From The Depths v1 Create Your Own Millitary Fleet
450 replies, posted
So there is a thread on here for this game, why aren't more people playing it?
Have my (unpainted) starter destroyer
[img]http://i.imgur.com/k9ySv3X.jpg[/img]
[QUOTE=TrafficMan;49652381]So there is a thread on here for this game, why aren't more people playing it?
Have my (unpainted) starter destroyer
[img]http://i.imgur.com/k9ySv3X.jpg[/img][/QUOTE]
I'd imagine it's because it requires a good bit of effort to get into properly? And the multiplayer thing is a bit on the iffy side.
[QUOTE=Twistshock;49656700]I'd imagine it's because it requires a good bit of effort to get into properly? And the multiplayer thing is a bit on the iffy side.[/QUOTE]
I haven't tried multiplayer yet, but I've heard it's not the most stable
I've never had any multiplayer issues with 4 or less people
[editline]3rd February 2016[/editline]
[QUOTE=TrafficMan;49652381]So there is a thread on here for this game, why aren't more people playing it?
Have my (unpainted) starter destroyer
[img]http://i.imgur.com/k9ySv3X.jpg[/img][/QUOTE]
That looks sick, I almost like the unpainted look
[QUOTE=TrafficMan;49659765]I haven't tried multiplayer yet, but I've heard it's not the most stable[/QUOTE]
I haven't had any issues with MP except for it resetting the fog of war in the campaign.
My experience with multiplayer has primarily being de-sync where our ships and enemies will be in wildly different places for me and my friends, getting worse over time. This can get up to the point where my ship will be flying over land at 200m/s for my friend when in reality it's a few km off the coast going 20m/s; at which point we just re-host to re-sync to the host.
Is anyone else having trouble loading up saves in multiplayer? I can't seem to load my save from last night.
How do I transfer power from one vessel to another vessel's batteries?
Used to be really into this game, but with the update on how guns worked and the whole fleet-wide shared resources, I've found it really hard to get back into.
Every single cannon I make shoots one shell a minute. It's really frustrating because the AI almost always misses the first shot, then I'm just a sitting duck.
[QUOTE=ZnT00;49821344]How do I transfer power from one vessel to another vessel's batteries?[/QUOTE]
I don't have any screenshots right now to clear it up, but you use the local resources system.
Press e for the local rts view, then r to show the local resource levels if not already on.
You'll also see 3 blocks of icons, with IIRC 6 icons for each resource - 5 unprocessed and 4 processed, and another block for "resource group."
You need both vehicles in the same resource group, then the giving ship needs to set the power processed resource "amount to store" lower than the receiving vehicle. The vehicles also need to be in close proximity - IIRC the distance is 1000 meters. Obviously the providing vehicle will need a fuel engine to generate the power.
Been building this thing for the last couple days not 100% happy but its getting me through the campaign so far.
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I tried adding a cwis cannon ontop but its not very good. In fact i thinks its yet to hit a single missile.
Are you actually using it in campaign? That thing is super expensive. I have a ship that n80000 m80000 o8000, and that is my biggest ship during campaign.
My mainstay vessels sit at about 150k metal, while my heavy hitting cruisers are at 500k.
Granted they're also using layered armor for protection and not much else...
Has anyone managed to get the proximity fuses on the advanced cannons to work? I've been using the laser target-er, and set the fuse to go off about 8m away. The shells just hit the target as opposed to exploding before. (I'm trying to make a sort of flak gun with frag shells)
[QUOTE=Cpt.Funkymonk;50004666]Has anyone managed to get the proximity fuses on the advanced cannons to work? I've been using the laser target-er, and set the fuse to go off about 8m away. The shells just hit the target as opposed to exploding before. (I'm trying to make a sort of flak gun with frag shells)[/QUOTE]
Proximity fuses actually just measure the distance directly in front of the round, use timed fuses for flak so they actually blow up nearby even if they miss the target
[editline]25th March 2016[/editline]
Timed fuses also have the benefit in dual-purpose guns of sometimes ricocheting upwards off of shields, and then immediately exploding which does damage to the blocks through the shields
Lets talk shell design. I'm trying to replicate the DWG Plunderer. It seems to shoot 250MM shells out of a gun with 4 gauge increases and a stupid amount of cooling units.
Shells are made up of a AP Capped Head, A Solid Warhead, A HE warhead, and a Gunpowder casing.
My cannon still somehow can't compare in power to the cannons of the Plunderer. I've tried a ton of different designs. Different shells. Checked all the settings. Does the Plunderer just have exceptionally well designed armor compared to mine?
Every video on advanced cannon has to always be upwards of 20 minutes long.
are you sure about those shell stats for the plunderer i just loaded one in its using a he body nose, shaped charge secondary, he body and 1 gunpowder. atlest the front gun is i didn't check the other 2 to see if they use diff ammo.
I've been playing around with frag rounds. If you set the angle of the frag pellets really low like 1 degrees it concentrates all the damage to a small area. The shell enters one side of most dwg ships and you see pellets fly out the other almost every time. Doesn't work aswell against the heavy metal factions though.
