Very nice, very nice... Maybe you could do an "advanced submarine" miniseries? A WW2-style Attack sub (US Balao-class, German Type VIIC and Type XXI, as examples), a cruiser sub (French Surcouf), modern Attack sub (Seawolf-class, Alfa-class, and Akula-class), a couple of missile subs (the Ohio-class and Typhoon-class come to mind), and an uber-submarine combining the best features of all of the previous designs...
Who needs people to give them subs when you can make them yourself! Either way I think a lot of people appreciate this, me included. Already subbed tho :D
While it's true simple weapons are mostly useless against underwater targets, the fact some use advanced cannon ammo does mean some aren't completely useless, as cavitation rounds are available to them
Conveniently released video is conveniently released. But in all seriousness... I just spent the last like 2 or 3 days just planning designs, four of which are submarines, out of like... almost 50 most of which are ground vehicles of some sort including about 12 Mechs/Walkers. One of which uses exclusively energy weapons I've planned something like 13 PACs, 6 0Q Lasers, 18 2Q lasers, 17 4Q Lasers 16 of which double as CWIS with the last one being mounted under the "waist" as a defensive turret, and all powered by a MASSIVE electric engine.... I figured I was already going overboard when I decided on a Hexapod, so I went the extra mile, grabbed a picture of the Cybran Cicada from SupCom2 to use as reference for the design. As for the Submarines, the largest one, I asked myself how many Torpedos I wanted... all I said was Yes, but it's also meant to kill other Subs.
10/02/2022 Edit: As of BetaTest Update, you can no longer use rudders as improvised hydrofoils. It has been pointed out that I completely forgot about using air pumps to control altitude in a sub. Whoops! Sorry about that. 😅 Also, Time Stamps: 0:00 - Ze Beginning 0:20 - Sub Overview 1:39 - Unpowered Control Subs vs. Powered Control Subs 2:18 - Unpowered - Hydrofoil Sub 6:03 - Unpowered - Rudder Sub 6:55 - Intermission: Using Underwater Aerial Maneuver 11:44 - Powered - Prop Sub 14:29 - Powered - Dediblades 16:35 - Intermission - Active and Passive Sonar Detection 17:20 - Whoops 18:13 - Powered - Ion Sub (Flying Sub!) 18:44 - Intermission - Strategic Fast Subs 21:02 - 'Flying Sub' ACB Setup 23:29 - Silent Ion Stealth Subs 25:31 - Torp-Dodging Subs 25:43 - Powered - Steam Jets (Space Sub!) 28:40 - Extra Submarine Tips!
@@michaelriley4100 I don't know how you would like them to work, but i like to build as close to reality as possible, so i use hydrofoils and air pumps ;)
Air pumps for subs are really mpractical because any breech throws some aspect way off. They can be useful for trimming, but your sub should ideally control fine with full flood.
@@MrLundkaer Updates could have changed them, as when I was testing them (6 or so months ago) the whole idea of ballast tanks was a no go. Tbh I didn't think about adding hydrofoils to my build at the time.
@@darthkarl99 You should always build in redundancy regardless what system you use. But i like (nerd) to build as close to real physics as i can, and to me a Typhoon ssbn should not have altitude propellers. The game is what you make it, it's all about having fun.
One trick you can use for VLS sub missiles is to put aux. props on them, so that they go up _really_ quickly. There's not too many benefits over ballast tanks, but for niche situations like angled-launch missiles or if you're worried about missile lifespan, it sharply increases the rate at which missiles surface
Any good large attack submarines on the steam workshop (Megalodon cost)? I just created a submarine hunter called the deep sea leviathan on the steam workshop, but submarines are not a filter option, so I couldn't find a sub their that could really put up a challenge for it.
