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http://www.fromthedepthsgame.com/forum/showthread.php?tid=15852&pid=352999
With the unity 5.6 port performance is greatly increased so it's now 27 m longer / 4 wider,
with all systems getting a cleanup / upgrade.
Thanks to laser / HEAT air gap / HA changes block count is still <30K and cost actually decreased.
Just waiting for shield changes to finish it up, still got a 12x25x15 empty section for turbines / other systems depending on how updates pan out.
It already easily kills all the godlies with LAMS as the only active defense.
Thank you for sharing! :)
Would love to see an all-out munchkin mode added but with the current rules it'd be easier to just make a new ship than to try and refit this one :)
There were also 2-3 big changes since its last update, nuclear engines are expected to come soonish so did put off the rework until then.
Waiting until the detection stuff is in stable, will be really cool when it's done though :)
i would like to see a smaller maneuverable destroyer with less weapons and blockcount :)
LTD:
Description says on the first lines, IN BOLD that controls are I J K L and it's 27400 blocks. Dunno what you expected :)
Standard controller won't work, only complex overrides Lua setting propeller strengths and impulses.
It does turn a bit slow, it's a 175m slab of metal going at 30m/s in water. Still, will see what can I do.
It's meant to be cool and effective, not realistic (there are plenty of WW2 era replicas out there).
Not using the internal space that was already paid for with drag, shields, massive outer armor and LAMS would be just silly.
Same for engine exhausts that are absolutely worthless and just increase block count.
Torpedos are cool so no way I'm using any less :)
Guidance is purpose-made to be simple and very fast, most of the CPU load comes from the high block count and the game's own power calculations.
The only exploit it does use is the inertial gravram, but just again aircraft since 100 m/s flyers are too strong.
I shall definitly see how the Kashuken and the Blast Tyrant work up against each other!
Im a bit of a noob at the game to be honest.
On the bright side devtest version halves laser size, with the extra space in the back I'll cram in a particle cannon when it goes stable.
You can remove the jets without breaking anything(speed goes down to 29, minor change). I just use them because they give that little edge and I think they look good :)
The low waterline is intentional so most things are a bit better protected.
Did make stabilization easy to tweak, configuration is in the 2nd line of the Lua box(right in the middle, below the tower, on top of the insulated batteries).
Change the altitude = -4 line to whatever you prefer, probably need to increase pitch at high values.
I do like the diverse weapons on it. But I don't like the jets on the back, they kinda ruined it for me.
Checked out your cannons earlier, holy fk they are big :)
Would need ~15m extra width to fit them not taking into account the subsystems removed for install.
I can picture a humongous GT-style artillery airship with one of the 12 packs on each end,
but these sizes take ages to build and lasers just got shrinked to half size/particle cannons are in. Gotta try the shiny new toys :)
I like it but am not exactly impartial :)
Saved on devtest, didn't use new parts so should work on all versions.
Call it a friggin fluffy candywagon if that makes you feel better :)
I'll give it another go sometime without the 360 requirement.
Work on dat bridge.
It's derpier than the King Tiger I tried to make.
If you want to tweak it Lua box/AIs/ammo customizers are right in the middle, below the tower. Never seen any of them take damage in a zillion tests so kept them close for easy modification.
If you prefer keeping it closer to the enemy change the optimalDistance = 1500 line at the start of the lua code to whatever you like(or just ram them with manual control :)).
It'll circle around the main target of the AI using channel 1.
It just went for the optimal 1500 distance, reaching that it'll turn and circle. In designer craft under AI control won't have metal for ammo processors, spawn on "My team" for testing. The Bulwark has bad shielding so it gets murdered in 2-3 minutes tops.
There is no such thing as too much speed, props are practically free :) (<10k power). It's convenient in campaign and it can outrun all but the best torpedos.
There's also no such thing as too much shielding :) Much cheaper to cough up the fuel than losing blocks in battle.
Check out some tournament designs, around 2m RP virtually everything has 50K+ power with the occasional 100-300.
The speed does hurt CRAMs, but at 1500m they are still decently accurate and railguns/lasers/torpedos do not care at all.
Could be overkill for a campaign vehicle, wanted to make something that's still moderately effective despite being in the water so added some tournament features :)
Let me know what did you find it weak against, will overhaul shields when I have the patience.