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Advanced aerial AI (versi...
Forum: LUA Scripting
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A Request for a Critique
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What we are currently wor...
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How to CIWS now?
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2020-07-01, 11:11 PM
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2.7.4 Betatest
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Bring back CUSTOM CANNONS
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2.7 Strategic AI Stable r...
Forum: Change logs (Patch notes)
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2020-06-25, 03:33 AM
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Resource caps, how they w...
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2020-06-24, 10:14 PM
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  Helicraft Pitching Upwards
Posted by: AaronS678 - Yesterday, 04:53 AM - Forum: Questions - Replies (2)

I have been working on this craft for about 8 hours now (mostly weapons testing on separate platforms) and I've finally gotten it out of the water. The problem is that the nose pitches upwards about 30 degrees in an attempt to gain altitude. I've added ACB's to provide thrust from the top if the pitch is above .1 degrees and thrust from the bottom if the pitch is above -.1 degrees. This has done nothing and the craft cannot reach cruising altitude because of it.
If people need screenshots I'd love to provide them, but when I try to add an attachment I get an error 413, entity request too large.

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  What we are currently working on June - July 2020
Posted by: Jon - Community Manager - 2020-07-01, 06:38 PM - Forum: Developer updates - Replies (4)

What is up Depthians!

It’s probably about time I did another “what’s happening at Brilliant Skies” posts. As you know we released the Strategic AI this month, and we continued ironing out some features and killing off some bugs. 

Abyay has been working hard on revamping the story missions making them more fun, and I think they accompany the tutorials nicely, as the DWG missions are like partial tutorials. Currently, the SS missions are complete and Abyay plans to add a few more DWG missions into the mix. 

He has also reworked that sodding pensive pigeon, to something more fun to use in terms of player-controlled which is the aim of these missions, and that will motivate players to add to it as the aim is to complete these missions preferably player-controlled rather than AI cards. 

[Image: xQ52GlHh.png]

Draba has been working a lot on the backend code for our fuel engines, ironing out some kinks with engine prioritisation, and to be less stressful on some systems. He has also been working on improving the performance of wheels, suspension, and also the backend stuff for the larger wheels.

He has also added a x4 Power scale to our wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.

Weng was busy working on bug fixes, some of which are multiplayer and backend stuff for our wings.

Gladyon has also been working on the backend code for our new wing parts. The new Custom control surfaces will allow us to make wing flaps which can move and generate force for roll, pitch, up/down and yaw after being set up in the Q menu of that sections CCS.

[Image: 0oAerhrh.png]

[Image: XYGvW04.gif]
Nick has been working hard on the AI pathfinding in battles so that we no longer get landships as well as bug fixing and all that good stuff. 
Sean… he is not cool enough to grace this post ;p 

So what is coming up next? I hear you scream. 

Our current and second sprint are listed below unless something gets pushed back or brought forward.
I tried to export the info in a way that it won’t burn out your retinas xD. If you have any questions about a particular card feel free to ask.

[Image: Zm0jAEi.gif]

[Image: ungrwJJh.jpg]

[Image: mkBz2Ydh.jpg]

[Image: 5bMTfhAh.jpg]

[Image: 7LhrdVPh.jpg]

[Image: Y70kyA5h.jpg]
Next sprint is currently looking like this

[Image: G19wnHPh.jpg]

[Image: lkZLnrqh.jpg]


As always we thank you all for your continued support and feedback! 

Join the rest of the community, who are always willing to help, chat, sharing blueprints and all that good stuff. 
https://forum.fromthedepthsgame.com/
Discord.gg/fromthedepths
https://steamcommunity.com/app/268650
https://www.reddit.com/r/FromTheDepths/
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/

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  How to CIWS now?
Posted by: Efgrafich - 2020-06-29, 01:39 PM - Forum: Questions - Replies (4)

So, how big CIWS now need to be, so it would be viable? I had 5x5 88mm about 150 rpm, and it was fine, but problem is that now it cost half of my whole ship (16k turret - 50k whole ship), when my "main" 400mm gun of same size is about 6k. Is there any point in beltfeeders now? Game interface tells me that beltfeeders have 0.3 reload time modifier, and regular 1m autoloader with 2 clips - 0.33.

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  2.7.4 Betatest
Posted by: Jon - Community Manager - 2020-06-29, 10:14 AM - Forum: Change logs (Patch notes) - Replies (4)

Hey Depthians! Smile
Lots of new goodies in this, looking forward to your feedback before this goes into stable.

