I've been away for a while, and I came back because of 1.10.
I am building a few new modules whose functions are enabled by the new version, they are:
1. (upper pic) automatic timed fuse cannon. This is fairly easy, in fact one of the mods have announced the formula, so everyone should be able to make their own.
2. (lower pic) Radar screen. Also fairly easy. a screen on the plane that shows the direction and distance of your current target. With some tweaks you can even know the target's heading and speed.
3. (WIP) using the timed fuse to make a reloading, detonate-at-sea-level bomb. Should make anti-ship attacking a lot easier. Unfortunately, since the trajectory is far away from your nose direction, the error is large. Currently it only works at very steep dives in very short range (~3km)
4. (Prototype only) a "pilot's neck". basically a camera that follows your target. Currently having trouble compensating the movement of the player's plane.
5. (Concept only) a SACLOS missile-without-using-missile-part weapon system. There are fundamental problems with how to define the position of the missile and how to lock the direction of the missile toward the target, as well as how to compensate for target movement. It is possible that this project is simply impossible under the current resources.
I am currently using my BMW 803 fighter as the platform. I do not intend to build a brand new plane for it, since the point is the modules, not the plane.
Guys there is an update for this. New rules forbid me from tagging everyone but please go take a look!
@MinecrackTyler Somebody already did.
Would it be possible to make an auto aiming gun turret with these new FT variables, because that would be cool :D
@SnoWFLakE0s My MK103 is 850 m/s. it has no problem hitting the target head-on from 2.5 km against the WWII challenge.
It can also hit (though difficult) the Wasp in a dogfight. (remember, we're talking about shooting at a jet with a prop fighter)
@vcharng
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High velocity, as in >1000m/s? Under that should have considerable effects beyond a kilometer or so.
Ah, also modern VT systems can go down to around 30mm, so I was looking more in that sort of payload range. The rate methods also have the flaw of not considering target vector direction. Hopefully the system I'm developing, using target position interpolation, should resolve that issue. Also, apparently Hispanos did have HE rounds. Huh.
@SnoWFLakE0s The current, very basic auto fuse works fine for MK103's ballistics. It seems that it has something to do with shell velocity.
The rate(TargetDistance) system has two major flaws: gravity and speed change. High shell velocity minimizes both of them. I haven't tried doing a rate(rate(TargetDistance)) (i.e. target acceleration relative to you), but maybe that would address the speed change.
The smallest caliber setting in vanilla game is 50mm, and my prototype works just fine with that (no explosion scalar adjusted). In real life, the smallest shell to have VT fuse was 76mm (40mm bofors was contact fuse, 20mm Hispano was not explosive at all) so I'd say it's working alright. my realistically-modeled MK103 30mm gun can hit fighters from 2.5km away... that's about 3-5 times their effective range IRL.
It's definitely impossible without a missile part. SACLOS requires that the missile have a known flight speed, but any other part aside from missiles have very wacky motion.
How effective are the current auto fuses without proper compensation? All existing system use linear rate leaders which aren't as effective, and the timing should be quite off unless the target is flying in a straight line from you. Does it work with realistic shell sizes? (i.e. <40mm)
@Notaleopard
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All current existing cannon auto aim systems fail to adequately compensate for height differences and triangular distance offset. The one I'm developing should fix those issues; hang tight.
nice you got radar!! I don't really use jets or fighters that would actually need radar much but I need it!
@vcharng Nice
@BagelPlane Hey guess what, I just nailed it, I got the right setting to make the radar screen update with radar sweep.
@BagelPlane I think my best bet is to use FT to control the activation group. Make the piston/rotator only work when the radar's angle fit the target's angle. That way, the dot will only update when the radar sweeps pass the target.
@Notaleopard I think there's already a guy who made an automatic-aiming turret for ground usage.
I may try to make bomber turret but I have to nail the roll/pitch compensation for the "Pilot's neck". They work with similar principles.
Good Day/night
Are you planning to make a Auto Turret for Bombers and Precise Aim Assist for Fighters or MBTs?
@vcharng Yeah, that’d be complicated. You’d have to have it “store” the info, and then update at timed intervals when the “sweep” passed over it.
@BagelPlane Go ahead, it's never a bad thing to have parallel systems.
I am also wondering how I'm gonna make the radar dot "update upon sweep"...
Darn it I was planning on making a new FT radar.