From The Depths
nacho chiko Jan 16, 2018 @ 12:13pm
double purpose CIWS
I've been playing from the Depths for a while and with the new update I tried to design the CIWS goalkeeper and I created it in a separate system with the intention of testing it before mounting it on my warship and instead of firing at the missiles, it mainly eliminates the enemy light aircraft and does not target the missiles (which are the main problem) any suggestions?
Last edited by nacho chiko; Jan 16, 2018 @ 12:14pm
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Showing 1-15 of 19 comments
FourGreenFields Jan 16, 2018 @ 12:26pm 
Both a CIWS-controller, and an LWC controlling the turret-block?
Do you have munition detection? If possible passive radars, long range, vs radar-seekers (just to test if the targeting works properly).

Quite sure I've seen CIWS-controllers override even manual control, so this kind of surprises me.
nacho chiko Jan 16, 2018 @ 1:07pm 
I have placed all the systems necessary for proper operation of the turret and the turret works perfectly in either area of the two fields but when I put them to work together does not target the missiles first and then the enemy

and also sometimes it goes crazy and just points but does not shoot
Last edited by nacho chiko; Jan 16, 2018 @ 1:09pm
lwpuma20 Jan 16, 2018 @ 1:46pm 
anyone got a ciws prefab system for manual mounting. i neeeeeeeed one
nacho chiko Jan 16, 2018 @ 1:55pm 
I can give you mine but requires a base of 3x3 without armor or 5x5 with armor but you will have to modify it to your needs

as the goalkeeper has a 30 mm (36mm) rotating cannon and can shoot light aircraft or missiles at the moment, not both
Last edited by nacho chiko; Jan 16, 2018 @ 2:01pm
lwpuma20 Jan 16, 2018 @ 2:18pm 
i like both they fit for my usn fleets
nacho chiko Jan 16, 2018 @ 3:15pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1271876110
here is the link of only the turret, it is not the most beautiful but it works at least in my game if you want to modify something, just do it, I did it for fun, it has a modified cannon (mod) only to allow me to have porllectiles with faster and more realistic

it should work without the mod but it will be less precise and it will have less projectile speed

(mod: Barrel Plus)

p.s this has the base of 3x3
Last edited by nacho chiko; Jan 16, 2018 @ 3:16pm
CHOO CHOO Jan 16, 2018 @ 3:16pm 
Check your LWC and AMC; do they both have control over 1 or 2 weapons systems?
lwpuma20 Jan 16, 2018 @ 3:26pm 
Originally posted by nacho chiko:
http://steamcommunity.com/sharedfiles/filedetails/?id=1271876110
here is the link of only the turret, it is not the most beautiful but it works at least in my game if you want to modify something, just do it, I did it for fun, it has a modified cannon (mod) only to allow me to have porllectiles with faster and more realistic

it should work without the mod but it will be less precise and it will have less projectile speed

(mod: Barrel Plus)

p.s this has the base of 3x3

sweet thanks.

on a side note

3x Triad UEF T2 Point Defence
2x Heavy S.A.M. Turret

make for some exellent coastal base defense esp in campain
nacho chiko Jan 16, 2018 @ 3:29pm 
the LWC indicates that it controls two weapons and the AMCC only one for that reason that I put two.
by the way here is the turret with its own control system in case you want to review:
http://steamcommunity.com/sharedfiles/filedetails/?id=1271935719
Mortus Eclipse Jan 18, 2018 @ 5:43pm 
Originally posted by nacho chiko:
the LWC indicates that it controls two weapons and the AMCC only one for that reason that I put two.
by the way here is the turret with its own control system in case you want to review:
http://steamcommunity.com/sharedfiles/filedetails/?id=1271935719

AMCCs do indeed appear to be bugged on compound turrets. The way LWCs work is that the LWC on the parent or base object will control all turret spinblocks up to and including the first one it encounters with firing piece (including missile controlers etc.), as it's doing on your turret. Unfortunately AMCCs don't seem to be working the same way. I have posted a bug report on the official forums here: http://www.fromthedepthsgame.com/forum/showthread.php?tid=33092 , feel free to add to it or correct anything I may be mistaken about.
Mortus Eclipse Jan 18, 2018 @ 7:19pm 
Okay, now let me say that I think it's a great cannon design, but definately some improvements can be made. I actually made a few modifications myself and posted it to the workshop all credit given.

