Woah that looks really neat actually.
You can finally start to see he doesn't do his own art anymore :v:
[editline]9th September 2015[/editline]
Woah that looks really neat actually.
You can finally start to see he doesn't do his own art anymore :v:
[url]http://fromthedepthsgame.com/forum/showthread.php?tid=236&pid=101584#pid101584[/url]
[quote]Exciting news...
Just tested current stable branch versus 1.79 in the "benchmarker" vehicle designer mode
1080p resolution (mac book pro)...
current stable/dev/devtest:
9.6 Hz
0.24% game time to real time
version 1.79 (released tomorrow perhaps)
22.4 Hz
0.53% game time to real time
that's a 130% increase in FPS and a 120% increase in game time
or, to put it another way, FPS is 230% of what it used to be and game speed is 220% of what it used to be.
Also two axis precision turrets.
Also grid casting fully implemented and good to go for the cannon overhaul as the next big project.[/quote]
Sweet, more frames to feed the leviathans I seem to be pitched against :v:
Fuck the moray with a 10-foot pole, seriously.
That thing is fucking impossible to kill with anything I know how to build currently, the only thing I haven't tried to use against it is lasers. But it just doesnt give a flying fuck about cannon shots, eats missiles like candy, and is just generally all around a giant flying ball of hatred.
[QUOTE=Usernameztaken;48647565]Fuck the moray with a 10-foot pole, seriously.
That thing is fucking impossible to kill with anything I know how to build currently, the only thing I haven't tried to use against it is lasers. But it just doesnt give a flying fuck about cannon shots, eats missiles like candy, and is just generally all around a giant flying ball of hatred.[/QUOTE]
Whack it in one of the side turrets where the paddle things are, watch in amazement as the Moray keels over and plows into the ocean. Proceed to board it and blow up the ammo cache located right below the open doorway thingies in the middle of the craft.
How do I change the default wooden block skin? I think the weird meshed-board look is disgusting and I remember someone saying you could change the way it looks in options but I can't find the option anywhere.
[QUOTE=loopoo;48651135]How do I change the default wooden block skin? I think the weird meshed-board look is disgusting and I remember someone saying you could change the way it looks in options but I can't find the option anywhere.[/QUOTE]
It's either F8 or F10.
[QUOTE=Saber15;48651505]It's either F8 or F10.[/QUOTE]
Thanks a bunch, it was F10.
I'm trying to set up a missile laser-warning system on a completely automated ship. It's proving to be a nightmare. I've got a 4-block height missile row that has a Missile Interceptor nose installed on all of them, along with one tank of fuel, a short range thruster, and two explosive warheads. I've built a Local Weapon Control beside it, and it shows that 1) It's connected to the mainframe and 2) It's controlling the missiles.
However, my problem is it just nonstop fires the missiles which is a big waste of ammo and also really annoying to see when all it does is fire over and over. On top of this, incoming enemy missiles don't seem to get detected by my Laser Missile Warning system (funnily enough, my Antimissile Lasers fire upon incoming missiles, but the Interceptor Missiles don't home in on the incoming missiles).
Where am I going wrong? My laser setup works perfectly, but I want the interceptor missile system up and running to help bolster my defenses, because sometimes my laser system is overwhelmed.
[editline]14th September 2015[/editline]
End goal is to have a couple of these ships in my fleet just to provide antimissile defense, so my other ships can be all offense and not worry about getting blown up before they get in range.
You need to set up a separate mainframe dedicated to the laser warners. Create one and connect your laser warners via 6 way ai mainframe connectors and put a transmitter on the second mainframe set to frequency 2. After that you have to create a local weapon controller next to the missile control block with a receiver set to 2.
If you want the missiles to only fire when they detect a missile within a certain distance, you need to set all the settings on the weapon controller you made to 0 and place an automated control block next to it. The settings for the automated block should be "effect radius: 2" with the trigger being "hostile missile within" and the effect of weapon systems set to fire.
I haven't tried using any anti missile missiles to deal with those kind of threats since using that method to set up IR flares makes them pretty trivial.
How do you learn all this? The Wiki page for Missile Interceptors / Laser Warner was pretty lacklustre.
Thanks so much, no matter how long I spent tinkering around with all that shit, I'd never have figured it out.