For those of you that don't know. You can opt into the Beta tests (which were called Devtest), this is where our updates go before hitting stable, so it is possible you may run into some issue or bug.
If you want to opt into the Beta test you can do so via Steam > Right-click on the game > Properties > BETAS tab and in the dropdown menu select "beta_test".

Don't forget that any issues go https://brilliantskies.customercase.com/...ug-tracker and please tell us if you are in the Beta, provide the output logs and if its a blueprint issue please add the blueprint or save file if its a campaign issue.

Code:
v2.7.4 [Add] <ACB>: It is now possible to change the PowerScale of the control surfaces (hydroifoils, rudders, ailerons, etc.) using an ACB [BUGS-1607]
v2.7.4 [Add] <Blocks>: Custom control surface multi-blocks system ('air' tab)
v2.7.4 [Add] <Dediblades>: Maximum thrust and power use tooltips added for dedicated heliblade parts
v2.7.4 [Add] <Propulsion>: Detailed tooltips added for powered jets, ions, propellers and wheels
v2.7.4 [Add] <Propulsion>: More propulsion system now have the 'yaw/pitch' adjustment (dediblade and steam jets)
v2.7.4 [Add] <Steam engines>: Power used is now displayed in the gearbox's tooltip
v2.7.4 [Add] <Steam engines>: The 'V' power menu now indicates a rough estimate of the material consumption of the gearboxes
v2.7.4 [Add] <Visual>: The CJE's last blocks, Jets and Ion thrusters now have their pitch and yaw angle reflected visually
v2.7.4 [Add] <Wheels>: 3 and 5m drive and turning wheels added
v2.7.4 [Add] <Wheels>: Option to hide the wooden attachment point of wheels added
v2.7.4 [Add] <Wheels>: Spring force explanation added to wheel UI
v2.7.4 [Add] <Wheels>: Turning wheels now have a max steering speed: 120°/s for small, 90°/s for 3m, 60°/s for 5m
v2.7.4 [Change] <Ammo processor>: Ammo processor cycle time doubled
v2.7.4 [Change] <Ammo processor>: Ammo processor power use up from 20 to 50
v2.7.4 [Change] <APS>: Ammo customizer text changed to clarify number is the damage for every single fragment, not the sum
v2.7.4 [Change] <Benchmark>: The F4 performance benchmark now doesn't fade the screen and pop a summary up when stopped
v2.7.4 [Change] <Dediblade>: Dediblade upwards force fraction now from [-1 ; +1] instead of [0 ; +1] [BUGS-2304]
v2.7.4 [Change] <Multiplayer>: The number of chat entries is now limited to 250 for performance reasons (the previous ones are removed) [BUGS-1562]
v2.7.4 [Change] <Propulsion>: Ion thruster effects rescaled, trail varies with size and is wider/shorter
v2.7.4 [Change] <Propulsion>: Mock wheels are no longer placeable
v2.7.4 [Change] <Propulsion>: Powered jet temperature uses the same thrust-based scaling as custom jets
v2.7.4 [Change] <Propulsion>: Powered jets now do not use power or show particles under water. Powered propellers now do not use power or spin above water
v2.7.4 [Change] <Propulsion>: The free roaming camera now cannot go below the ground surface
v2.7.4 [Change] <Propulsion>: Wheel UI tab names cleaned up
v2.7.4 [Change] <Propulsion cost>: Ion thruster cost up from 100/900 to 150/1350
v2.7.4 [Change] <Propulsion cost>: Jet cost up from 50/450 to 100/900
v2.7.4 [Change] <Propulsion cost>: Propeller cost up from 30/270 to 60/540
v2.7.4 [Change] <Propulsion cost>: Small wheel cost up from 5 to 30, 3m wheel costs 270 materials, 5m wheel 750
v2.7.4 [Change] <Propulsion durability>: 3m wheels have 5400 health and 30 armor
v2.7.4 [Change] <Propulsion durability>: 5m wheels have 15000 health and 30 armor
v2.7.4 [Change] <Propulsion durability>: Powered jet and ion thruster health up by 50%
v2.7.4 [Change] <Propulsion durability>: Powered propeller health up by 25%, armor up from 15 to 30
