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Poll: Do you feel like the mod is balanced?
You do not have permission to vote in this poll.
1: Simple weapons are balanced
24.36%
57 24.36%
1: Simple weapons are overpowered because...
5.56%
13 5.56%
1: Simple weapons are underpowered because...
5.56%
13 5.56%
2: Torpedos are balanced
21.37%
50 21.37%
2: Torpedos are overpowered because...
1.28%
3 1.28%
2: Torpedos are underpowered because...
8.55%
20 8.55%
3: The Vulcan guns are balanced
20.94%
49 20.94%
3: The Vulcan guns are overpowered because...
8.12%
19 8.12%
3: The Vulcan guns are underpowered because...
4.27%
10 4.27%
Total 234 vote(s) 100%
* You voted for this item. [Show Results]

  • 12 Vote(s) - 4.67 Average
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After Cataclysm v2.0 Preview.

#1
[Image: 0QaZEM9.jpg]


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Firstly I'll ask you - what brought you to From the Depths? Was it the sci-fi spaceships, or was it the massively detailed steel battleships of the World War era?

If it's the latter you've come to the right place. AFTER CATACLYSM is designed to accentuate your knowledge of realistic ship-building and combat simulation with just the right mix of historically themed weapons and realistic nautical decor to give your replicas and fictional warships enough authenticity to pass an Admiralty review.

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Various FTD concepts come and go, but anchored in history are key naval technologies that have spearheaded the art and science of warfare since their conception a hundred years ago.

AFTER CATACLYSM allows you to learn the tools of the trade that allowed the battlewagons of history to be the best of their game. From stadiametric rangefinders to quad 40mm AA mounts, discover the hidden gems of history in detailed weapon models, period-authentic nautical terminology and yes, glorious hints of realism as far as the eye can see.

[Image: HmDI1an.png]

Realism-oriented builders in our community are often forced to create non-functioning aesthetic substitutes for features that would be crucial on a real sea-going vessel.

Marvel at the synchronized operation of our dedicated rudder system - physics enabled to generate turning force from spinblock motion, and fire spreads of deadly torpedoes with manual gyro angle offsets. If you've looked at a Torpedo Data Computer, you'll know what this means!

[Image: T9Zzh3U.png]

Even rebalanced with APS-derived ballistics performance, FTD's stock simple weapons deserves a chance to shine. With AFTER CATACLYSM's custom simple weapon scripting package, hundreds of historical deck-mounted ordnance can be simulated.

From Age of Sail carronades to water-cooled heavy machine guns, point defence may as well be an entire science in itself as you peruse our seasonal catalog of crew served weapons spanning multiple eras of naval warfare.

[Image: DFTF1we.png]

Having a ship look right, feel right, has been the undying motivation for every From the Depths shipbuilder since the beginning of time. AFTER CATACLYSM reduces, or even eliminates the need to substitute and jury rig decorative items for your personal ship.

Portholes, rudders, observation telescopes, cylindrical masts, bulwarks, railings and lifelines - even World War specification weapon systems allow you to create majestic and functional works of art that wouldn't look out of place in reality.

[Image: 6EU37SW.png]

Advanced scripting capability, an efficient modelling pipeline, impeccable historical research and dedicated administrative and testing staff allowed AFTER CATACLYSM to be more than just a mod - it has its own community.

There will be a lot more in store for AFTER CATACLYSM in the coming months and years. Be sure to check for updates on the FTD forums, where our PR team provides support and ensures your questions will not go unanswered.



Download on the Steam Workshop or here;
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AC 1.1.0
AC 1.1.3
AC 1.1.4 (Mini Halloween)
AC 1.1.5 (FtD Steam Update)
AC 1.1.6 (Temp Hotfix)
AC 1.1.7
AC 1.2.0 (Attack of the Torps)
AC 1.2.1 (Axis Favourites)
AC 1.2.2 (Axis Favourites Pt.2)
AC 1.2.3 (Return of the Torpedoes) (Latest)
AC 2.0 (Big Guns Never Tire)
Fix for 2.15 (overwrite the contents of your AC mod)

And update for April!

AC 2.0.1 April 1st Update
Download these vehicles and place them in your constructs folder

WARNING: This version is still very subject to stat changes, however nothing currently added will be removed.


Railings 1.1.1 (Latest)



Credits to;

Gladyon for Code.
HerpeDerpeDerp for April fools tanks LUA.
BaronVonSatchel for old code and many suggestions.
UnderTrack for work on AC Railings.
Chunkblaster for the torpedo launcher textures.
Carmenara for balance suggestions and PR.
Mangmod for his amazing art skills in providing these images.





