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Suggestion about the cannon

6,098 N661US  5.0 years ago

It is great news that vanilla cannons are added within 1.9, the new part now could facilitate vehicle (and ship) builders as the redundant massive amount of parts are no longer needed. However, there are some issues that causes the cannons to narrowly miss perfection (but still awesome!).

  1. The cannons are not able to perform a salvo (all guns shoot simultaneously) if multiple of them are deployed to a vehicle (also, ships). This could be a pain as the only solution (for achieving a salvo) for such condition is go back to the [firingdelay] trimming, which takes nearly the same effort for creating the same effect before the cannon part emerged. And you know, a vessel could have up to 14/16 (main) guns located in different locations, the effort to create the salvo effect would be like that of Sisyphus, endless and not very rewarding.
    Personally, I would suggest to add a switchable property in designer, in the part interface, that could let the player decide the simplest shooting mechanism & logic of the cannons - to salvo (or taking the logic for the miniguns) when the corresponding button has been activated, or to shoot independently like right now, similar to the missiles and rocket pods. This would add a lot of love and fun for the “naval” players (and maybe those who want armored trains).

  2. The ballistic property of the cannons, right now, is decided by factors that are too monotonous (pardon me for cannot think about a better word for it) under the same variables. It (may) be a good idea to add shell weight that only affects the ballistic curve.

Still, this update is great, while adding the features above would probably make it even greater. Thank you for taking your time for reading and taking consideration of my personal suggestions.

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    6,098 N661US

    @Killjoy876 you don’t have to do that, you can contain the part inside your cannon body made of fuselage blocks, and slightly decrease the scale of the guns to achieve the effect

    +1 4.9 years ago
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    6,098 N661US

    @EternalDarkness you know things become a mess when you have a lot of guns on the project

    4.9 years ago
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    1,094 Killjoy876

    It would be really cool if there where different muzzle break options as well. Like german 75mm and russian 122mm or evening American 90mm. But I guess I’m being picky now aren’t I? @EternalDarkness

    4.9 years ago
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    0 Qgamer

    Another thing is when ever I try to put them on a plane (like the me 262) it always destroys the plane when I fire

    5.0 years ago
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    6,098 N661US

    @EternalDarkness great that the option has been suggested, thanks

    5.0 years ago
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    You can set firing delay to "0" on all guns except the last one to fire, and set firing delay on the last one to be time between salvos. It's not a perfect solution, but it's the closest you can get without the salvo option. I have suggested salvo option to devs and they'll look into it.

    +10 5.0 years ago
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    28.0k Armyguy1534

    @N661US oh well

    5.0 years ago
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    6,098 N661US

    @Armyguy1534 but this is not a complaint

    5.0 years ago
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    6,098 N661US

    @Armyguy1534 lol

    5.0 years ago
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    Lol so true @Armyguy1534

    5.0 years ago
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    28.0k Armyguy1534

    1.9 haven't come out yet but we are already complaining about the next

    +1 5.0 years ago
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    6,098 N661US

    @asteroidbook345 yes, but it would be relieved if the issue is officially solved. I have a battleship with 5 turrets that would take years to accommodate the sequenc

    5.0 years ago