Wrench's Way II: Hull Construction - From the Depths
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- čas přidán 21. 08. 2024
- The second episode of Wrench's Way II goes into detail on the shaping, design and different aspects that go into building the hull for ships in From the Depths. From the certain anglings of the hull, to decorations on the faces of the hull to smooth it out, and design features such as integrated EMP protection (with a quick EMP lesson).
Don't forget to leave your recommendation for this cruiser's name should be!
I did my best to make this video as compact as possible, but keep in mind that I had to edit a 2 and a half hour video into 45ish minutes, so it took me a while 😅. Thanks again for the support and hope you learn something!
Hi. Keep up the good work!
I also have more than a few thousand hours of the game and still have picked up a few "upgrades" to my way of building.
Specially when it comes to make things appealing to the eye, I can't believe how could I underestimate that part so much. 👍
Good work! I enjoyed the explanation on EMP protection - that's something I never quite understood how to do for my ships.
My vote for the ship name is the Squire-class, as it's being showcased for us inexperienced or new players, and it fits the vibe of the other cruisers such as the Knight-class and Paladin-class that you've made.
Dude don't worry most tutorials are like 3 hours long also we shouldn't be watching tutorials I have like 2k hours
All I saw was the ship in port... "Hey, wait a minute, don't I know that. Ship. No, no, it can't be- oh my God it is." The ship over there is Admiral Graf Spee!
Please embed the playlist link, thanks
Damn, I've got almost a 1000 hours in this game and had NO idea you could make ships EMP proof this effectively, definitely including this in my builds from now on. These tutorials are also really comprehensive and easy to follow, thanks!
you know you found a good content creator when he calls you a chuckle fuck 0.1 second into the video
well said. bout time i found a creator not just semiexplaining as they go.
@JustaWrench thanks a ton for this btw.
absolutly great videos of his. lve them. and are really good, as tutorials for all kinds of ships. espacially his explanation of emp networking.
thats what i realized immediately lmao
MOOOOORE I need more of your tutorial videos! Probably the best tutorials I've seen about FTD!
Mumbo jumbo of from the depths here: 16:40 just some simple red stone. In all seriousness, I have learned more from your one episode than I have from multiple separate CZcamsrs across multiple episodes and even from some steam guides. Thank you.
Yo man jumbo when can you make more Create videos lol
The emp network is a godsend I'm implementing this immediately.
Thank you Wrench
You're the only other builder I've found that starts from the keel and not the deck when.building the hull, very cool 👌
rubber is better at emp protection now(although that might've not been true at the time of this video), so you should only use stone if you want emp proof armor(for some reason
The hull shaping mimicry was awesome.
I always drive myself insane trying to smooth out the corners. That ones deffinately getting used. Same with the website for the 3d models. I used to always find the top and sideprofile pictures, import them to a scaling software and input the real dimentions of the craft and go by those.
The tips about EMP protection seem so obvious now as well but i didnt even think about connecting it all into a network like that, thats brilliant!
Keep up the good work but dont burn yourself out with the edits and cuts. I'd love to see a longer less edited version as well. Actually i'd almost prefer it. Would have loved to see a more detailed layout of the ai building along with compartmentalization, the deck and its composition, weight balancing and boyancy management, as well as the rest of your armor scheme.
In any case im looking forward to the next installment.
31:14
Actually useful explanation and demonstration of emp, will be using this.
Also
I'd recommend putting that section up as a separate CZcams video just because of how useful it is.
Other various notes
-Very useful hull shaping points
-Nice kinetic ciws shell, I'm yet to find the optimal gunpowder one but that one seems very close to the one im using (heavy head stab fin tracer and gunpowder to 20ap)
-I respect going gunpowder sabot kinetics
-personsally for the emp networking, I'd go 1 beam across the deck and one along the keel to help against both emp torpedoes and missiles, instead of one just in the keel, also having it centerline is just giving the turret blocks better connection points in the scenario a thump shell(or really anything) hits the bottom of your ship under the turret.
-100% recommend adding missile interceptors, almost always worth it especially on ships against crams given their setup correctly.
Overall very nice tutorial for ship hulls, ship name idea could follow the knight naming scheme and go something like squire, or a medieval name for a basic foot soldier.