[editline]14th September 2015[/editline]
I was thinking of using IR Flares but then my ships'll be completely outdated when I go against the Laser Riding-esque ships.
[QUOTE=loopoo;48682344]How do you learn all this? The Wiki page for Missile Interceptors / Laser Warner was pretty lacklustre.
Thanks so much, no matter how long I spent tinkering around with all that shit, I'd never have figured it out.[/QUOTE]
When I first got the game I was pretty clueless too, so I just dicked around with stuff until I got a rough idea of what block does what.
I haven't bothered using the wiki at all since I got the game, so most of my research was going through vague steam discussions on blocks I wanted to know more about.
I think the cannons are going to be a bit more advanced.
[IMG]http://puu.sh/k8ZJE/5a1d6a27a1.jpg[/IMG]
Glorious. Looking forward to building a mega cannon with a tenuous flying ability.
[QUOTE=Oscar Lima Echo;48689054]I think the cannons are going to be a bit more advanced.
<image>[/QUOTE]
Yep.
[img]https://embed.gyazo.com/5afde99bb6935b83b18c7bfef3bb7bd6.gif[/img]
Yo if anybody wants a free copy of this game, hit me up here or on steam. I've got a couple spare keys that I can't think of anybody on my friends list to give to.
Edit: Sure did slurp those up fast, all gone. Bundlestars is selling these for 3 keys at a time for 12 bucks though.
[QUOTE=Treelor;48736292]Yo if anybody wants a free copy of this game, hit me up here or on steam. I've got a couple spare keys that I can't think of anybody on my friends list to give to.[/QUOTE]
Could I get one for a friend of mine? I already have the game myself and would love to co-op with him.
I can't wait for the new cannons...
What use is the NPC crew at the moment? Is it just an easy way to not have to setup AI Weapon Mainframes and such?
[QUOTE=Suitcase;48740605]I can't wait for the new cannons...
What use is the NPC crew at the moment? Is it just an easy way to not have to setup AI Weapon Mainframes and such?[/QUOTE]
They don't really do much except fire at enemy boats if you're close enough. They're pointless right now. I noticed they fly into weapons but they don't actually man them.
Yeah they don't do much yet but they are planned to be able to man guns, control and repair ships in the future.
[url]http://fromthedepthsgame.com/forum/showthread.php?tid=236&pid=102483#pid102483[/url]
Worked a bit more on that speedy thing, with all the additions it only goes bout half the speed now. The EMP/frag missiles absolutely annihilate things tho, and it still goes fast enough that when combined with the flares I generally don't need to worry about IR missiles. Also has a tendency to strand itself in space :v:
[t]http://i.imgur.com/I2iEBxu.jpg[/t][t]http://i.imgur.com/rSFCCzt.jpg[/t]
How do those missile ejectors even work?
[QUOTE=loopoo;48745163]How do those missile ejectors even work?[/QUOTE]Gives the missiles an initial boost, like how missiles get pushed out by air on subs before engaging their own engines. Basically mandatory on fast aircraft unless the missiles are set to go a lot faster.
[QUOTE=Sgt Doom;48745372]Gives the missiles an initial boost, like how missiles get pushed out by air on subs before engaging their own engines. Basically mandatory on fast aircraft unless the missiles are set to go a lot faster.[/QUOTE]
I had a battleship with vertical launch rockets. To save space I didn't use ejectors, and I used a variable thrust nozzle with low initial thrust to save fuel, so when I fired the missiles 50 rockets would sputter out of the launchers in sequence, then fall over and roll around on the hull til the warhead safety fuse ran out and they went boom.
I ended up blowing my rear turret to pieces when I first took it into combat.
Sadly to fit the ejectors I had to cut it down to like 30 rocket launchers. :frown:
[B]FLAK WARHEAD[/B]
Finally a decent way to battle air without missiles.
[QUOTE=Mrfantasticool;48809359][B]FLAK WARHEAD[/B]
Finally a decent way to battle air without missiles.[/QUOTE]
Maybe this means I can finally make a CIWS type gun that shoots missiles out of the sky!
New teaser thing: [url]http://fromthedepthsgame.com/blogandpreview/advanced-cannon-system-teaser-1/[/url]
[t]http://fromthedepthsgame.com/wp-content/uploads/2015/10/advanced-cannon-1.png[/t]
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