. My main campaign battleship can get up to 40m/s on propeller power alone, [B][U]250m/s with jets on.[/U][/B][/QUOTE]
Holy shit, how? My lawndart fighter which has as small of a cross-sectional area as possible with a sleek fuselage still only tops out at 125m/s, and only increases to 140m/s with twin engines.
[t]http://i.imgur.com/QLlyRjL.jpg[/t]
The current version doesn't even have the blue protruding wings.
Ok, so, I'm trying to make a plane that goes around doing repairs because I'm starting to get my shit wrecked again, but the AI can't fly the thing
It works :ok: perfectly with manual control, but the AI just nosedives for no reason, why is it doing that?
[QUOTE=ZnT00;48523873]Ok, so, I'm trying to make a plane that goes around doing repairs because I'm starting to get my shit wrecked again, but the AI can't fly the thing
It works :ok: perfectly with manual control, but the AI just nosedives for no reason, why is it doing that?[/QUOTE]IIRC the air AI card has settings for cruising altitude and minimum altitude (the lowest it'll go in attack runs).
[QUOTE=Sgt Doom;48523888]IIRC the air AI card has settings for cruising altitude and minimum altitude (the lowest it'll go in attack runs).[/QUOTE]
I have minimum [i]and[/i] cruising set the 100
[editline]23rd August 2015[/editline]
I have no idea what's wrong, it just will NOT fly.
[QUOTE=ZnT00;48523894]I have minimum [i]and[/i] cruising set the 100[/QUOTE]In that case, i'm not entirely sure. Could try setting cruising altitude higher than minimum, I usually have mine at 300 as that's the point at which the atmosphere slowly gets thinner.
[QUOTE=Sgt Doom;48523938]In that case, i'm not entirely sure. Could try setting cruising altitude higher than minimum, I usually have mine at 300 as that's the point at which the atmosphere slowly gets thinner.[/QUOTE]
Seems like it just needed jets in every direction, can plane AI not rely on ailerons and such yet?
I haven't played around with AI yet, but how does it respond to continuous motion spin block paddle wheels for forward motion, with rudder for turning? Am I wasting time by making paddle things?
[QUOTE=ZnT00;48523989]Seems like it just needed jets in every direction, can plane AI not rely on ailerons and such yet?[/QUOTE]They should be able to, but might depend on the overall power the ailerons have. e.g. the Gotha is a aileron and propellor based aircraft that flies competently.
[QUOTE=OvB;48524013]I haven't played around with AI yet, but how does it respond to continuous motion spin block paddle wheels for forward motion, with rudder for turning? Am I wasting time by making paddle things?[/QUOTE]The Paddlegun is proof in all it's dakka-laden glory that paddleboats are viable.
[QUOTE=Saber15;48523676]Holy shit, how? My lawndart fighter which has as small of a cross-sectional area as possible with a sleek fuselage still only tops out at 125m/s, and only increases to 140m/s with twin engines.
The current version doesn't even have the blue protruding wings.[/QUOTE]
Nevermind, figured out how. Added some levels in the skill that improves jet engine thrust, the lawndart shot up to >150m/s.
[t]http://i.imgur.com/auJXbIz.jpg[/t]
I built one that gets up to >200m/s, though it turns into a literal uncontrollable lawndart at >160m/s when the control surfaces and steering jets cease to function properly. :v:
[editline]23rd August 2015[/editline]
[QUOTE=OvB;48524013]I haven't played around with AI yet, but how does it respond to continuous motion spin block paddle wheels for forward motion, with rudder for turning? Am I wasting time by making paddle things?[/QUOTE]
The AI can steer fine with paddleboats, but you need to set an Automated Control Block set to activate on spawn, set spin blocks to X speed in order to make the boat move. The AI doesn't know how to control spin blocks.
Tear apart a few DWG ships with paddles, like the Water Buffalo, and you can see how it works. Most paddleboats usually have a few propellers on them to assist in speed and give the AI boat the ability to reverse.
Keep in mind that paddles aren't particularly good forms of propulsion, they just look cool.
I finally got around to making a plane that actually flies decently straight with AI control
[t]http://images.akamai.steamusercontent.com/ugc/695031906019133460/C59076CB8AFF63133379F56E4711083A2C2D7D7C/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/695031906019132491/6A99C48493D6996EA3E9B105C47C1D6378EDBCCA/[/t]
The main gun itself is a turret so that it can fire at anything in view rather than being restricted by being fixed to the craft itself
[t]http://images.akamai.steamusercontent.com/ugc/695031906017070613/02A0A2D7328CBBF8C764F3ACD8070B7D0ED382D3/[/t]
It's not very effective at damaging stuff with the cannon, so it relies mostly on it's 4 AA/AGM missiles to mop up aerial targets.
