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Space Engineers: Magazine Racking in Warfare II 

GetBrocked
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Yeah I know the audio is borked, I'm sorry :(
One of the lowkey impactful changes of warfare II is the addition of a magazine racking mechanic.
This basically changes most of what is acceptable in terms of building.
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29 сен 2024

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Комментарии : 307   
@GetBrocked
@GetBrocked 2 года назад
Any other topics you'd guys like to here? Warfare II mechanics? (no shell bouncing though)
@danielpirela1225
@danielpirela1225 2 года назад
Armor deflection and angle. And some armor schemes that we can use in order not to get one shooted.
@MrMadmazz
@MrMadmazz 2 года назад
Great topic would be about how player's on Official KEEN server's that only work with conversional weapons are now at a major disadvantage. Here is a teaser of a new long ranged smart tracking cluster bomb 100% Vanilla ;) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_uxrxUZQios.html
@the11382
@the11382 2 года назад
Decoys and their placement? Have people tested that yet?
@fatsacktony1
@fatsacktony1 2 года назад
Bro check your sound levels on your videos. Make sure they're filling the decibal bar but not clipping at your maximums, your shits probably 40% too low.
@cron1807
@cron1807 2 года назад
The ability to use the custom turret controller to make drones. I don't know how it works, but I have seen a design on YT where the creator didn't post a tutorial, and that could be super useful
@AudioDud3
@AudioDud3 2 года назад
You space your machinery to reduce damage, I space mine because I'm horrible at designing ships. We are not the same.
@Raythe
@Raythe 2 года назад
underrated comment xD
@aadenkutzner4903
@aadenkutzner4903 Год назад
still accidental intelligence
@scottbaase4042
@scottbaase4042 Год назад
You are so relatable. I tried designing a small destroyer and wound up having a one person battleship.
@SofiaGaming006
@SofiaGaming006 9 месяцев назад
@@scottbaase4042 yeet
@Eggmayor
@Eggmayor 8 месяцев назад
​@@scottbaase4042i mean, if it works... 😂
@joshuabaughn3734
@joshuabaughn3734 4 месяца назад
4:01 The HMS Edinburgh was sailing, carrying gold from the Soviet Union and the Germans made her dead in the water and she couldn't be salvaged so the ships sailing with her shot a torpedo into her ammunition storage and scuttled her. They made it so the torpedo armed the moment it was launched. And it took decades to be able to recover the gold. It was and was split between Russia, the UK and the Divers.
@guesswho2778
@guesswho2778 2 года назад
those test on the half ships were flawed, a lot of the components weren't fully in the ship and were unprotected from the probably explosive shell the capital grade weapon was firing. also that hydrogen tank didnt have any green lights on it, indicating it was empty. (or they didnt render because of the distance?)
@lucaspatrick7478
@lucaspatrick7478 2 года назад
Although your not wrong, he already mentioned this every time he did so. He gave examples of what happens in combat and explained what was happening.
@guesswho2778
@guesswho2778 2 года назад
@@lucaspatrick7478 wasnt the point of these tests to show people how the ship reacts to damage and help people better design them? a bunch of the tests gave faulty information that would lead people to believe that some of the setups wont work.
@Haladmer
@Haladmer 2 года назад
@@guesswho2778 From what I got from the video is it was based on the assumption that armor had already been breeched. What matters isn't how the ship takes that incoming damage as much as when the damage triggers a detonation of the ammo/tank/etc.. So more of a theory-crafting discussion showing practical application of theory vs an introspective look of the specific ship's effectiveness (pro/cons).
@nailboard6492
@nailboard6492 2 года назад
Lost an entire capital ship to poor ammo placement once, never again haha
@exemida
@exemida 2 года назад
Made myself a ship yesterday after watching this video again in creative thanks for making this video.
@MrDarkdragon141
@MrDarkdragon141 Год назад
Won't lie as an outlands player this hasn't affected as bad as you think. Primarily now you'll see sorters acting as ready magazines to weapons on turrets and a still centralized cargo. If not then you have multiple crippling explosions through your ship.
@randymotter51
@randymotter51 2 года назад
You have said throughout the video that one small container is not enough ammo, are you saying that you run out during the course of a single fight? It sounds like you are playing with high volume ammunition that you can't fit much of to begin with. I don't know about these modded weapons, but with the vanilla weapons a small cargo container can hold something like 150 artillery shells, and one turret will take a fair while to shoot them all. The railgun sabot and assault shells take less than half as much space as artillery shells do, so they last quite a while. You may have to evaluate whether or not those modded munitions take up too much volume for what they do.
@madcapmagician3130
@madcapmagician3130 2 года назад
Stop picking on us Brits, you missed out on the Arizona! Ammo Racked!
@meyatetana2973
@meyatetana2973 2 года назад
What if you gave a bit more space because your turrets are targets anyways? or would that make a destroyer to big? Really to bad that slanted armor doesn't do anything in space engineers like it might in real life or does it? and explosion just doesn't care?
@GunGryphon
@GunGryphon 2 года назад
I would love it if SE could implement explosion shaping/redirection. The Abrams tank has hatches to direct an ammo explosion away from the crew. Sadly it's too hard for most games to emulate it.
@Rexhunterj
@Rexhunterj 2 года назад
While it's not the same, you can use blast door blocks to protect systems from ammo rack explosions and tank detonations, this could be the difference between your ship blowing itself in half, or losing only a lower deck or two's worth of blocks in that section.
@catzilla9330
@catzilla9330 2 года назад
why do you sound exactly like my highschool history teacher lmao
@GetBrocked
@GetBrocked 2 года назад
:D maybe it's because I am! ... No not really.