1.0.1
-Fixed Wireless receiver railings not outputting connections up.
-Fixed metal bulkwark slope mirroring to alloy version.
-Fixed Duplicated Nordenfelt and Quad 40mm guns.

1.1.1
-Added new weapons
-Incorporated Moonruner's AMCC mod.

1.1.2
-Internal unreleased update

1.1.3
-Adds WIP propeller
-Replaced Dual 20mm guns with Single .50 Vickers, and replaced Dual 37mm with Dual .50 Vickers
-Added a tower version of the Hyper Vulcan. This version retains the old rotation speed, and will fire continuously.
-Nerfed the old version of the Hyper Vulcan. This version, while still spam-able, has a reduced rotation speed and an internal magazine.
-Added mirrors for the triangular deck plates
-Re-added the 4" deck gun, with a 'finished' model.
-Added Blocks in 1m, 2m, 3m and 4m with a ladder incorporated into it.

1.1.4 (The Halloween Mini Update!)
-Adds truss block
-Adds sloped Deck plating
-Quality of life re balances across all guns, including proper drag and weights.
-New 3.7" HAA gun. A high velocity, High explosive timed shell with a high angle mount, limited to firing between +3 and +90 degrees.
-Further small nerfs to the Portable Vulcan, including a small loss in rate of fire (4,800 rounds per minute to 2400 rounds per minute).
-Quad 40's have been changed from 3x3x1m blocks (w,d,h, occupying the top half of the model so you can place them on top of the mount), to full 3x3x2 blocks
-Spooky Reliquary Block!
-Explosive Shark Cages!
-Witches Cauldron
-Cobweb Armour
-Skeletal Decoration parts
-Ghost Crew

1.1.5
-Fixed for steam update of FtD
-Increased 40mm and quad 40mm guns reload from 0.5 seconds to 0.8 seconds, while also removing the magazine for continuous fire.
-Fixed metal plating not having a resource cost.
-Added sloped-back wedges for the bows of your ship.
-Added single and dual mount 20mm Oerlikon.
-Temporarily hides torpedo launchers.

1.1.6
-Torpedoes still broken, completely removed for now, may help fix some broken ships.
-M2 browning added
-All simple weapon ammo usage changed to 0 temporarily.
-Broken Wireless Objects fixed.

1.2.0
-Torpedoes Re-added.
-Weapons now have a slightly different colour tracer dependent on their caliber.
-Weapon rebalances
--4" gun
----Reload time reduced to 4.75 seconds, from 6 seconds.
----Shell velocity increased by 65m/s, from 335m/s to 400m/s.
--18pdr Cannon
----AP increased from 4, to 7
--32pdr Cannon
----AP increased from 4, to 7
--64pdr Cannon
----AP increased from 4, to 7

1.2.1
-New Model for 47mm Deck gun.
-25mm AA guns in Single, Dual, Triple, and Turreted versions.
-88mm gun, AA and AT versions.
-.50 M2 Browning, Dorsal, Ventral and Rear turreted versions.
-4" gun (shielded)
-Reduced Hitbox for 4" gun (Unshielded) to 2x3x2, extending backwards, making the gun easier to place against hulls and barbettes.
-Crane decoration pieces, such as cables, hooks and cargo platforms.
-Propellant Storage Cases

1.2.2
-Small fixes to costs and weights f simple weapons
-Added stand-in texture for 88mm guns
-Added chain decorative pieces.
-Added life rafts.

1.2.3
-Prep for AC 2.0
-Animated Muzzle Flashes.
-Fixed CIWS controller sliders being frozen.
-Torpedo fix, now much more accurate.
-Added 2-part door. Not very pretty, not very functional, will be replaced in 2.0.
-140mm Casemated Gun and stands.
-Quad Bofors
---Reload time reduced to 0.5 seconds/120 rpm per gun (from 0.7 seconds/85 rpm) for a total of 480 rounds a minute.
---KE Damage reduced to 200 (was 300).
---HE damage reduced to 100 (was 150).
---4 round Magazine Re-implemented, 1.5 second magazine reload.
---Removed timed fuses
-Guns no longer return to 'rest'. This is an intentional change

(Coming soon)