It also has a missile defense system that fires IR flares out the back instead of using laser defenses, but I'm probably gonna have to change that once I encounter laser designated missiles.
Man I don't understand what's happening.
So I got my turret, it's built, it works, it turns, it elevates.
But now my AI won't use it unless there's a target directly infront of it. The AI will fire and manipulate the motorized barrels, but it won't actually rotate the turret itself. What's the issue?
[QUOTE=Suitcase;48524783]Man I don't understand what's happening.
So I got my turret, it's built, it works, it turns, it elevates.
But now my AI won't use it unless there's a target directly infront of it. The AI will fire and manipulate the motorized barrels, but it won't actually rotate the turret itself. What's the issue?[/QUOTE]
You need a local weapon controller under the turret block itself in order for the AI to use both.
[QUOTE=Tea Guy;48524895]You need a local weapon controller under the turret block itself in order for the AI to use both.[/QUOTE]
Goddammit. That was my issue. Thanks man.
I should play this game again. Last time i tried the campaing i made this thing :v: [img]http://images.akamai.steamusercontent.com/ugc/27353696579095353/6979E5EF0D88646D4BC099E194BB4CC73044C23B/[/img]
Dammit. Now my torps won't fire.
I have them pointed forward, and they function -- I can fire them MANUALLY and they'll work correctly.
But the AI isn't firing them... They don't even have a failsafe; I set their max engagement distance to unlimited and their target "cone" from 45 degrees, to 90 degrees...
[QUOTE=Suitcase;48525608]Dammit. Now my torps won't fire.
I have them pointed forward, and they function -- I can fire them MANUALLY and they'll work correctly.
But the AI isn't firing them... They don't even have a failsafe; I set their max engagement distance to unlimited and their target "cone" from 45 degrees, to 90 degrees...[/QUOTE]
Again, make sure you have a local weapon controller next the the missile control block. If you do, make sure it says that it is connected to a weapon and check the wireless receiver to make sure you didn't accidentally set it to receive a different frequency.
And don't forget to use the scrollwheel to select a weapon group the AI isn't using, if you're standing on it.
For some reason, I rebuilt the local weapon controller identically to how it was setup, and now they work.
Been attempting an ultra-high speed low-drag interceptor/rapid surface annihilator; even drastically unfinished it's reaching around 200m/s and comes perilously close to launching itself into space accidentally. Seems fast enough that it doesn't need wings to stay aloft, but it'd need some form of lift to attack surface targets at a manageable speed. Perhaps something like fold-out wings is in order, but buggered if I know how to do that.
[t]http://i.imgur.com/dAoWQv1.jpg[/t]
[editline]24th August 2015[/editline]
[QUOTE=DrugUnit;48525510]I should play this game again. Last time i tried the campaing i made this thing :v:
[IMG]http://images.akamai.steamusercontent.com/ugc/27353696579095353/6979E5EF0D88646D4BC099E194BB4CC73044C23B/[/IMG][/QUOTE]Would be nice if there were a custom campaign that had mostly simple-weapon armed ships and aircraft, sort of like a mix of 18th century naval warfare and early WW1 aircraft. That one mission where you have to take out a broadside-laden sailing ship with the Ocelot was rather fun when I added a similar broadside arsenal.
[QUOTE=Sgt Doom;48529131]Been attempting an ultra-high speed low-drag interceptor/rapid surface annihilator; even drastically unfinished it's reaching around 200m/s and comes perilously close to launching itself into space accidentally. Seems fast enough that it doesn't need wings to stay aloft, but it'd need some form of lift to attack surface targets at a manageable speed. Perhaps something like fold-out wings is in order, but buggered if I know how to do that.
[t]http://i.imgur.com/dAoWQv1.jpg[/t]
[editline]24th August 2015[/editline]
Would be nice if there were a custom campaign that had mostly simple-weapon armed ships and aircraft, sort of like a mix of 18th century naval warfare and early WW1 aircraft. That one mission where you have to take out a broadside-laden sailing ship with the Ocelot was rather fun when I added a similar broadside arsenal.[/QUOTE]
Don't know how accurate the simulation is, but couldn't you do some KSP shit and put the wings inside the body of the craft?
Anyone want to do coop and teach me?
I am lonely
What's the player limit on coop? Would be cool if we got a whole bunch of people, jacked the AI up to madness, and conquer the world.
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