@Eddievargas1
@Eddievargas1 2 года назад
12:20 I’ve never played the game but instead of the decoys in the nose just put redundant systems up there
@joshuasimoneau6086
@joshuasimoneau6086 2 года назад
25:40 I'd imagine the fact the ship is missing the other half and the components are sticking out more damage was caused
@GetBrocked
@GetBrocked 2 года назад
it's just a demo. Otherwise I'd need to hit the ship many more times.
@jamesmclemore9123
@jamesmclemore9123 2 года назад
Would it be a viable concept to just carry the raw materials for the ammo and then rig up a bunch of assemblers to produce it as you need it?
@lazybannans1829
@lazybannans1829 2 года назад
I'm sorry but this looks like Space Engineers.
@captiancholera8459
@captiancholera8459 2 года назад
Learned this the hard way yesterday when I was experimenting with atmospheric corvette designs. One which had 2 turrets, a decent weight, and light armor around vitals. In all my wisdom I forgot to cover the entirety of the cargo container, a few lucky dings from a pirate ship I was trying to shoot down and boom almost the entire back half of my ship, gone.
@GetBrocked
@GetBrocked 2 года назад
It's quite the ... experience... Especially when it chains, because they're that split second where only the one thing explodes, and then suddenly the rest of the ship goes with it.
@lmcg9904
@lmcg9904 2 года назад
Yea, I don't have the game. I'm going to get it sometime, this latest update looks fun, really really fun. Just curious what if you put the ammo in it own compartment like irl. Will the explosion be less than your whole ship, just a thought I had.
@huntclanhunt9697
@huntclanhunt9697 2 года назад
F
@Aereto
@Aereto 2 года назад
I typically made it standard to layer my large reactor in 2-block layers for capital ships, while munition storage are considered on a by-case clause.
@MrDoggoCraft
@MrDoggoCraft Год назад
@@lmcg9904 you need to pay for most of the updates Dlcs like warfare 1 and 2
@gustaveliasson5395
@gustaveliasson5395 2 года назад
6:33 If memory serves, the actual reason was that the development of centralized fire control systems led to the expectation that future battleship brawls would occur outside the range of destroyer- and cruiser-calibre weaponry. Ergo; As the ship was unlikely to be hit by such weapons in the first place, there would be no need to carry armour to defend against them. The point about intermediate armour not being able to stop battleship-caliber weaponry is moot because that's not what it was there for in the first place. Lastly, there's a legit reason why removing the intermediate armour could actually *increase* the ship's survivability: fuze sensitivity. Battleship AP shell fuzes typically needed a serious jolt to start the countdown, and so a shell might pass clean through a ship without detonating if it fails to hit anything sturdy. Getting rid of the intermediate armour meant that there was one less such sturdy thing around that could trigger the fuzes of incoming shells.
@GetBrocked
@GetBrocked 2 года назад
there were many reasons for it. Battleships were very much a political design process. But considering, WWII showed that battleships would often be in cruisers/destroyer range and "all or nothing" was still used, as well as documents stating. The reasoning provided is correct. It isn't the only reason as stated.
@gustaveliasson5395
@gustaveliasson5395 2 года назад
@@GetBrocked I assume by "political" you mean the inter-war naval treaties? Yes, they effectively forced the use of all-or-nothing armour upon the signatories, as the weight of the intermediate armour would cut into the weight allowance for the citadel. I should have led with that. Sorry.
@couriersix8294
@couriersix8294 2 года назад
@@gustaveliasson5395 basically dictators swinging ther dick around going oh look at me i have the best ship
@briantien7146
@briantien7146 2 года назад
Kind of. All or Nothing was a natural progression in naval armour design as designers sought the most efficient layout possible, so as to both well armour a ship and maintain some semblance of mobility and speed. Guns became more powerful, and eventually it was getting to the point where a ship completely armoured would carry an absurd amount of armour in displacement. The solution, of course, was to concentrate the ship's vital components and fighting crew within a well armoured citadel that can stand up to the most powerful weapons expected, with non vital areas left unprotected as there was really no point in protecting crew and officer berths, mess halls, and other non essential areas. The crew themselves would be concentrated in the citadel. Given a certain displacement, you can fit thicker armour over the citadel than a warship protected all over. It isn't that no one expected to fight at closer ranges - destroyers by definition are supposed to get in close and ruin your day (unless you happened to be a Japanese destroyer with torpedoes out ranging some battleships). But that damage to those extremities aren't really concerning and so their armour can be used elsewhere.
@gustaveliasson5395
@gustaveliasson5395 2 года назад
@@briantien7146 While destroyers *are* (were) supposed to come close, that's only really possible to do in inclement weather or after otherwise degrading the battleship's self-protection capability. Intermediate armour around the secondary batteries thus helps the battleship protect itself against smaller vessels by keeping the secondary battery in action longer. Similarly, armouring the full length of the waterline makes the ship less likely to suffer mobility degradation from lighter (destroyer and cruiser) gunfire, which in turn reduces the risk of getting smacked with a torpedo. As such, the mess halls and galleys and crew quarters and storerooms are technically part of the ship's defensive characteristics in the sense that flooding these spaces will seriously degrade the ship's mobility. There's merit to focusing on protecting the citadel and main batteries, especially if you're working with a limit on the size of ship you can build. There's also some merit to the idea of armouring the ship enough that it can't be mobility-killed by a brief HE bombardment. A specific example would be when you know that you can't produce as many ships as a potential adversary. In this scenario, you have to focus on making sure that the ships you do build will be able to control whatever engagement they enter so as to avoid being chased down by a numerically superior opposing force. Speed (and defensive measures to prevent a reduction of said speed) take priority over firepower. On the other side, those who hold the numerical advantage can typically afford focudingnon the citadel and main batteries as the relative cost of a mobility-killed vessel is much lower (and the relative reward of inflicting a mobility-kill on the weaker navy's vessel is much higher).