First the main issue of the thread, CAMS functionality not working. That seems to be a bug if not just poor or incomplete implementation of stacked turrets in regard to AMCCs. I managed to hack around this using the second AMCC which I tucked into the weapon turret better. This was achieved by setting the minimum range to engage on the LWC to 400 meters, I then set the maximum range to engage on both AMCCs to 400 meters. This is not purfect but it does help the hand off. Untill AMCCs are fixed properly on compound turrets not much else can be done.

Now the first issue I had was that the turret and base were built on a vehicle base and the guns recoil knocked it over all the time. I rebuilt the bas as a structure. It's good practice to build test platforms as structures (On land) or fortresses (On water) as these are not effected by recoil.

Speaking of recoil I also added two 1 meter recoil dampers eliminating that completely, I adjusted the Laser Targeter so that the shells detinate 5/10ths of a second early, and tuned the gun to a slightly modified shell. I replaced the head with a composite tip, the solid body with another flak warhead, and finally one gun powder casing with a base bleeder, this produced a faster and cooler firing shell with better burst damage and radius. This then allowed me to remove many of the unneeded guage coolers as the belt feeders can only feed just under 884 RPM anyway. I also moved the controllers to the base next to the main turret block as they work better there on compound turrets, and tend to be flaky when attached to base turrets.

Over all, set up properly these make rather good air burst CAMS turrets.

http://steamcommunity.com/sharedfiles/filedetails/?id=1273952203

Some things I would still do depending on how the turret is being used. One would be to change all the open clips to solid ones, this will help not causing lag as shells will not be rendered. I would also add a small shield to protect the clips when the gun aims up as they become very vulnerable. Also if these are not being spammed in an area or on a craft (At least 4 turrets) then I would look into removing one clip from each Belt feeder if you can find a way to keep as many inputs on each. Once these turrets are drained they are down for almost a minute while they reload. If you can reduce their down time they would be even better.
nacho chiko Jan 19, 2018 @ 7:31am 
thanks for the data I will take a look in the near future to your modification on the other hand the configuration of the LEC and AMCC of the maximum and minimum ranges I had already thought of that countermeasure, the recoil I also knew that it would be a problem for the players who do not occupy mods I completely forget it because to have a little more realism with the speed of the projectiles and not have to deal with the recoil so I added the mod called Barrel Plus (this is not the case when I occupy main cannons in the big boats) in the selection of components for the projectiles I only look for the first projectile that is efficient in what I need and I do not experiment to improve it, for the base it also assumes that the recoil was a problem but as I said before I ignore it, what I had thought for the players to keep the pre-fab and assemble it in their ships and all the guage coolers that it possessed were to increase the maximum possible the RPM, if I remember correctly I got it to the 1500 rpm mark because I did not know that belt feeders can only up to 884 RPM in any case I will modify my original design and add some of the improvements and wait for when they correct the bug or modify it so that it works properly

and for the time they are recharging can be solved by making one that the auto loaders have more ammunition to spend this should give enough time to those who have less to recharge and face the enemy while the large recharge
nacho chiko Jan 19, 2018 @ 7:40am 
I also take the opportunity to increase the caliber to 50mm which should give more firepower against armored enemies because if it is used as a AA battery 36mm is enough to deal with the flying squirrel but not against something with more metal armor but if it is used as a CIWS battery works perfectly
J-Curwen Jan 19, 2018 @ 8:16am 
You can use this to calculate the right rpm for the number of autoloaders:

https://www.reddit.com/r/FromTheDepths/comments/3vaefz/advanced_cannon_calculator_spreadsheet_v3/

(can be done manually as well)

For shells, you might want to try out pure kinetic shells, maybe even with an stabilizer fin body. Accuracy and speed is important against missiles and at that low gauge flak does almost no damage anyway.
nacho chiko Jan 19, 2018 @ 8:26am 
Something I've been thinking about, kinetic projectiles shoot down air missiles in FTD? in real life they do it but I understand that the missiles are only affected by explosions in FTD
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Date Posted: Jan 16, 2018 @ 12:13pm
Posts: 19