From The Depths INSTANT Tutorial: CIWS Cannon (APS Point Defense)
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- čas přidán 26. 08. 2024
- From The Depths INSTANT Tutorials, this time I show you how to make point defense Advanced Cannons, APS, this is how to do a gun based CIWS, aka close in weapon system, like the Phalanx to protect you against incoming fire with other systems.
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Thank you, love the Instant tutorials. They have been a giant help as I play FTD :)
Glad you like them mate!
use some he, like a 3/2 flak/he ratio, so when not shoting at clusters it deals more damage to a bigger misile, i go recomend more slow firing higher caliber, or multiple guns in 1 mantlet for more damage per shot, as firerate is not that inportant if the firing time is not higher than 5 seconds
excuse my english, its my 3rd lenguage
Interesting choice! Well check out my new Gimle ship it ises VERY slow flak rods to clear the sky in a blast.
I've been testing and putting a flak head on one of the simple weapons cannons is surprisingly effective against small missiles without taking any space. A faster firing one is better but I like to make my ships minimalistic and small 👨🦽 and it's possible to have many so you can synchronise them to fire more consistently 🫡
Good tip, might need to try it, bad part is they wont have fuses so they gotta be more accurate.
Man i love this game so much and i cant wait to get back to it once life isnt so busy! Its hard to just sit down for an hour. Its just not enough time to get immersed in a project 😆 good content, keep it up!
Its a big game, tutorials are waiting for you whenever you get the time!
Very awesome Gmod! I like the "regular weapon controller" backup option so you're still getting DPS and not standing idle.
By the way, I'm using your hovercraft tutorial to good effect - I have a scary little beastie taking shape!
Thanks, and yes for fast fire systems one might as well have some extra computer on there :)
Good luck with that hovercraft!!!
Thank you for the video. I didn't know the CWIS aps can have such slow bullets and still be effective. That is rather cool.
I do recommend putting over armor over your mantle. (Your barrel goes through the blocks). The game only recognizes clipping/failsafe at the end of the barrel.
IF these would have been kinetic CIWS it would need to be fast, but for flak this is better as it requires less coolers and a bigger payload :)
Yes i normally have armour on my mantles but not for tiny designs :)
Just tried 500mm dif kinetic CIWS, each shot does over 100k damage and only costs 3k, can be used as a short range large/huge missile destroyer.
Nice! How did you design the shell?
@@GMODISM heavy head with stabiliser find and supercav, set it to attack torpedoes 400m away.
It goes 908m/sec, I have not tried combination of solid, sabot or chemical payloads, so I still need a bit of optimisation.
8:31 barrel speed scales with caliber much more than the barrel variants u can use heavy barrel without big changes in speed at around 250mm in caliber
Oh nice, so you are saying for 60mm we might as well invest in some heavy ones :D
@@GMODISM free health
also i use heavybarrel for everything its just better
You come into my house? and bring forth FLAK CIWS!? GARRR!
Lol, I'm just messing.
Real talk though, i've done a ton of (CIWS)testing and never really did much with flak CIWS(ikr, how does that even work?) I came to an early conclusion that it needed to be bigger gauge to affect a useful area with enough damage to be practical. Problem is that makes it slower firing so i either needed a larger weapon system or to accept on smaller units that a bunch of missiles WILL get through(assuming no back up defense such as LAMS). The closest solution i came up with was a faster kinetic style for multirole without stacking a ton(you need 20AP to do full damage to Missiles and CRAM) Hard part is finding a good balance for various weapons mounted on different crafts. Easy solution is making multiple kinds for different factions and such and simply tailoring to each target(or you know, not relying exclusively on chemical CIWS for defense). But making a cost effective model that works on everything...
Something to try out(It's gonna sound crazy. Like a lot) is 18mm Kinetic CIWS. I know what your thinking "Wut"
I made a AA/CIWS turret with 8 beltfeds, 1 clip each 4 intakes a piece(5x5x4H footprint with the corners missing, beneath the armor throat) it shoots for a whopping 14 seconds, then reloads in 3.3(set the post firing reload time real low). And if a loader blows up. It caresses' its neighbors fondly for 16 damage in a 2.3m radius. It's chemical not Rails(16 segment round, 12 powder, some kinetic stuff with a Heavy Head, 20AP) Despite what that sounds like it works great. Each bullet only does 90 damage, but its fires 2000+RPM(if it could actually fire for a minute) it works out to like 30 shots a second(or about 2.7k dPS) 1177 mps muzzle velocity lets it shoot things farther away. My operational has a supercav base on it for tagging torpedoes as well.
Note: Cant have more then one cause of shell count per frame, and if you want something for larger engagements, i recommend doubling the gauge to 36, it increases the damage near 4x in exchange for decreasing the firing rate on the same piece to 600rpm. Also, because its Kinetic it struggles against large numbers of incoming(no AOE).
"caresses' its neighbors fondly" thanks for the mental image hahaha
But live that 18mm idea, will combine it with what I know from kinetic DIF-CIWS and see what I can make with it :)
@@GMODISM hmm, never tried a DIF with a low gauge. Might need to fiddle with this concept.
I was in the process of making one of these, and found out that if you have a 3×3×1 rubber layer on top of the turret, anything that is below the rubber won't get hit by emp....
I tried a 10 mil emp and I was bypassing the controller under the rubber layer to move onto the main construct
You could fit more ammo inputs beneath the coolers. Or put the ammo customizer and the laser there and put ammo inputs where you put the 3 on the top.
Tank tutorial pleas3
Can you do a kinetic CIWIS tutorial as well? I struggle with making a pure railgun or even half rail CIWIS for kinetic
Yes I can, adding that to the list!
There is this one in the meantime if you need something XD czcams.com/video/rsx45dQbr98/video.html
I see. I'm trying to use 30mm autocannons as Anti-Missile xefenses, though it seems they are not well suited for it.
Set up the right way, they may be a great addition for smaller bombers ams or tiny boats, but they should not even be present on a battleship or medium/large craft
Is it better to have bigger caliber but low rate of fire CIWS or smaller caliber CIWS that just spam unholy amount of shell untill either your enemy or your pc died first ? I made a 30mm CIWS with 1500 RPM and that ship can survive everything DWG throws at me but I'm not sure if it's the CIWS or thousands of poles inside my ship that saved me.
As everything else, it depends! BUT I find that for FLAK CIWS bigger is better when aimed at clusters because of AoE, and for kinetic faster is better to clean up smaller targets.
@@GMODISM Thanks for advices!
oh thank god you noticed the ammo intakes missing in editing, I was losing my mind
how do make CWIS fire at projectiles only and not the enemy craft when there's no projectiles incoming?
Just don't have the extra lwc
Hey I'm having trouble making my CIWS work. The gun seems to only engage once the projectiles are very close.
Are your detection and munition detectors fine?
I do have a question on your controls with building; how did you move in a different direction than your camera while placing those blocks?
Mouse 1 builds forwards, mouse 2 builds backwards.
@@GMODISM Thanks for the virtually instant reply!
@@dutch24 btw, the first instant tutorial and the most recent ftd video I released is probably something that would be more useful to you than this video ;)
@@GMODISM Aye, thanks.