@Emmepathic
@Emmepathic 2 года назад
Warfare 2 removed deformation damaging blocks, they reckon that was actually a bug. In my testig its been proven gone. So unless your server is running an armour rebalance mod that needs an update i dont see why blast door is relevant beyond not needing grids. Just seems like extra chance to have a block floating loose in your ship making a bad hit worse.
@GetBrocked
@GetBrocked 2 года назад
ah could be. A lot of the "tech" is from before Warfare II so some stuff may be indeed gone
@Tonatsi
@Tonatsi 2 года назад
have you tried deactivating the option that makes things like deformations not occur if the game is overloaded?
@Haladmer
@Haladmer 2 года назад
Another reason to use blast door blocks is that the larger face provides enough of a gap when fronted/backed by any other block to count as a ray cast break for damage templates/calculations. SE does some funny things in the damage code, and having that small gap can change how damage/penetration is factored in-game.
@thenativemartian5169
@thenativemartian5169 2 года назад
Thanks keen
@Rexhunterj
@Rexhunterj 2 года назад
@@Haladmer Yes, additionally they are more durable to collisions and in some cases.
@sebione3576
@sebione3576 2 года назад
Another thing too, your can place your hydrogen tanks directly behind your thrusters just as you put your ammo storage behind your turrets. Same idea. If the thruster goes there's no point in the tank anyway and vice versa. Conveyor severing would only affect refueling and rearming of the ship, but not the combat.
@raven4k998
@raven4k998 2 года назад
magazine racking makes sense since battleship had that issue which would kill a battleship in the past if you hit their magazines that is what killed the Hood in ww2
@SaiceShoop
@SaiceShoop 2 года назад
What about localized high speed assemblers to craft ammo on demand? Can't blow up ammo that does not exist yet. Depending on server settings for assemblers that might work.
@GetBrocked
@GetBrocked 2 года назад
it can/could. but is mega conveyer line dependent It's also havoc on sever performance from a more realistic standpoint
@carlodagunz
@carlodagunz 2 года назад
@@GetBrocked Something I was wondering, have players been experimenting with merge blocks for rearm/refit at all?
@halometroid
@halometroid 2 года назад
I made a dreadnought carrying custom made drill pods that stick to your big ship, drills the hull while the driver and passenger can lower with the side legs. The drill bit can pop off and let players trough inside the enemy ship. It can drill trough a 10-20m hull depending on the pod size (height). These pods never lost a battle. I got my inspiration from Halo when the covenant always board ships/space station. Also had Deep Rock Galactic and Rock raiders in mind.
@spinomitegames9000
@spinomitegames9000 Год назад
Do you have this design on the Steam Workshop?
@jay-d8g3v
@jay-d8g3v 9 месяцев назад
drop that bp big boy
@The_Viscount
@The_Viscount 2 года назад
That cruiser is very reminiscent of a Cleveland Class cruiser. Instead of a main magazine, the Cleveland had shell rooms spread throughout the ship. It's worth noting that the US built 27 Cleveland class ships through World War 2. Every Cleveland survived and not because they were kept safe. Cleveland class light cruisers saw some of the heaviest fighting of the Pacific campaign and suffered catastrophic damage, but every ship survived.
@CaptainRhodor
@CaptainRhodor 2 года назад
"How Not to Become the HMS Hood II"
@GetBrocked
@GetBrocked 2 года назад
"the Germans hate him!"
@CaptainRhodor
@CaptainRhodor 2 года назад
@@GetBrocked XD
@Erik_Ice_Fang
@Erik_Ice_Fang 2 года назад
Or the USS Arizona
@captain61games49
@captain61games49 2 года назад
@@Erik_Ice_Fang eh Arizona was effectively under constant attack from aircraft while Hood was one-shotted in a peer to peer gunfight.
@Erik_Ice_Fang
@Erik_Ice_Fang 2 года назад
@@captain61games49 true, but it was the magazine getting hit that killed most of the crew. Its also why she was one of the few ships in the harbor that never returned to service
@PhoenixBlade
@PhoenixBlade 2 года назад
Im looking at the ship I'm building right now in survival after this video, and while I haven't even got to the turrets yet, I'm like "awwww crap." Haha I learned a lot. I've never built a large ship before so this gave me good pointers
@ptolemaicfoxxo3032
@ptolemaicfoxxo3032 2 года назад
Blast doors also have resistance to explosions (and thrust damage) so you can section off areas with blast doors to keep damage localized to certain areas if mags or hydrogen tanks were to explode
@rebaav
@rebaav 2 года назад
This is great, thanks for doing this! There are questions being answered here I'm confident people may not even realize to ask. I am confused about the practicality of decoys now, seems like their effectiveness is tied to bring fire closer to things you'd rather want protected which seems... odd? Transverse bulkheads for the meta ;)
@GetBrocked
@GetBrocked 2 года назад
the decoys are weird. They seemed to be designed for a world where ships are slow moving, and turrets are pin point accurate. Which neither typically are true. Even if a decoy effectively decoys, basic turrets accuracy cone is typical the size, if not larger of a fast moving ship. We've noticed some slight effectiveness. And there's not reason not to include them. But they're not really game changers either.
@shadowknight6501
@shadowknight6501 2 года назад
I use decoys like mines I usually have a welding system to build a small battery and a decoy then just release the decoy so it pulls the fire towards it while I pick up speed and try to get away
@Yeeren
@Yeeren 2 года назад
@@GetBrocked I've seen rotating decoy setups being used as "ECM" to confuse automated turrets. The turrets try to lead their shots to where the decoy is "going", but since it's rotating around a central point its velocity vector does not match that of the ship, causing a significant percentage of shots to miss the ship entirely. This is especially useful on smaller ships.
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
Transverse bulkheads?
@rocket8848
@rocket8848 2 года назад
@@Cooldude-ko7ps Hull tank best tank ;)
@rizzymattizzy3804
@rizzymattizzy3804 2 года назад
The other pro is conveyor redundancy. Smash through in 4 places and you have 5 independent systems still sharing to their turrets.