Played this game for over 1K hours & the EMP tips was very helpful.. Some really good building practices. Ty for post.
his brain is too big.
I remember buying this game when it first came out, not being able to run it well, buying a new build, then spending some time in it and realizing I have 50IQ less than is required to build anything that works in this game. But man do I ever like the game and seeing cool stuff people can make.
Trust me, this game makes 95% of us feel like idiots for the first hundred or so hours. For me my designs started functioning around that point, then by 500 hours they started looking decent, and now at 3k hours i have the obscure and utterly non-transferable skill of shitting out a nice sleek-looking ship with my mind on autopilot for an afternoon. It's a very steep learning curve but it's incredibly satisfying once you get past it. It starts to click and very quickly the draining agony of racking your brain over every step in the design process starts to become replaced by satisfaction at your new building skills
This was the best tutorial ive seen on this game tbh. Your editing is nice to watch too
Something i love doing is i setup a DFI gun with an ACB control(fire when i interect with the block) and i use that to test armor schemes on my test platforms.
first time i've seen this emp network thing on youtube, very cool, very epic.
I know it's used on many Steel Striders ships, but the explanation does help.
Regarding painting the ship, there is a paint tool in the z-menu that allows you to paint your creations outside of build mode. You can even change the brush size to mass-paint large areas! unfortunately, it isnt compatible with mirror mode. Still useful though, like a giant spray-can tool
Hey Justa, on ships with large ammo caches you can actually use them as armor and EMP networks and combined fuels storage if you honey comb them with armor so the explosion cant cascade. I usually do 2-3 of these depending on size and needs and mix fuel and ammo and EMP through them.
Your EMP network has two separate lines of heavy armour. If you cross connected them a few times, then when one gets severed, you won’t have breaks in your network. If both lines get severed then as long as it doesn't happen in the same run then the network still stands. This would work well if you make certain to space the heavy armour lines, so they can't be taken out in a single hit.
If you put two surge rooms in your ship, one at the front, the other near the back, then your EMP network still functions if split. It also means you have redundancy if your surge room takes a direct hit.
This is such an awesome tutorial and it's entertaining as hell. The EMP dead end stuff I didn't know about either so thanks for that tip! Can't wait for the next one in the series and I hope you do more of these in the future.
holly crap that helps a lot you are helping me get beter at the game than I ever was
Great vid man, this is exactly what I needed
Would love to see more from him, even stuff as simple as him walking you through different classes of ships. I myself struggle with a sense of Scale, so my ships tend to be too short in length for its intended weight class
ty for this video and series. i learned quite alot with these two videos in this series so far. I have two suggestions for the hull part [ the base hull build ] i would suggest color coding it for the different complex blocks [ when using the slope and wedges back never knew you could do it that way], then maybe denoting which blocks are being used more often. Though granted dont have to do whole block by block, just feedback. The other suggestion, I would love to see this series continue along. Very few from the depths videos that do this topic cover it this detailed. What i mean by this is that you do a good job explaning why you picked the said art design and though i suck at art myself , at least now understand why certain transition blocks can be schemed into the bottom hull.
Hell I wouldn’t be opposed to a full longform version! If you ever feel like it!
Constructive criticism on the armour and comment about the lift props, if you're doing 2 or more layer thickness of armour, if you alternate between metal and alloy, such that blocks of the material aren't touching each other, it forms a decently tough armour scheme that is actually buoyant, eliminating the need for lift props, as you can just get away with air pumps to compensate the heavy armour.
Lift props on ships should generally be avoided, as it means losing engines will cause you to start sinking.
Another piece of constructive criticism is to do with the ammo, if you separate each ammo box with a spacer block(Heavy 2m Slopes work well whilst saving weight compared to 2m beams) it prevents a hits to an ammo box from detonating the entire magazine. 2m metal beams as the spacer only prevent a chain reaction if the hit strikes a single box, heavy armour slopes prevent a hit to multiple boxes from chain detonating the entire magazine. Obviously it basically doubles the size of your magazines, but that extra survivability it worth it, and can prevent your ships from pulling an HMS Hood.
spaced armor is simply superior
@@caralho5237 no one is saying you can't use the suggested armour scheme with a spaced armour design.
one of the best FTD videos i have seen, helped me learn a lot about the game.
i think you should name the ship Essex like the English county.