I was actually checking the 2nd gun, so It may have been different. I've been using frag a ton on DWG ships, issue is now I'm fighting Onyx Warriors, and my shells are doing nothing.
Used to be if you concentrated your frag into a narrow cone it would work like a shaped charge and punch straight through their armour and hit their magazines or other vital components no problem, might still be that way. Dunno if that's changed though.
Be careful with frag because those 50 shrapnel pieces all actually have physics and add to the projectile cap :v:
[editline]30th March 2016[/editline]
I mean with missiles anyway
What I've seen from my testing against the OW Bulwark.
A 250mm 3 HE Shell Modules and 1 Gunpowder Casing Module, will not take out any armor.
A 250mm 3 Frag Shell Modules (@1 degree cone) and 1 Gunpowder Casing Module, will only take out the first piece of armor.
A 250mm AP Capped 2 HE Shell Modules and 1 Gunpowder Casing Module, will not take out any armor, do more damage that earlier.
A 250mm AP Capped 2 Frag Shell Modules (@1 degree cone) and 1 Gunpowder Casing Module, will do a little more damage, sometimes can take out several piece of armor, sometimes it just acts as if there isn't a nose.
I will keep testing and post results
Results: I give up, I just changed my main battle cannons to CRAM cannons.
emp does wonders against onyx watch.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=658381981[/url]
thought i'd share this little thing.
[img]http://i40.photobucket.com/albums/e244/teshok/20160403142858_1_zps6fzpt5kg.jpg[/img]
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worked on this thing more. Getting a lot happier with the shape. Might change the guns around though having 5 of the same gun is a little lame.
im managing 22 ms atm but i can re arrange the props more and get more speed
[img]http://i40.photobucket.com/albums/e244/teshok/20160407031458_1_zpstlm4jppc.jpg[/img]
buked out the hull adding an outer layer of alloy. mainly to add a better shape but the extra defense is nice.
[img]http://i40.photobucket.com/albums/e244/teshok/20160407031516_1_zpsek6npu2m.jpg[/img]
first pass on the shields i need more engine power. once ive finished laying out the shields ill go back and add color blocks to them
[img]http://i40.photobucket.com/albums/e244/teshok/20160407031548_1_zpsrgxaijqc.jpg[/img]
The last few changes in the beta branch have changed the game so much. Ive almost had to strip my ships and rebuild them starting with my biggest.
So im working on my main battleship again the last few updates have changed alot and she needs a retrofit.
[img]http://i40.photobucket.com/albums/e244/teshok/20160628020552_1_zpsm7rmbpjb.jpg[/img]
Ive spent the last couple hours prefabing cutting and then reattaching bits of the ship to space the turrets out more. Ended up being more work than i thought.
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heres the old for comparison
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the usual marauder kill when im done.
Still have a long way to go gotta remove the engines and replace them with piping in mind i also have to redo the shields.
so instead of going to bed i kept at it.
i put in the new engines and routed the exhausts to the back
i also removed all the internal detectors and added them to the exterior so they work.
shields are all gone now going to replace them later.
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Has anyone played around with submarines? I finally got around to making a small prototype with a turret based torpedo launcher. It's almost overpowered. I got the AI to work well, I have like 3 mini subs around an enemy ship and just watch as it gets pelted by torpedoes. Unless the enemy ship has it's own torpedoes it can't do anything against my subs usually.
Also how have people been feeling about the new detection update?
Hmm, so they fixed machinegun battleships and added complex cannon mechanics? Might have to give this a try again.
[QUOTE=Cpt.Funkymonk;50932456]Has anyone played around with submarines? I finally got around to making a small prototype with a turret based torpedo launcher. It's almost overpowered. I got the AI to work well, I have like 3 mini subs around an enemy ship and just watch as it gets pelted by torpedoes. Unless the enemy ship has it's own torpedoes it can't do anything against my subs usually.
Also how have people been feeling about the new detection update?[/QUOTE]
I have a big sub with torpedoes too, it really work wonders against ships. I use propellers to make it, essentially an airship that flies underwater.
I havent touched the game for a bit, are there countermeasures against radar missiles?
Also, my planes and missiles in general became 100 times more efficient after I started using laser guided missiles
[QUOTE=dreukrag;50959261]I have a big sub with torpedoes too, it really work wonders against ships. I use propellers to make it, essentially an airship that flies underwater.
I havent touched the game for a bit, are there countermeasures against radar missiles?
Also, my planes and missiles in general became 100 times more efficient after I started using laser guided missiles[/QUOTE]
I'm not sure if there are counter measures to Radar missiles, but I'm pretty sure you can make an advanced cannon that shoots them down.
I've tried the advanced cannon, making one large enough to take out missiles requires almost an entire ship.
I was playing around earlier today with space based missile launcher. It's really good when it hits, but honestly I'm bothered by how much laser designation missiles miss.
There also needs to be a way to block active radar, I'm trying to make a "stealth" ship, but it seems impossible.
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