@liamsmith882
@liamsmith882 2 года назад
Could you use assemblers and keep ammo in inert parts so that you have the minimal amount of volatile ammo avaliable to be detonated?
@sethdrake7551
@sethdrake7551 2 года назад
if a ship is equipped with a script like isy's inventory mananger (IIM) you could very easily set up autocrafting loops that maintain a set reserve of ammo at all times, IIM can also move components throughout the ship which removes the need for conveyor sorters forcing ammo to turret mags
@mrpotat680
@mrpotat680 2 года назад
In theory that would work; even a few assemblers won't be able to keep up with sustained fire, however. Especially on a destroyer class ship.
@liamsmith882
@liamsmith882 2 года назад
@@mrpotat680 i thought was a lossible issue along with capacity as it isn't uncommon for something to weighless then the some of its parts in games
@mrpotat680
@mrpotat680 2 года назад
@@liamsmith882 Weight might be a slight issue but I think production speed would be the biggest bottle neck.
@liamsmith882
@liamsmith882 2 года назад
@@mrpotat680 i would say space is less of an issue than volume as it will take more space to meet required production
@MrBishop077
@MrBishop077 2 года назад
Interesting, I had not thought to use Blast door blocks as internal armor. all around i find i underuse Blast door blocks, and am always surprised by how others find unique ways to use them. and, holy heck that rain of Gatling fire.
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
Yeah. It’s very useful
@Haladmer
@Haladmer 2 года назад
There is an added bonus in the way SE calculates damage spread/penetration as well. 2 blast door blocks face to face (on the largest face) will leave a small gap between the blocks which counts as a "break" in the armor for damage bleed. You see this a lot as a form of compact "spaced" armor (and can see it in the larger ships in the video)
@irontemplar6222
@irontemplar6222 2 года назад
The big reason they aren't used is that blast doors are actually weaker then a normal heavy armor block. It's only advatage is it doesn't deform, but that's it
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
@@irontemplar6222 huh.
@irontemplar6222
@irontemplar6222 2 года назад
@@Cooldude-ko7ps yeah you can look up some videos comparing blast doors to heavy armor blocks. They aren't as good as people thought they were. Of course this game is moved so it does change some things. For instance their blast doors are basically the strength of light armor
@armorhide406
@armorhide406 2 года назад
Hood wasn't that survivable. She didn't have the armor to survive the delay action fuzes, instead of the WW1 contact fuzes. Also idk why you're calling this magazine racking. In tanks, it's an ammo rack, but for a magazine on a ship, it'd be more proper to call a magazine detonation
@anonymous-mj8wb
@anonymous-mj8wb 2 года назад
bruh we need shields at this point. yes, heavy armor helps, bet now, even the heaviest of ships can be killed in one hit from a large rail gun.
@jenniferstewarts4851
@jenniferstewarts4851 2 года назад
yeah this is the true terror of railguns. those thing ammo rack and take out hydrogen tanks all the time... So you'll have a corvette or light destroyer rolling, firing missiles and such, its PDC's trying to shield it till it can get a good shot with its rail gun, then.. one shot severs several convayors, hits fuel tanks setting them off, and hits 2-3 ammo containers... spread about... becomes a very bad idea to have components... lined up...
@Miniputt_999
@Miniputt_999 2 года назад
Love this sort of videos, it really educates me on how to build/design a ship that can be used for pvp. i had no idea that the mags in ships now detonates. i really prefered the 1 large cargo container brimmed with ammo. but now it seems like its a more viable option to use several small cargo containers replacing conveyers. Very good informative video.
@MrGermandeutsch
@MrGermandeutsch 2 года назад
I learned a lot more than I had expected when I clicked on this video.
@GetBrocked
@GetBrocked 2 года назад
thanks man, sorry about the audio quality issues
@captain61games49
@captain61games49 2 года назад
@@GetBrocked what issues sounds fine to me
@cron1807
@cron1807 2 года назад
Just build your ships with no cargo containers to save space and problem solved. (Yes I design fighters meant to be thrown into battle, blow some stuff up, then blow up, how could you tell?)
@CaptainRhodor
@CaptainRhodor 2 года назад
Based Zerg player XD
@Darqshadow
@Darqshadow 2 года назад
Still need some ammo and fuel storage in case your pilots are aces... Or just do drones. Hmm.. Drone bombers with heavy armor and rail/artillery guns a thing?
@Haladmer
@Haladmer 2 года назад
An interesting point I've not seen many talk about publicly, KSH actually already tended to place ammo rack storage either directly next to, or within 1-3 blocks, from the turrets, with overflow racks down the keel line, or larger cargo areas in their pre-Warfare 2 update. My current heavy cruiser build is planned to actually use "reloader assembler" clusters that feed specific groups of turrets, while drawing raw resources from a more centralized supply line. This keeps the raw materials more secure, while pulling to the "remote assembly" areas, which in turn feed the decentralized/local ammo racks. Based on ammo consumption rates, the assemblers should be able to feed the turrets/racks faster than the guns can throw rounds down range. Using a queue system, I should be able to maintain a "just in time" style supply line, with a small buffer in the case something changes in the RoF of the supplied turrets.
@eageraurora879
@eageraurora879 2 года назад
That's a really good idea, how do you set it up? Initially I'm assuming you're using sorter blocks to prevent excess ammo from being stored somewhere else at the "back" of the system, while also having another to pull out ammo and stuff it into the turrets, if not decentralized magazines right under the turrets, correct?