21:38 what immediately came to my mind for that little awkward bit was to embrace it and make it either Anti torpedo systems, or to make it fire torpedoes from that location itself
putting a layer of wood also helps to reduce HEAT damage. HEAT damage is calculated based on the final material before and air gap. So if you go metal-wood slopes-inner armor, you reduce the damage more. Also i think if you slope the outer armor, you can increase the chance of a shell ricocheting.
HEAT doesn't care about the materials, that's Squash spalling. angling the armor does reduce kinetic damage, but it either is negligible, especially if you angle it wrong, or it takes up space that you could use for more armor. beside the beam slopes help with that
Angling your sloped armor downwards also helps against plunging fire, similar to historical sloped armor belts.
So another thing you can do for armor is a small liner to better defeat HESH. Wood or stone is best since it has the lowest AC. Don't let it impead the double layer of metal on the outside that nearly every ship should have.
THANK YOU for this video, would LOVE to see more of this :D YOU"RE AWESOME brotha, keep up the great work!
I might be very late but thank you so much for this tutorials they are so helpful
Hey i may suggest the red part to be metal while the grey part is alloy. It helps to keep balance plus it floats better with a small cost of armor. Also for the wall inside the ship I prefer stone to help budget.
I actually started using wood in some places now after making a few more ships and it’s helping quite a lot with it floating
Cool video, I like the idea of HA emp surge network and I see that with your compact realism building style everything has to be very compact, but I would say the use of HA is a bit much in general, To add some spall liners and air pockets in general I would make use of some poles and HA beamslopes instead of HA beamns, I think that could help against some pendepths shells and fragments as poles have nice surfaces for hesh etc to bound on.
I’ve begun experimenting with using a layer wood for the spalling since the damage from spalling is based off the last block it goes through before an air gap (I pretty certain that’s how it work). So I can cut back the HA for weight and cost
@@JustaWrenchGaming To my knowledge it is not quite how it works, the spall from HEAT never changes BUT spall from HESH does, the spall from HESH is based on some complex math of all the layers it passed where the last one is most important, BUT that is why we wanna avoid having HA in the utmost layer and reserve it for internal layers ^^
I think at least but I'm not an expert
@@GMODISM ahhhh I see. I’ll have to keep that in mind. Thanks for the input brotha’
@@JustaWrenchGaming Hey no problem! Good luck, love your style as I can't build like that myself :)
Do you think you could post your drydock onto the workshop to make it publicly avialable?
when I started FtD I though it would be easy
oh poor me
I hate everything
It takes a lot of time and learning bud. I have 2200 hours in the game and I’m still learning. Now for granted I also know quite a lot.
@JustaWrench yeah...
but stil... I just want to have ship daughters... not ballistics and buoyancy
@@britishneko3906 there's a dlc for that
@@twinkyoctopus I know
I end up using a collection of 4 meter corners and inverted corners to make my nose so that it also slants forward.
I'm new to this game so I don't know anything of value but this video was really cool! The emp thing was not only good for emp protection, Wouldn't it also work like a keel in a way ?keeping the majority of weight low and theirfor a bit more stable?
new to this game so im confused.. is this just a design guide for a realistic ship? most other builders use many many layers of armor and diffrent types of blocks for it. will a ship like this compete against anything in this game or is it just a glass cannon that looks good? i really would prefer it when a good looking ship is also durable without 20 layers of metal.. is that possible for the normal gameplay?
My bills are aimed at being a good balance between effectiveness and aesthetics. It may not look like it, but against most other of its cost and lower, it has sufficient armor. It’s not going to have 15 layers of armor, such as a battleship of some sort would be.
Hey Wrench, any chance you could show how you make your jets or helicopters? they look super cool!
Thank you for your videos
This game is horrifying at building... Tons of exploits, bags, complexities and nuances in just building hull... Even not AI or turrets☠. This is why this game is amazing. Also, thanks a lot for guides. For now, I can build a proper turret that won't eat s^*% and die tryin'.
I respect the keel>deck building style
Even if I go bow guns and base then internals around it due to how I build.
I wish you'd not spend up the upward slope of the rear, finding myself having issues with that part.