In AC 2.0
-Simple weapon code re-write.
-Simple weapons over 50mm will fire APS shells, defined in a customiser.
-Simple weapons will return to rest after one second of inactivity if there are no enemies present.
-Disguised customisers.
-Recoil Animation for guns.
-Torpedo detonator types.
-Re-added air-dropped torpedoes.
-Door and Hatches.
-Torpedo arming time reduced to 2 seconds.
-Single Bofors
---Reload time reduced to 0.5 seconds/120 rpm (from 0.6 seconds/100 rpm).
---KE Damage reduced to 200 (was 300).
---HE damage reduced to 100 (was 150).
---4 round Magazine Re-implemented, 1.5 second magazine reload.
---Removed timed fuses
-Added Octuple 2pdr 'Pom Pom' gun.
---A short to medium range 40mm AA gun with 8 barrels. While doing slightly less damage, with a slightly lower rate of fire and projectile speed, the Pom Pom is comparable to the Quad Bofors.
-Added B34 Longsword Autocannon for use on tanks.
---A medium range, continuous firing 60mm autocannon, good for use against light tanks and APCs up to 2km away. Can also be used for light CIWS roles in a pinch.
-Added B36 Broadsword Gun System
---A 100mm auto loading twin barreled gun turret, most often used as the main armament of destroyers and light cruisers.
-Cluster Launcher
---Projectile Speed increased to 410m/s (from 350m/s)
---Rotation Speed increased to 90d/s (from 50d/s)

In a future update
-Diagonal strut pieces.
-Double AC torpedo damage

Known Issues

Quad Bofors Magazine is 2 shots per gun instead of 4.
Telescope bases do not connect properly as receivers.
Reply

#2
Good job!
I like your models.
Reply

#3
My nuclear reactor bows before your great looking torpedoes *bows*
Reply

#4
Your reactor looks good though, we where talking about it a lot a while ago Tongue (They're the ones that where in the wip thread a while ago right?)
[Image: EwYtNDC.png]
Reply

#5
(2016-07-29, 02:57 PM)Glayn Wrote: Your reactor looks good though, we where talking about it a lot a while ago Tongue (They're the ones that where in the wip thread a while ago right?)

Yeah, the containment have had a small re-skin from back then though.
           
As a result the core looks really bad now >_<
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#6
Man I love them xD Hit me up if you need any models!
[Image: EwYtNDC.png]
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#7
The 40mm gun doesn't make any sound, also i'd say buff the RoF slightly on it. Maybe a add version without a gun shield for planes too. Also none of the guns return to their position after shooting.

(2016-07-29, 06:10 AM)bs1110101 Wrote:
(2016-07-29, 01:43 AM)ThunderPanzer Wrote: If you want i could try helping making some models, just tell me what the cannons should look like and i'll do my best to make them Smile

How about a basic deck gun? Some form of easily plonkable 6 inch gun would be nice.
Here are a bunch of pictures of that sort of thing. Versions both with and without a gun shield would be nice.

For balance, should something like this go below deck like a and ACC or CRAM would, or should it just sit on deck?

Edit: should be 3 by 3+however long the barrel is. Bonus points for a scaled down 2 by 2 one as a 5 inch gun.

I asked for that in another thread, but it would go really well with this mod too.

Edit: Aside from that, i really like this mod. Needs 2 by 1 slope railings though.
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#8
none of the guns returning is semi-intentional, that's just how simple weapons behave. The gun not having sound is due to a bug of some sort, and I'm trying to find a workaround, i'll just add a vanilla sound in for the next version. 6" is kinda big for a simple weapon, the ACCs are there, but we'll see. 2x1 slopes are planned.
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Reply

#9
Yesplis.

I suggest that you add gunshieldless 40mm and 20mm for use in aircraft indeed.
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Reply

#10
(2016-07-29, 09:50 PM)Glayn Wrote: none of the guns returning is semi-intentional, that's just how simple weapons behave. The gun not having sound is due to a bug of some sort, and I'm trying to find a workaround, i'll just add a vanilla sound in for the next version. 6" is kinda big for a simple weapon, the ACCs are there, but we'll see. 2x1 slopes are planned.

I agree with this, but 6 inch guns aren't all that big, and they can be made with ACCs, but getting one to look good is very hard, and an easily plonkable one would be nice. Do you also consider 5 inch dual purpose guns to be too big for simple weapons? Because the twin 5"/38s the USN put on most of their ships would be nice. They also fall into the realm of big enough to make with ACCs, but too small to not be ugly, seeing as they have to be single mantlets with two barrels in blocky 3 by 3 turrets. The Type 89 (the Japanese equivalent) is even worse with it's funky turret. [Image: 5%20inch%2040%20cal%20type%2089%20(1929)...0A-1-3.gif]
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