@Haladmer
@Haladmer 2 года назад
@@eageraurora879 Basically yes. I built a stronghold/citadel area for a large bank of assemblers (was a bit of math to figure out how many I'd need, and what level to maintain for my production queue), so I have inert materials in small/large cargo containers near the assemblers, with ammo racks (small containers) holding the overflow/on-demand ammo. I use inventory scripts to keep the rack container loaded with just enough ammo to ensure the weapon can keep firing (basically a risk tolerance figure), even if the assemblers start to lag behind. Now I'm playing with a design that removes the racks almost entirely and prints ammo on demand. Same basic design, just a lot more assemblers, and 1 small cargo in a citadel, as a "pull" rack for the entire ship.
@TarsonTalon
@TarsonTalon 2 года назад
I just thought of something: I think there will now be a major consideration to make space-only combat vessels, and use drop ships to transport goods to and from the surface. Why? Because hydrogen based ships might now be far too dangerous to use in combat. The fact that the fuel can explode and cause a chain reaction means that ion based ships will objectively have a durability advantage, since you don't have the added risk of fuel explosions.
@GetBrocked
@GetBrocked 2 года назад
the issue is, hydrogen is so much better vs ion in terms of evasion that I think H2 still wins out in durability.
@Cyberguy42
@Cyberguy42 2 года назад
For purely space travel, gravity drives are definitely the best, though also quite expensive to build.
@kevinquintana2647
@kevinquintana2647 2 года назад
@@Cyberguy42 I haven't been in SE for a while, but how hard would it be to design a ship that can use its gravity drive to go in any direction and could that be better than h2 for evasion?
@DarkExcalibur42
@DarkExcalibur42 2 года назад
2-3 minutes of constant action for combat. That's good to know! I used to play SE many years ago, and I used to design with a "Five Minute Fire" rule to predict how much ammo a ship should be designed to carry. Sounds like I can stream-line that down a bit if I come back to the game.
@thornblackwell5749
@thornblackwell5749 2 года назад
According to the Warfare 2 update notes deformed armor no long damages adjacent systems. Whether or not this is a reality needs to be tested and proven true.
@JaytheOstrich17
@JaytheOstrich17 2 года назад
I wish I could build ships to this scale, but I always get lost in the hangar design and then get bored.
@Gordozinho
@Gordozinho 2 года назад
It seems the update has made fighters more relevant since the destruction of components has become critical during battles
@GetBrocked
@GetBrocked 2 года назад
the issue is: fighters need H2 to be effective. So fighters are sorta just little bombs that can't really take much heat anymore. Though more testing is needed. Haven't done to much yet
@Erik_Ice_Fang
@Erik_Ice_Fang 2 года назад
Would probably benefit more from the all or nothing armor scheme
@tadferd4340
@tadferd4340 2 года назад
@@GetBrocked Well small grid anything tends to just die under light fire from large grid weapons. Fighter design is probably best done with the assumption that durability is not possible. One thing that small grid vessels gained with Warfare 2 was weapon range beyond 800m. Small grid meta would probably revolve around long range attack fighter/bombers and interceptors armed with more close in weaponry to prevent the fighter/bombers from attacking large grid vessels. This is all without knowing how your rules work. I only just found your channel. I plan to take a look (and steal ideas for single player).
@GhostOfSnuffles
@GhostOfSnuffles 2 года назад
Small grid blocks have the durability of wet tissue paper. A fighter armed enough to do any real damage would be an expensive investment that would be lost in seconds and one that's well armored would be too slow to be effective. They'd have to be very cheap affairs with the expectation that the pilot isn't coming back and that's a waste of a good pilot.
@bloodstormwolf9512
@bloodstormwolf9512 2 года назад
@@GhostOfSnuffles I honestly think their best use is either interception and interdiction, or for delivering torpedoes in very long range hit-and-runs.
@roboninja0942
@roboninja0942 2 года назад
Thanks man! Honestly you were one of the main reasons I want to do RU-vid lol
@GetBrocked
@GetBrocked 2 года назад
oh wow, thanks!
@pugz3230
@pugz3230 2 года назад
From what I've heard, armor deformation damage was removed. Probably worth double-checking though.
@Strelok3892
@Strelok3892 2 года назад
Am i the only one to remember filling up containers with explosive components an flinging them to stations for fun?
@kerbalairforce8802
@kerbalairforce8802 2 года назад
I used containers stuffed with stone. When they pop, they leave a giant rock rattling around in the ship/station.
@Jfk2Mr
@Jfk2Mr 2 года назад
I too remember explosive results of popping cargo with stone
@roberthill5805
@roberthill5805 2 года назад
I ran into this hopping in with a few of my older designs. My hit and run ship has a new vulnerability because of this and can now be one shot. It is a tiny 9 block length and hits hard but got hit by a few missiles and my storage is pretty close to my cockpit and it was all over.
@castawaygaming7932
@castawaygaming7932 2 года назад
Now I wonder if surrounding the highly explosive stuff with heavy armor on the interior will be effective
@CaptainRhodor
@CaptainRhodor 2 года назад
Go with a mix of heavy and blast doors. Heavy has raw durability and blast doors mitigate splash damage
@wanjanechtangroeger
@wanjanechtangroeger 2 года назад
Yes, I tested this a lot. One layer of heavy armour completely soaks up any damage, even from a fully loaded large container (filled with ammo of course) or a fully loaded h2 tank. A couple of blocks get annihilated completely but any neighbouring systems remain unaffected.
@angrybob3594
@angrybob3594 2 месяца назад
HMS Hood was one of a number of British ships that had a planned armour upgrade. Many of her classifications had already been upgraded. She had not. The upgrade was due to a change in gunnery tactics. Earlier in the century fire was directed at the flank of a ship. By the time of her sinking, it had changed to targeting the deck because of the thickness of the armoured belt on the flanks.
@CrescentPHI
@CrescentPHI 2 года назад
19:02 That's just a thruster Brock, not an eye! 🤣 When I add eyes they're much more aesthetically pleasing than that!
@GetBrocked
@GetBrocked 2 года назад
IT LOOKED AT ME OKAY?! IT'S AN EYE
@wexxi2256
@wexxi2256 2 года назад
"to show you the explosive power of magazines, I cut this ship in half!"