v2.7.4 [Change] <Propulsion durability>: Small wheel health down from 900 to 800, armor from 40 to 30
v2.7.4 [Change] <Propulsion power>: 3m wheel maximum force is 3600, power use 135
v2.7.4 [Change] <Propulsion power>: 5m wheel maximum force is 10000, power use 375
v2.7.4 [Change] <Propulsion power>: Above power scale 1 power use/thrust increases, up to 50% more power at 4x. So a propeller at scale 4 provides 4x as much thrust and uses 6x as much power as at scale 1
v2.7.4 [Change] <Propulsion power>: Ion thruster power is now reduced above 150 m/s
v2.7.4 [Change] <Propulsion power>: Maximum power scale (so thrust) of powered jets, ions, propellers and wheels up from 1 to 4. The default for newly placed blocks is also 4
v2.7.4 [Change] <Propulsion power>: Small wheel maximum force is 400, power use 15
v2.7.4 [Change] <Propulsion power>: Wheel force is now reduced above 25 m/s (very high base power means ~60-80 m/s is reachable on good terrain)
v2.7.4 [Change] <Propulsion weight>: 3m wheel weight is 360
v2.7.4 [Change] <Propulsion weight>: 5m wheel weight is 1000
v2.7.4 [Change] <Propulsion weight>: Small wheel weight up from 20 to 40 (same as metal)
v2.7.4 [Change] <UI>: It is now possible to use the 'mouse-wheel' equivalent keys to zomm in/out when using the control terminal
v2.7.4 [Change] <UI>: The inputs in the key-mapping UI are now into categories so that it's easier to find them, and the names of the inputs are now localizable
v2.7.4 [Change] <Wheel performance>: Profiler entries added for various wheel and track calculations
v2.7.4 [Change] <Wheel performance>: Track performance hit decreased (~half the previous value, much better at low level of detail distance)
v2.7.4 [Change] <Wheel performance>: Wheel performance hit decreased (~1 order of magnitude better)
v2.7.4 [Change] <Wheels>: Damper max rebound force up from 10 to 20
v2.7.4 [Change] <Wheels>: Max forward friction up from 1 to 2
v2.7.4 [Change] <Wheels>: Max side friction up from 1 to 2
v2.7.4 [Change] <Wheels>: Max side friction up from 1 to 2
v2.7.4 [Change] <Wheels>: Spring max force up from 30 to 40
v2.7.4 [Change] <Wheels>: Turning wheels now can't be part of tracks
v2.7.4 [Change] <Wings>: [FTD-417] Wings can now create lift in it's upwards direction. It used to be restricted to the constructable upwards direction.
v2.7.4 [Fix] <ACB>: Lasers and PACS can now be fired using an ACB, whatever direction the camera is looking toward to [BUGS-2259]
v2.7.4 [Fix] <ACB>: The ACB will now correctly display the infinity boundaries, even when pasting or loading the vehicle [BUGS-1839]
v2.7.4 [Fix] <ACB>: The altitude control actions in the ACB now match the new AI (min alt over land, min lat over water, max alt, and combat/hover alt for aerial AIs) [BUGS-2264]
v2.7.4 [Fix] <Blocks>: [FTD-467] Fixed bug that broke prefab AI cards
v2.7.4 [Fix] <Fuel engines>: [BUGS-2355] Fixed low priority fuel engines at 0 output still using fuel in some setups
v2.7.4 [Fix] <Multiplayer>: Fixed bug that prevents placing subobjects on another subobject in multiplayer
v2.7.4 [Fix] <UI>: One more digit displayed (when necessary) for the total length of a shell in the 'Shell editor' [BUGS-2284]
v2.7.4 [Fix] <Weapons>: The simple weapons with simple shells will now forget the fuse time after 2s if nothing is targeted (before, they remembered the fuse time indefinitely) [BUGS-2331]
v2.7.4 [Fix] <Wheels>: Idle twitching removed from small wheeled vehicles
v2.7.4 [Fix] <Wings>: [FTD-417] Added more details in wing tooltip
v2.7.4 [Fix] <Wings>: [FTD-417] Fixed rotation of wing mesh when the wing block is not facing upwards.
v2.7.4 [Fix] <Wings>: [FTD-417] It is now possible to change the lift factor of wings from -1 to 1.
v2.7.4 [Fix] <Wings>: Old wings placed upside down now have default lift factor of 1
01/07/2020