I’m not familiar with medium steam engines but with small ones each generator wheel is 50k power max, the same amount as a gear box. They add extra drag to the engine lowering power and efficiency. I would consider removing one of the two generators
Onix class cruiser would be kinda cool
So how do you know exactly where your waterline will be ahead of time?
Well you see, 99% of my ships don’t float very good due to them being so compact that there is very little room for air pockets, so I use PIDs to maintain a certain level in the water along with my pitch and roll controls
@@JustaWrenchGaming do you have a tutorial on this? my hulls dont cooperate bouyancy wise and i cry every time
the Gomez class, i think that would be a nice name, sounds right and is a breaking bad refrence.
I love these guides but I'm also looking for designing an aircraft like the American raptor I think it was called and I just can't get the angles right let alone fit it all into a small and compact shape
dont use stone to stop emp use rubber
Why?
Looking at you build.....I have a feeling you would love to try a little game called Avorion. It's somewhat the same mechanic as from the depths but in space. You can design turrets as well.
Spent a lot of hours in Avorion. It's good, but the level of micromanagement you can do is not that deep. It's a whole different game, where instead of building a really good stacked armor section, you're building ten space stations just to produce a specific good to build custom turrets.
Avorion is orders of magnitude simpler. I also found it somewhat annoying how it limits the number of guns you can put on a ship.
"the mimics are my friends now"
An Idea that I've been using is a rail gun shotgun to have a more realistic firing rate and making my guns powerful enough to work in the game I've found decent levels of success even without recoil mitigation
Do the decoration pieces retain their normal material and armor values?
No, decorations don’t physically exist. Think of them as just holograms of the block you wanna use that you can manipulate.
@@JustaWrenchGaming Understood, thanks!
Obviously alloy is the the best mat but if you have heavy armour behind it it’s Armor class is pretty great
Sketchfab supremacy gang
Argon Class Cruiser
For the name, maybe the Royalty?
Idk what your little letters before hand are but for an example,
USS-Royalty. A fine name for a fine ship.
More hype than endgame
Hey! How did you delete untethered objects like that at 6:32? Is that a mod?!
No, there’s just a button at the bottom of the decorations menu that say “Delete all Untethered Objects” and you just hit that and it’ll ask if you’re sure
EMP lesson starts at 27:34
Wrench, love your videos, But you know what i wold love more. A tutorial for more modern looking ships, say like the 70s
I could do some of those, which I have done a USS Long Beach (could use a complete refit though) but not in a tutorial series. I also don’t want to spam my channel with tutorials of ships unless everyone absolutely wants them. Plus these videos take me forever to make since I’m in college and full time job
@@JustaWrenchGaming Ah Wrench, you don't gotta do it i was just askin'. Have it good man!
@@feliz9532 don’t sweat it, I always like the feedback.
what are your thoughts on using wood as a spall liner sandwiched between the beamslopes and external armor? iirc HESH fragment AP is based on the material it exits from, meaning it does less damage to the beamslopes receiving the hits.
wouldnt extending the turret neck cause the reload speeds of each gun to be slightly different? or am i wrong?
Extending the neck with gauge coolers technically would give the taller turrets slightly faster cooling but you should already have enough cooling and have the RPM limited to the desired amount. The reload speed is determined by the number of autoloaders and clips which are not affected by an extended turret neck.
@@ARK_Angler ohhhhhhhhhh, i thought the cooler affects RPM, thanks for the advice
Yes I use ammo as armor, problem?
What kind of transition block are you using at the beginning?
25:00 😂
aw hell yeah
can you do an engine or pid tutorial?
You should name the ship the Ulmo, based off of the Valar king of the sea
Would you be willing to put the fortress your using to build off of on steam workshop?
The regalia
i dont understand most of this bc im a new player from the depths like how the fuck did you custumose the armor pls help
Hey, appreciate this constructive feedback: yo momma
I know this was a year ago, but you could have loaded the autosave of the test platform and save the turret from there.
Idk if autosave was even *available* a year ago though.
8:47 - 13:47 😂
Barbet? Gambeson?
Guardian Class - Steel Onslaught
Idk
ew, mouse building.... 🤢🤮
he uses both, hes really good at it
potato