@DSiren
@DSiren 2 года назад
I'm probably going to regret this at some point, but with the local ammo racking issue, I recommend not using cargo containers for the local magazines, but instead conveyor sorters whitelisted to the correct ammo set to draw all - it will stay full while in use, and in the case of artillery shells on 1x inventory, will add about 70s of firing to the artillery turret's 40s internal magazine. Having nearly 2 minutes of combat time after being severed should be plenty for the local magazine, and for most designs this requires no additional complexity to the conveyor system. On 3x, it might get to be a bit much for local ammo being 18 in the turret and 30 in the sorter, and on 10x having 60 shells in the turret should be all you need locally, but this is my suggestion. Take it or leave it.
@dichebach
@dichebach Год назад
Most players in most science fiction games which involve building space ships suffer from a largely unacknowledged bias or form of short-sightedness: spaceships are not (or rather do not have to be) air craft. Nor are they naval vessels. This means that there are a whole host of geometries which are readily available to space ships which are not for atmospheric service which few players ever explore.
@winshwe9752
@winshwe9752 2 года назад
I have no idea what this is but I am glad youtube recommend me this.
@Jabeezy02
@Jabeezy02 2 года назад
Cool how you use historical references to help design your ships and make them better. Certainly learned a few things. Also, which weapon mod are you using? Those guns are awesome.
@GetBrocked
@GetBrocked 2 года назад
AWP (assault weapon pack)
@Jabeezy02
@Jabeezy02 2 года назад
@@GetBrocked Nice. Thanks.
@anthonykodaski6161
@anthonykodaski6161 2 года назад
I have designed a few battleships before the Warfare II update and the designs were mainly historical inspiration. For reference the dorsal turrets and the belly turrets are in line with each other and each ship is about 7 to 9 blocks in the draft. But one thing I did for my ammunition situation, is each set of main turret have their own main ammunition locker and each locker has about three blocks of heavy armor. With my reactors and fuel located near the center of the ship The only problem is being you would have to hand load the lockers and the manual control seats for those tourists are one heavy armor block away from the magazine.
@jonny-b4954
@jonny-b4954 2 года назад
I think armor needs to be stronger in the game honestly. or light shields needs to be vanilla.
@evilstans
@evilstans 2 года назад
I know these designs are for PvP and are probably simplified for block cost. However I find that things that make a ship a ship actually serve a purpose in damage mitigation. Crew decks, cargo bays, other compartments, can provide a lot of blast gaps and absorbant protection against chain damage. Also Turret>conveyor>small cargo magazine would be better to isolate the the magazine from the surface.
@nopenope8418
@nopenope8418 2 года назад
No offense meant but you use the "All-or-nothing" term wrong. It is not used to describe the location of engineering, magazines and such, but rather how the armor is distributed over these components. In a distributed armor ship, the armor would cover almost every part of the ship with an important component behind it. This is not necessarily the best as armor is heavy if you want it to be of any real use to stop damage and distributed armor means you have to sacrifice thickness for coverage. In a All-or-nothing armor scheme, you cover only the important bits and try to pack them as close together as possible. That way, having engineering, generators and magazines pretty centralised in the ship, you have less of the ship to cover with a consequent slab of armor and most of what is not protected will then act as unarmoured and AP slugs will likely go through it without detonating. This creates a hard fighting shell that can take a beating and stay combat-capable while the unarmoured parts will take damage, the loss to combat effectiveness is not as catastrophic. So in the case of the destroyers you showed, they all are distributed armor scheme with compartimentalisation and redundancies, not all-or-nothing.
@GetBrocked
@GetBrocked 2 года назад
that's uh... what I said? I state that all or nothing basically describes a usage of a heavy armored core with everything else being light armor.
@crockett5
@crockett5 2 года назад
I dunno how people can build and design ships that large and still come out with usable but still awesome-looking ships. Do you guys tend to build a basic outer shell 1st then fit stuff inside or do you build the internal systems and then build a shell around that?
@breytac
@breytac 2 года назад
These tip/tutorials videos are extremely helpful in my own design ideas. I will be definitely using blast door blocks to protect key areas of the ship. It's been a few years since I played, so I didn't realise hyrdo tanks and ammunition could explode. It really does make you think about ship design more than just placing blocks anywhere.
@GetBrocked
@GetBrocked 2 года назад
glad to help
@steakinbacon8593
@steakinbacon8593 2 года назад
I’ve been having my magazines under the turrets for a long time as not only since warfare 2 that ammo now blows up but it allows for that space to be used for something else or allows for a more compact vessel
@gavinpowell4607
@gavinpowell4607 2 года назад
Your videos seem very informative, you might benefit from having a script to read from though, to avoid a lot of "and uhhhhh.....theeeee.....ahhhhhhh...." (brain loading screens)
@ze9h
@ze9h 2 года назад
Thanks for sharing your insight man. I look forward to implementing them in my own designs… if I ever get back to them
@dboyse47
@dboyse47 2 года назад
What about on demand manufacturing? Have a cargo container filled with raw materials feeding an assembler with ammo on its list but turned off and then when you enter battle you switch the assembler on feeding your little magazines under your turrets
@Haladmer
@Haladmer 2 года назад
I'm working on this now actually, but it comes down to supply/demand rates, as you need to produce enough ammo fast enough for the turrets being fed from that array. On a smaller ship, this might not be practical, I'm working on a "heavy cruiser" scale though, where I have space to build out small arrays of assemblers in groupings tied to regional turret arrays. So each ship face has at least 1 or 2 assembler arrays (with speed modules) feeding a fixed percentage of that face's turrets, and maintain a small buffer of live ammo.