Code:
v2.7.4 [Change] <Camera>: The free roaming camera now cannot go below the ground surface
v2.7.4 [Change] <Propulsion cost>: Small wheel cost up from 5 to 20, 3m wheel costs 180 materials, 5m wheel 500
v2.7.4 [Change] <Propulsion power>: 3m wheel maximum force is 2880, power use 72
v2.7.4 [Change] <Propulsion power>: 5m wheel maximum force is 8000, power use 200
v2.7.4 [Change] <Propulsion power>: Small wheel maximum force is 320, power use 8
v2.7.4 [Change] <Propulsion power>: Soft cap for wheel speed is 60 m/s
v2.7.4 [Change] <Propulsion weight>: 3m wheel weight is 900
v2.7.4 [Change] <Propulsion weight>: 5m wheel weight is 2500
v2.7.4 [Change] <Propulsion weight>: Small wheel weight up from 20 to 100 (half of heavy armor)
v2.7.4 [Change] <Wheels>: Damper max bump force down from 20 to 6
v2.7.4 [Change] <Wheels>: Damper max rebound force down from 10 to 6
v2.7.4 [Change] <Wheels>: Damper max rebound force up from 10 to 20
v2.7.4 [Change] <Wheels>: Max forward friction up from 1 to 2
v2.7.4 [Change] <Wheels>: Spring max force up from 30 to 50
v2.7.4 [Fix] <Block>: Control surfaces now provide their force in the correct way whatever their orientation (they work like the hydrofoils now) [BUGS-2380]
v2.7.4 [Fix] <Fuel engines>: [BUGS-2382] Fuel engines work properly after the main block is repaired
v2.7.4 [Fix] <UI>: Better explanation of the URL for the video and sound blocks in the tooltips and texts [REQ-774]

What happened to wheels and why
- Wheels should have a speed limit, because above 60-70 m/s collisions/stability become too bad
- Wheels should have a more gradual max thrust reduction than other propulsion. The main limit on propellers is water drag that gets very high at ~30m/s, main limit on jets is air drag that gets very high at ~150m/s. Limit on wheels is air drag, but it's not significant at 60-70 m/s so most wheeled vehicles would very easily reach the 60m/s softcap
- If wheels have a more gradual thrust reduction they should be relatively cheap, and should be very good at low speeds. If they are not cheap just using jets beats them in most cases
- Wheels should have relatively(!) low thrust, otherwise small vehicles are too unstable, or too expensive if wheel power scale is cut too low. This is also the reason wheel weight was increased to 2.5x metal, they are by definition close to the ground and add extra stability. This point isn't that important so thrust cut will be reverted.

We also added a x4 Power scale to wheels, propellers, and thrusters which you can find by hitting Q on the wheel / prop / thruster.
Increasing the power scale is similar to the motor drive on dediblades, which gives more push yet uses more power.

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  Sticky Foot design oversight/bug?
Posted by: majortwitch - 2020-06-23, 04:01 AM - Forum: Questions - No Replies

So after wasting many hours being stupid I realized that sticky feet cannot produce force that left or right. Which is why I could not get the vehicle to side shuffle. Which basically makes sticky foot a non powered wheel that costs 8 times more. To me the benefit of feet and legs should be greater directional movement second to hovers not the case currently. Or this could be an issue of me being to stupid to make it work right.

As the title states, is this the intended way for sticky feet to work or just an oversight?

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  A Request for a Critique
Posted by: BulletAngel1 - 2020-06-22, 07:33 AM - Forum: Your own vehicle blueprints - Replies (1)

DD2 Percival

A light surface combatant, meant to be in groups during combat. Would like to know what the denizens of this forum thinks of my design. Would definitely appreciate any thoughts.

Armament:
2 x 12cm gun turrets
2 x Triple medium missile launchers
2 x bow mounted torpedo launchers (behind moving shutter doors).
1 x Six barrel CIWS turret

Speed: 32 m/s
[Image: xrCCeAQ.jpg]



Attached Files
.blueprint   DD2 Percival.blueprint (Size: 157.25 KB / Downloads: 6)
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  The Tag system of the workshop
Posted by: Carolus Magnus - 2020-06-21, 05:56 PM - Forum: General discussion - No Replies

Are there any plans or ideas around sorting out the tag system or the general messiness of the classifications on the workshop?

I don't have a backup suggestion myself, and I don't mean to say it should change right now. I'm wondering whether there are plans in this regard.

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  2.7.3 Betatest (was known as devtest)
Posted by: Jon - Community Manager - 2020-06-19, 06:29 PM - Forum: Change logs (Patch notes) - Replies (1)

Hey Depthians!

We are releasing a new Betatest branch (previously known as Devtest) ; this version will be 2.7.3, which will include the changes and fixes in the change log below. 
Later on we will also have an experimental branch, this branch will be used as a very early testing ground for features / bug fixes before hitting the Betatest branch.

