Simple AI Propulsion Controls Tutorial - From the Depths 2.4

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Hey, good news everyone! Less blocks needed for fun stuff!

Other music used:
Doug Maxwell - Baroque Coffee House
Dan Bodan - Bike Sharing to Paradise
Chris Haugen - Tupelo Train
Dan Lebowitz - The Opening
Frank Rawel - Up and Down
Asher Fulero - Good For The Soul
Sir Cubworth - Butterflies In Love

ABOUT THIS GAME
Summary:
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
A campaign waged over hundreds of islands against eight unique factions.
A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features:
Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.

Customisable Components:
The customisable components in From the Depths allow a unique level of engineering customisation:
- Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
- Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
- Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
- Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.

I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission.
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Around the world, many Marauders are being bullied and laughed at. Many are even destroyed.
Please donate now so we can help prevent this. Our goal is to make sure that Marauders are safe and do not feel threatened.
Please do not bully the Marauders, they have feelings too!


*Random person*: “IDGAF”

goldenalbatross
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AI controls are so much better, now.
You can even have the AI do weird stuff, like controlling the burn rate on steam boilers based on its desired speed (which is useful if you're using steam propellers).
And PIDs make thrustercraft fly so silky smooth~ sometimes even with just default settings.

Feraligono
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Want to make your vehicle not roll side to side?

AI PID's!
Just plop one down and assign it to a axis. Then customize it to fit your needs.
You can even control thrust value now, so your ship doesn't go around in circles in fleet move mode!

kevinpark
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I think with this update, I can finally make my 20 block torpedo nuke finally work.

admiralobvious
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Those videos are realy helpful for me since my english isn't good enough to understand new mechanics just by walls of text, but I realy love this game. Thanks alot.

FenrisHunter
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Gonna be honest, I was very skeptical when the devs announced the new AI changes.
But now, that I've built a flyer with the new AI, I even think that change was an enormous improvement over the older AI.
There is just so much more finesse with creating an AI, not just *pop down an AI-core, ejaculate AI-parts inside of heavy armor scattered around your craft, done m8*.

SahnigReingeloetet
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Very helpful, thanks! Especially excited about the dediblade tie in! Been frustrated by the absence of that feature for awhile, very glad to see it implemented.

ottovonbaden
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Tyranny of ACB blocks is ended, hurray for less complex and cheaper designs!

EggziztenselyThroughoutLife
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bro it would have been nice if you had show how to set up PIDs or at least making a bit more stable (with the regular response time thing). The thing flies, but it's way too unstable for anything else than missiles and lasers ^^

zephirus
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marauder: wait untill i get my subrauder you wooden sub

Dutch_Chucky
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I did finally check it out and I think it will be ok, but I'm still not updating until faction craft are fixed, so it may be a while. I did notice however that a lot of the fixes for AI were possible before the update using mainframe controlled pids. Though it did simplify some things, I curmudgeonly refuse to accept this! (for now)  One thing it can't do is change altitudes like you can with acbs. It does make nice stable attack runs which makes craft pretty easy to hit for the AI. Hopefully they stick with this gui for awhile. That seems to take the longest to learn. Thanks for the vid.

revengefullobster
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About submarines: I've been spending some time with them and have come to the conclusion that the new AI is actually very good at pitching to control its altitude.
However the system of waypoints still just plunks a point at the water surface. Your submarine seem to be having the same issue where it points its nose up, I suspect if you turned on path view would find that it is pointing its nose straight at its next waypoint.

I hope that you or the lovely people in your discord will think of a solution to this problem that I have not :)

stephenallan
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Enlightening and entertaining! You sir, have a new subscriber!

Incarn
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what do you mean Aerial Ai been fixed? It could do what you do before AI update... (._."

edit: btw you could use 2 dediblade forward facing 1 left and 1 right. Then set left one yaw-right 0.5 and right one yaw-left 0.5. Forward all set to 1. You won't need set other dediblade for yaw.

zuminlaircp
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While I do feel for the marauders, every food chain needs someone at the bottom, just be happy its the marauders and not you, their suffering is our freedom. Nice vid by the way

RandomNooby
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I am now free to design thrustercraft that dont require dediblades. HOPEFULLY my ships will be less brick-like.

rickregina
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hey bro, just want to say this is one of my favorite games and i watch all your videos. im usually not one to comment so idk what else to say

daviddavidson
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After 400 hours playing and still only just defeating the deep water guard with cheesy submarines I'm hoping that with this update I will finally be able to build a flyer that can compete with other factions...

HPPYx
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My AI is turning off the propulsion automatically. It keeps hovering, but it never moves forward because it translate the main boosters into other presets. help

CuriousMochii
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Indeed it was helpful, and thanks. :)

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