@chrunchypotatochips8750
@chrunchypotatochips8750 День назад
Missed opportunity with the description, shouldve said "audio is BROCKed", lol have a nice day :)
@ArtofGuilt
@ArtofGuilt 2 года назад
have you guys considered auxiliary systems? Having smaller sets of power or fuel sources behind bulk heads may act to keep things in the fight. The other option is jelly fish mentality where if you design the ship to break away and a ai script to take charge when disconnected from the main hull it can engage the enemy while allowing the surviving pilot to adjust orientation and attack plans.
@-YELDAH
@-YELDAH 2 года назад
some subtitles would be nice, it's really hard to hear what you're saying
@GetBrocked
@GetBrocked 2 года назад
audio got corrupted. Sorry.
@comcastjohn
@comcastjohn Месяц назад
Why are you going to make rules to nerf innovation? It’s like hey, we made a game changing innovation! You: Nah, we are gonna change the rules to nerf it. Why innovate if you’re gonna castrate? Please explain.
@truesnakegod
@truesnakegod 2 года назад
I'm glad I watched this. Haven't done any combat in game for awhile because I'm in solo survival, but I recently added the MES mod. My main ship in my current world is a commandeered cargo ship with the large cargo containers still uncovered... and one of them storing all my ammo. Thanks for posting this. I may have dodged disaster.
@Jalbesbe
@Jalbesbe 2 года назад
You can script assemblers for on demand ammo. So you only have a small amount of munitions at a time so your guns are filled but as you start using your ammo you have assemblers begin to make more to re fill it. No need to store high explosive material just the material to make it. Also if the assembler dies it doesn't explode. Assemblers also can take more damage and the upgrades for them can also soak up a lot of damage. The power draw isn't too intense depending on the set up and in testing it can keep up with demand of weapons firing at multiple ships surrounding a singular ship. Still suffers from distribution loss however. Also the only reason the last ships reactor died was because there was a direct line of damage from the hydrogen tank to the reactor where the armor is not from you cutting it in half
@GetBrocked
@GetBrocked 2 года назад
the issue with is is two fold. you need a conveyer system functioning. (not a giving) or you need to spam assemblers which might get you slapped by a server owner for setting said server on fire (or more likely it's plugin limited)
@paulkocherhans608
@paulkocherhans608 2 года назад
I wonder if on larger ships it would be worth having gun mags, and assemblers and maybe a refinery running to slowly restock throughout and inbetween fights, allowing you to store inert materials and ore, to create ammo as needed.
@DeepSpaceIndustriesLOL
@DeepSpaceIndustriesLOL 2 года назад
The Jutland mention is a good one
@WardenWolf
@WardenWolf 2 года назад
I see a few modified versions of JD Horx's IMDC ships there. Definitely a Cerberus Mk. III and what definitely looks like it was once a Mk. II. Structurally, these are very strong ships, although the Mk. III, in stock form, has several major vulnerabilities due to the large hydrogen tanks.
@GetBrocked
@GetBrocked 2 года назад
As far as I know there is only two IMDC ship. The Alysium (cerberus) CA, and the Ravager (A titan), BL Those are the only two IMDC baseline ships in the series presently.
@gentrololol544
@gentrololol544 2 года назад
It would be interesting if batteries could be racked in a similar way, assuming space engineers uses lithium ion batteries.
@CrazyDutchguys
@CrazyDutchguys 2 года назад
As far as i know lithium batteries dont really explode as much as they just catch fire and wont stop being on fire. Fire isnt really a thing in Space Engineers and it would makes sense for it not to do much in a vaccuum.
@GetBrocked
@GetBrocked 2 года назад
depends on how it occurs. Li-Ion have the energy density approaching that of TNT If you can break the barrier of the battery such that the whole thing basically floods itself, you could get a boom. The difficultly lies in blowing it in such a way that it's heavily damaged, but the pieces aren't just scattered to the wind, and you just start a fire with what remains.
@Cragnathar
@Cragnathar 2 года назад
@@GetBrocked Perhaps when a battery is damaged enough, it could burn blocks in the surrounding area with a slowly expanding damage radius, like how a thruster can "melt" blocks, until the battery is discharged of its energy.
@thedogisaneldritchgod491
@thedogisaneldritchgod491 Год назад
It wouldn't be interesting, it'd be stupid. Atmo/ions already are weak compared to hydro in thrust. One of the biggest reasons to go batteries instead of hydro is the lack of explosions.
@cron1807
@cron1807 2 года назад
yall think british ships blowing up from ammo is dumb, but the biggest non nuclear explosion was the Halifax Harbor explosion, where a ship carrying lots of ammo caught fire... and, well, I am sure you are smart enough to figure it out.
@vampiricalchemist
@vampiricalchemist 2 года назад
One question, where can I play this sort of space warfare in space engineers? Are there servers with ships and stuff? I bought it recently and playing survival but I dont know how you go from that to pvp space warfare.
@levet1797
@levet1797 2 года назад
Lack of internet and the desire for good PvE forces me into playing Empyrion over SE, but I really miss the engineering complexity and variety of SE.
@forsemasterjedi
@forsemasterjedi Год назад
So... Just like how Russian tanks started to explode in Ukraine? Because there was no chamber separating ammo from other vital parts?
@exemida
@exemida 2 года назад
Whenever I build a ship of this size I come back to it being stolen. Grand Theft Ship is real guys beware lol
@draco5991rep
@draco5991rep 2 года назад
I tend to build reactor rooms enclosed by heavy armor. Maybe I should do that with a dedicated ammo cargo container aswell. Should hopefully prevent surrounding systems from too much damage. I know that this is not really a possibility on your PvP Server, I really like the approach you use.
@Rexhunterj
@Rexhunterj 2 года назад
Could also not place the ammo storage centrally so as to minimize how much damage is inflicted in the core areas.