a thing that i have noticed is that missiles dont like behaving when the craft is going faster than 60 meters in the air having ejectors fix this issue here 35:03 that is the first time ive seen that issue for subs going less than 20 m/s
So i'm a new player so may just be very confused about this, but if you use the custom props they seem to have no sonar signature at all... which gives an interesting passive sonar signature of 8 meters to my sub instead of a few hundred with a large regular prop
@@vegtamthewanderer1516 so the movie version then. Too bad. Also, no, they are not. Not really anyways. thing is, on the real thing the tubes are not exactly ...accessible as they are in a free-flood area. The SSN-20 (which the Typhoon carried) have a diameter - the missile mind you - of 2.4 meters, which is more than the tubes in the movie had
@@BorderWise12 WOW! thank you so much, literally 1 hour after i posted this wtf you are fast :D i got inspired to buy the game by Larthlands Adventure Series 2021 where he played though with a sub, now i am 30 hours into the game and still didn't manage to build one yet, but with your upload and this guide i am sure i will get there in no time
I was trying to make a sub that uses hydrofoils and surfaces out of combat, but it always sits on the surface even in combat. I used the ACB to set the limits to 0 and -50, but don't know what to set the output on the PID since it doesn't use thrusters to control its altitude.
great video but i have a question, how do you get the propellers or dediblade setup to stay at an altitude and not use literally every other propeller? (when i try to set up an ai it does what it wants nomatter what i do). ive tried the ftd discord but everyone else seems to have a background in engineering or just ignores me and thinks im an idiot :/
Yeah, the main FtD Discord is kinda cold sometimes. 😅 You have to set the propellers pointing down/up with the Q menu to respond to push/altitude commands. Then use either the AI adjustments tab to set your preferred atitude, or use a PID. I have a super basic PID tutorial on the channel somewhere that's still mostly up to date, I think. Hope that helps!
While trying to replicate the diving flying ion submarine I can make it hover using the regular AI but it won't switch automatically between flying and diving because of conflict of minimum altitude... I copied your AI settings with the PIDs and ACBs but it just stays on the surface .. I do have upward facing thrusters and they are set to push. I am also annoyed that it doesn't hover in place but you seem to have the same issue.. How do you make it work? Must be an AI settings I am missing.
@@BorderWise12 Yes I do and it can hover just fine if I hard set the minimum altitude to 50m. It just drops to the water when I copy your settings in the AI, the ACBs and PIDs... I will give it another go after work.
@@BorderWise12 It seems it is mostly working now albeit it is hovering at 7m instead of 50... Not 100* satisfied since I seem to have fixed it by adding hover and combat maneuver AI behavior cards... it is still going in circles just like yours, seems that the right turning thruster does not want to stop.... will require more fine tuning but I wanted to say thanks for all the knowledge you share and for responding to comments!
A simple way to do this, put a few up and down pointing props on the vehicle, set them to respond to vertical commands, then put a pid set to read altitude, control vertical movement, then set the desired level to minus the depth you want. Ugly, but it works.
Tried following this video, absolutely cannot figure out how to get submarines to work for the life of me. No matter how I adjust the settings, they always want to ride along the surface, even if I make them too heavy to do so.
@@BorderWise12 I'm not sure any settings are right. I followed the video for the hydrofoils and the altitude controls, but I altered the shape a little and added more internal space for torpedoes. At first I tried to make it out of alloy and use the control surfaces to maintain depth, but that didn't work. However even if I make it negatively buoyant, it always wants its nose above the surface. It's set to want to seek an altitude of -80 meters. I even took it to the From The Depths forum and was basically told that there's no one reason why it won't work and that new players should avoid messing with things other than surface ships until they know what they're doing. I'm just trying to fill out my checklist of ships to take on the campaign after 10 years of owning the game, but I've only managed to get working surface ships so far. I'll try a build where I copy block by block and also try some other submarine tutorials. I sincerely appreciate that you reached out, though!
@@atraxisdarkstar Yup, FtD Official is not always helpful. 😅 Did you set the forward pitch to respond to input properly? It doesn't do that by default, you need to switch it. Turning off automatic propulsion might also help.
From the Depths is very, very complex. Even with videos this long I still leave things out, both deliberately and accidentally. If you want quick and easy answers, this is not the game for you.