This is how to set up your engines so that you can prioritise in which order they turn on. It allows you to switch on your high efficiency engines first and your low efficiency engines last.

E3200 Blueline by Pevo12:
IreLAN Engines:

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From the Depths is a physics-driven multiplayer warfare game from Brilliant Skies where players design and build their own vehicles block by block.

Teams can build and take first-person command of galleons, planes, submarines or hot air balloons in a bid to win the spoils of war, destroying other players, their fleets and enormous monsters. Players man the weapons, repair damage and repel boarders while delivering broadsides and bombing runs in dozens of multiplayer game modes while unlocking new equipment, blocks and skills.

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23 thoughts on “Engine Priority Tutorial – From the Depths

  1. I use a battery buffer to control my engines. You can use an automated control block to only turn on an engine if the battery capacity < 95% (aka the main engine is overloaded and is now drawing battery power). Just be sure to set the battery charge rate on engines to 1%.

  2. I haven't thought about using engines this way. This is damn awesome! This knowledge of you will improve my engine usage a lot! Thanks!

  3. Can you use ACU's to turn on engines? Would be neat to have a setup with 1 engine just for idle propeller use in the overworld map.
    Then a second gas guzzling engine for actual combat (since combat rarely lasts that long, you could fill the ship with more than enough fuel no matter how inefficent it is).

    Then you could set "If enemy within blahblah, turn on Engine 2".
    Either way the priorities would do the trick i guess, with some loss due to the high rpm engine always taking some small load, sadly.

    I am really starting to consider "reconsidering" my entire fleet setup. I usually use armor and never use much engine power.
    But i always have like 10k fuel on my ships sitting there never being used up, why?
    I might as well just fit the most inefficent high rpm engine i can, and spam out as many max strength shields as i can.
    Because they can be set to only activate when enemies are nearby (i think?).
    Because there really isnt any "wasting fuel" in a game where certain resource zones (your starting location for example) has infinite reserves. You might as well just waste as much as possible to keep your ships alive. Economy is irrelevant compared to the real world where resources are finite.

    Then again, of course always have a shitty engine and fuel reserved just for overworld map movement, but thats all you need.

  4. I would like specific systems, e.g. seperate engines for shields, propulsion and LAMS. (and/or seperate battery banks.)

  5. This is actually perfect for my current mad-bastard construction project. In all honesty, I'm still working on fairly simple things, but I'm a huge believer in learning to build on the macro scale and then sliding down to microbuilds as i slowly get a better and better grasp of what I'm doing.

    I'll admit, I'm using the old starting fort (the pre-Ruger one) as my "applied SCIENCE!" platform, and it's become a pretty nightmarish creation at this point. I've got three entire engineering decks devoted entirely to engines to keep the bastard afloat. (Assorted gun mounts, turret construction, armor tests, and so on.) My latest experiments with lasers have left me with a pretty hefty need of additional, rapidly fluctuating draw on top of that so this video is really timely in that regard.

  6. any change you could give a few minutes to designing and setting up various engines from small to high powered etc?

  7. Well now this is really quite interesting. I've never actually bothered to mess around with the engine settings as they're a bit daunting.

  8. Make a super huge engine. As in minimum of 40 Pistons, 20 cranks, ect. As big as you can go. And try for a good ppf.

  9. sorry for late view lifes makes days to short …
    great show off.

    for my own build useless because or i barly need power on a build or need huge power on a build but dont have a scaling power usage.
    btw my 2 slice engines has 5high x5 large x slice 3 long /4000 power per slice or 7 large x 5 high x slice 4 long /4800 power if i need low power i use rugers 2400 power block (dont recall the name)

    i feel that ruger can do better on the slice engines the 8000 power build of 13 blocks long is way to long for an slice engine at that power and it doesnt matter that its only 3 blocks high because slice engines are for power greedy mass build so space isnt a problem and efficiency isnt what your looking for in slice engines so can you ask him to look in to it and get the most power for the 5 x 5 x 3 slice long.
    if he can get more power out ,then ill use hes but for now didnt found any better than mine yet.btw my slice engine happend to be the exact same engine as in the dominion build . that was a surprise for me ….

  10. Have you ever thought about doing a quest for neter campaign but with random subs to help you with your fleet in the late game

  11. new video 😀 see's its about Engines arrrrrrrrrr shit im going to have to redo all my Engines.
    great video and thanks for helping me wrap my head around the ramp up time and responsiveness (i dont need to rebuild all my engines 🙂 )

  12. This was cool, I've used a few ships with different engine types but i never really looked into the little details, and those are some nice engines. But after I spend over an hour working on a single engine to try and squeeze out as much fuel efficiency as possible, I say "GOOD ENOUGH!" and move onto something easier. Like hull, shields or weapons. lol.

    On a side note, have you heard about the nuclear engines being planned?

  13. This is pretty neat! This entire time I thought multiple fuel engine generators were just to split the load. Well actually they kind of are, right? I'd put 2 of the same engines layouts thinking it's better haha. I've since been using only one generator and cylinders on all the sides, then carburetors on the tops, then filling the hollow middle of crankshaft tops with radiators to help cooling. I never thought about fuel efficiency…

  14. Nice to see it expanding. I wonder if the end goal is going to include the ability to put specific systems on specific engines.

  15. I was wondering if you could show us a stealth engine built? One that's primary focus is on cooling itself so that it doesn't get targeted as often.

  16. A small request, please make that stuff on a fort next time. I do understand why you did it on a raft to use zero power when showing, but atleast hit Capslock to freeze the rocking. 😛

  17. Mostly an option for super compact ships that have a highly variable power draw.

    could be useful as a speed boost on destroyers, though not sure how you'd stop the AI going flat out constantly.

  18. You can actually do hard priorities for engines with ACBs (check your PMs!) You just need two ACBs per engine that aren't intended to be running all of the time. Say you have two engines, one with 100 power that runs all the time, and one with 400 that starts with max RPM set to zero. Set one ACB for engine 2 to increase max rpm to 100% when power fraction is less than 81% (when you're using 95 power). That kicks on the second engine. The second ACB is set to put max RPM of engine 2 back to 0% when power fraction become greater than 82% (since at that point we know engine 1 can cover it).

    (general form of the set point for engine N is (total power of engine N and all lower priority engines)/(total power of all engines)+1 percentage point.)

    The only caveat is that if the "turn on" ACB is destroyed, you could be left with a good engine and no power, but I'll put the ACBs right next to the engine block if possible, so usually if one goes, the other is gone anyway.

    The technique you explain here is actually a great compliment to the above, since it would force the lower priority engines to ramp down faster than the others until it can be shut off completely.

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