@Thiloyeah
@Thiloyeah 2 года назад
25:00 Baby Reactor is like: Yeah, I'll survive :p
@goodsoup6085
@goodsoup6085 2 года назад
i dont play the sever but would having the magazines under the turret but having assemblers around the ship making ammo and pushing to the turrets?
@commanderstorm8874
@commanderstorm8874 Год назад
I built my ammo storage underneath my bridge and ended up getting kamakazied by a sprt drone and getting ammo racked and dying and it was all heavy armor
@janwitts2688
@janwitts2688 2 года назад
Or you can just use binary or trinary component explosives and combine them only at the point of use..
@stephanieb8249
@stephanieb8249 Год назад
It would be great if your ship turrets would stop firing with target unintentionally powering down.
@cardingus
@cardingus 2 года назад
Dear Brock, can I join your server? been lonely for a long time playing SE and the RP is super exciting
@GetBrocked
@GetBrocked 2 года назад
see the posted video on my channel main page. It explains all you need to know
@cardingus
@cardingus 2 года назад
@@GetBrocked Thanks! much appreciated
@skylersmall6322
@skylersmall6322 2 года назад
You sound just like the youtuber "Brass Facts" are you him? :)
@SomeguyWhoLikesVideos
@SomeguyWhoLikesVideos 2 года назад
on the upside we got a new warhead (although fairly expensive)
@ClimberD-tn3xl
@ClimberD-tn3xl 2 года назад
On the last ship you spoke about (awesome ship) how fast does a ship burn through hydrogen? I saw a lot of large thrusters and only 1 tank. Do you have multiple tanks? Generators with some ice?
@honorguard7616
@honorguard7616 2 года назад
I noticed several "Gaps" which may be further reactors or tanks
@CaptainRhodor
@CaptainRhodor 2 года назад
We use a x25 tank mod to save on performance. Hydrogen tanks MURDER sim speed
@typhonplume9374
@typhonplume9374 2 года назад
I get the theroy here as it's a proven one, but modded weapons tend to do more damage then the game originally intends most of the time, how about showing examples of this without mods being used?
@GetBrocked
@GetBrocked 2 года назад
it happens identically. All that needs to occur is that the magazine, h2 tank, dip below the redline due to damage. It'll just happen slightly slower (or in the case of some of the new weapons, faster, due to penetrative damage)
@Chris14141
@Chris14141 2 года назад
idk all your guys' ships are not pvp worthy at all. you have exposed thrusters, no la that's good, i've got to get into your server apparently
@GetBrocked
@GetBrocked 2 года назад
we've have rules against internal thrusters.
@rhino2960
@rhino2960 2 года назад
better hope they don't see fit to patch in flash fires.
@wepntech
@wepntech 2 года назад
My ship design approach would be as based in reality and logic as i can. for a faction fleet or wtvr---Internal decking maintenance areas and such can all be done with the internal blocks ramps and such. Modules or "rooms" engineering or reactor room or storage or wtvr can be wrapped in light armor, further dividing up areas of the ship with blast walls or blast doors especially on a capital ship. then outside that a mix of blast door blocks and heavy armor for the external shell for a relatively tough ship. I love the idea of modular ship design and adaptive design, meaning I like to have as much stuff be basically used over and over again for various ships or structures as possible without having to design a whole new thing ever time. of course some size variation and what not to allow for a proper fleet mix of ship designs. oh and yeah with this mag racking thing I would definitely be blast wall wrapping weapons bays and ammo storage whenever possible. oh and I like the expanse style ship design where they basically turn and burn, so my fleet would be mostly rear thrust, and some rcs but no real breaking thrust without rotating the ship unless the ship purpose requires it. for example a gunship should be able to move about a bit the fighter should be able to strafe around like madd, an interceptor is just 1 direction of thrust as it has one job. Proper mother ships sized vessels should have more like a navy vessels movement of fore/aft and a little in other directions. A battleship should not be moving about like a fighter, cruisers should be more maneuverable but still not maneuverable compared to destroyers, friggates or even corvettses.
@beaconofwierd1883
@beaconofwierd1883 2 года назад
I don’t know what rules you have, but if the magazines explode, why not just remove them from your ship? You don’t need to store a lot of ammo that you’re not using, you only need to store the ammo you are using. So instead of storing ammo, you store the components to build ammo, and when you need more, you make more, and you only store what you use so you never have a big magazine, only the ones out by the turrets.
@GetBrocked
@GetBrocked 2 года назад
Assemblers don't produce fast enough for ammo consumption. You need at least 3 per turret on our server settings. It also makes you very vulnerable to partial power loss, conveyer severing and more
@beaconofwierd1883
@beaconofwierd1883 2 года назад
@@GetBrocked Interesting, is this with or without attachments?
@briani7858
@briani7858 Год назад
do you guys ever use torpedos with warheads on them?
@CAZtheBush
@CAZtheBush 2 года назад
all my ships are gun bricks not becouse of weapon count but becouse i lack all imagination
@tadferd4340
@tadferd4340 2 года назад
Same. I also don't have the patience for hand placing all the armor and colour.
@GhostOfSnuffles
@GhostOfSnuffles 2 года назад
Where were the gyro's for those ships? For the tonnage of some of them i was kind of expecting row after row of them stuffed inside but some of them looked like they didn't have any at all?
@GetBrocked
@GetBrocked 2 года назад
we use a gyro mod for exactly that reason.
@GhostOfSnuffles
@GhostOfSnuffles 2 года назад
@@GetBrocked Okay. That makes sense.
@comcastjohn
@comcastjohn Месяц назад
So you mean racking means explosion?
@rellort4362
@rellort4362 2 года назад
I hate how they're releasing updates as dlcs :l
@phrixos2826
@phrixos2826 2 года назад
Hi, loved the video, i really liked the way you and your friends build your ships. I primarily design ships, i build beliberate weak spots into my designs as i like to entertain my opponant, however, they are able to fight, and hold thier own, i use no mods in my designs.
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