Salamander - From The Depths




By Domanating

Deep water Submarine capable of carrying 4 Midget Subs within itself and build 8 new ones during battle. It’s rather weak in armament so it relies heavily on its drones to keep the enemies busy. Complements an effective terrain avoidance system.


Facing direction> Away
Spawn height> -100m
RP Cost> 741.332
The Vehicles name> Salamander
Drones name> Midget Sub
My name> Domanating



RSS FtD Forum

  • The one thing we truly need... 5m beam variant April 26, 2017
    I've lost count over the number of times that I have to artificially increase the block-count on my ships to create the holes I needed to fit my turrets. We recently have had 3m and 2m beams and blocks added to the game, and I think having a 5m beam variant would make it much […]
  • Spotlights April 25, 2017
    Simply make the in game lights into directional spotlights. Allowing vision in the dark easier(which atm night vision is awful, due to small light range), lighthouses and cosmetics. Additional features that could be added: -adjustable light range -adjustable light cone
  • Black Screen When Loading a Game Save April 25, 2017
    I have played FtD many hours and have somewhat recently encountered the issue of the game loading completely black with NSEW and friendly ship indicators showing only. If you go to the map, you can see fleets only, no landmarks. This happens to me about 75% of the time when I load a game from […]
  • Cram cannon mortars April 25, 2017
    What about say a different version of the bomb chute but have it be a mortar instead. I get we have up to a 2000mm cannon but they are direct fire and often close range. This could a a valuable weapon and possible cheaper weapon to use to take out large slow vessels or fortifications. […]
  • Shields being yet another counter to missiles... is it a good idea ? (2.0 discussion) April 25, 2017
    (2017-03-24 11:54 PM)ScarletDevil Wrote:  --New Shield Option – Static. Reduces the Explosive, Kinetic, Fragmentation,HEAT Penetration, and EMP damage of a shell by a percentage as it passes through the shield. Shells that pass through the shield drain energy based on their primary stats. This works against Missiles as well as projectiles, and in the same […]
  • Rules for Grand Strategic Warfare resolution April 25, 2017
    I'm in process, along with all the other stuff Im working on, of making fast rules to resolve combat on a strategic level for games that want to build vehicles and roleplay out the nations in a time of war. I'm directly inspired by Rhea, who was in a discussion that mentioned needing a GM […]
  • Do voxel games benefit from server cpu/ram? April 25, 2017
    I've always wondered if this is a thing. the idea is that you use a server processor that is built to handle more ram, along with more than usual ram in order to run games like from the depths on low-medium graphics, in order to see if the computer is able to handle more blocks, […]
  • Altitude [Not Rec Max] April 25, 2017
    I am making a spaceship that only uses Ion thrusters to lift itself, wich means that in altitudes below 300 it is super slow at going up, It can reach 2000 meters and it has done it multiple times, but, when I pull it out of play the maximum altitude that it can go is […]
  • [1.967] Fuel engine exhaust pipes apparently cause drag when enclosed April 25, 2017
    Issue: in forwards drag view engine exhausts show as being drag-producing objects, even when fully enclosed ( and also sitting behind another exhaust block ). I'm not sure how I can tell if they're actually producing drag like that, is there a numerical view somewhere I've missed?
  • Graviton Ram Hovercraft April 25, 2017
    So, we all know that you can build very stable hovercraft with PID and thrusters. However, there is a limit on how heavy your craft could be if you want to use engine power for propulsion, and using custom engines mean hauling around volatile fuel. With steam engines and RTGs, that doesn't sound very optimal. […]