We do know about the issue with the reinforced wood texture, this is because currently there is no triplanar texture for wood and there is no non-triplanar texture for metal. We will resolve this in future.

Thanks for all your support as always, and for all the encouraging and positive comments to the Strategic AI update.  

Code:
v2.7.3 [Add] <AI>: [BUGS-2217] Added an empty manoeuvre routine that can be used when you want to replace the AI manoeuvres entirely with a AI breadboard.
v2.7.3 [Add] <AI>: The collision avoidance choice drop down in the adjuster is now fully functional for land/water/air avoidance toggling.
v2.7.3 [Add] <AI>: The waypoints picked by non flagship forces when in fleet move is a bit more sensible, allowing better in formation movement
v2.7.3 [Add] <Game>: Vehicles structures and fortresses now spawn on the terrain surface, never below it (structures already did this).
v2.7.3 [Add] <Mimic>: Added option to disable mimic interaction tooltip outside of build mode
v2.7.3 [Add] <Mimic>: It is now possible to mimic 'objects' like the moving part of a propeller.
v2.7.3 [Add] <Pathfinding>: Steering points from the AI behaviours are now adjusted so they are on land/water (as appropriate based on your Adjuster) to help avoid crashing your ship into land or driving your tank into water
v2.7.3 [Add] <Tutorials>: Added the voice over for the fourth tutorial: 'automating your boat'
v2.7.3 [Change] <APS>: Proxy fuse removed, old proxy fuses converted to inertials on load
v2.7.3 [Change] <Cost>: Ammo processor material cost from 50 to 300
v2.7.3 [Change] <Durability>: 2 axis turret and elevation only turret health increased from 500 to 800, armor from 25 to 35
v2.7.3 [Change] <Durability>: Armor of 1 axis turret variants increased from 15 to 35
v2.7.3 [Fix] <AI>: [BUGS-2115] Aerial collision avoidance changed so a docker will ignore it's dockees
v2.7.3 [Fix] <Blocks>: Reinforced wood no longer uses an extra submesh for the metal part and as such is far less computationally demanding when used extensively.
v2.7.3 [Fix] <Constructs>: [BUGS-827] Construct dimensions now decrease after removing blocks
v2.7.3 [Fix] <Game>: [BUGS-2289] material cost shown in the V menu now does not include the contents of the blocks, just the blocks themselves.
v2.7.3 [Fix] <Game>: Fixed some issues with operation of steam turbine out of play
v2.7.3 [Fix] <Linux>: [BUGS-2273] Linux issues with prefabs and the inventory now fixed
v2.7.3 [Fix] <Structures>: [BUGS-2248] fixed issues loading dead structures into campaign

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  AI terrain avoidance gone?
Posted by: Chromoid - 2020-06-18, 08:54 PM - Forum: Questions - Replies (1)

Just getting back into the game after a very long break due to life issues.  Noticed right away that both sea and land AI no longer seem to path around their respective "avoidance" terrain type.  Land vehicles drive straight into water and ships plunge straight into land masses.

Did something change in how you set up AI avoidance since I was gone?  I tried PIDs, all the new card settings, everything I could think of and nothing is working.  AI pathing tool shows the vehicle locks onto a target and runs "full steam ahead" straight towards it regardless of what's in the way.

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  Resource caps, how they work, how they change
Posted by: jsimbo1 - 2020-06-18, 04:08 PM - Forum: Questions - Replies (3)

I dont know if this is a bug, or I'm just not understanding correctly. so i'll put it here first.

The new resource cap system is confusing me. i started a new game, and here is what the global economy looked like.

[Image: c1MUFb7.jpg]


So, starting with a cap of 100M, and a planet value of 100M

So, for about 2 hours i played, not doing too much, and as stuff was getting destroyed, it was being replenished into the resource zones. the cap was staying the same, and the planet value was just below the cap.

[Image: XEkrCfu.jpg]

But then, after saving and reloading the next day and playing for a few more hours, i noticed that i captured an empty resource zone from the DWG, and it wasn't replenishing at all. i looked at the global economy again and saw this.

[Image: 7OKehKi.jpg]

The resource cap has crashed to 34M, so with a planet value of 92M, nothing will be replenished into resource zones.

Is the cap supposed to change like this? will it change back? what decides it? or is this just an error. with 92M world value and only 34M cap, it will be a long time before anything replenishes, so soon no resource zones will be producing anything, the AI wont produce any new ships, and it will all be extremely weird.

Note that i started this as a SP game, and then loaded it as an MP game to play with a friend for the second session. that 'might' be the cause of it i suppose.

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