sorry for crap quality
so basically 0:22 is first shot
only forward turret fires
1:34 is second shot
broadside, so both turrets fire
and finally, 2:04 is the last shot
only rear turret fires
no AGs used
(except AG1 to activate the turrets)
Yea took a quick look and it seems to have the same issues that I had with reload. Mainly that holding the button resets the reload, but we’ll see if maybe someone will come up with a breakthrough. @DarDragon
@CoolPeach There is, but I wouldn't say cleaner(well, not yet). If you've seen my post "Autoloader Cannon", there is a way to have reload rates incorporated into the expression of the activation group of the cannon.
Hmm yeah I thought about hiding cannons and seeing them to different activation states depending on which if my turrets where enabled, but hopefully maybe there’s a cleaner way to do it with just 1 cannon part. @DarDragon
Also, it's way easier to do this with AGs. Simply have the front cannons activate with AG1, both cannons activate with AG2, and only the rear(extra 2 cannons) activate with AG3
@CoolPeach Well it's pretty simple, and also I kinda cheated. So usually, for salvo firing, you'd have 3 of the 4 cannons set to very low delays, and one with the actual reload delay. So that's what I did, all cannons except one on the forward turret have a 0.025 delay. Now, I use some funky trees to stop the cannons from firing when their rotation can't reach the point you are aiming at. But then, when I would aim backwards, the rear cannons would have an insane fire rate. This is where the cheat comes in.There are actually 4 cannons on the rear turret(nudged so they look like just 2 cannons). 2 of them are activated when both guns are able to look at the targeted point, and the other 2 are activated when the turret is looking at a point the forward turret can't rotate to. I simply set the latter 2 to the same delay settings as the forward turret, and then voila, the rear turret acts like the front turret when the latter is not engaged.
Huh, so you can individually fire each gun as well as fire them altogether at once? How’d you go about doing that, I’ve tried but I always get issues with the reload time and the guns reloading too quickly
sorry for crap quality
so basically 0:22 is first shot
only forward turret fires
1:34 is second shot
broadside, so both turrets fire
and finally, 2:04 is the last shot
only rear turret fires
no AGs used
(except AG1 to activate the turrets)
Yea took a quick look and it seems to have the same issues that I had with reload. Mainly that holding the button resets the reload, but we’ll see if maybe someone will come up with a breakthrough. @DarDragon
@CoolPeach There is, but I wouldn't say cleaner(well, not yet). If you've seen my post "Autoloader Cannon", there is a way to have reload rates incorporated into the expression of the activation group of the cannon.
Hmm yeah I thought about hiding cannons and seeing them to different activation states depending on which if my turrets where enabled, but hopefully maybe there’s a cleaner way to do it with just 1 cannon part. @DarDragon
Also, it's way easier to do this with AGs. Simply have the front cannons activate with AG1, both cannons activate with AG2, and only the rear(extra 2 cannons) activate with AG3
@CoolPeach Well it's pretty simple, and also I kinda cheated. So usually, for salvo firing, you'd have 3 of the 4 cannons set to very low delays, and one with the actual reload delay. So that's what I did, all cannons except one on the forward turret have a 0.025 delay. Now, I use some funky trees to stop the cannons from firing when their rotation can't reach the point you are aiming at. But then, when I would aim backwards, the rear cannons would have an insane fire rate. This is where the cheat comes in.There are actually 4 cannons on the rear turret(nudged so they look like just 2 cannons). 2 of them are activated when both guns are able to look at the targeted point, and the other 2 are activated when the turret is looking at a point the forward turret can't rotate to. I simply set the latter 2 to the same delay settings as the forward turret, and then voila, the rear turret acts like the front turret when the latter is not engaged.
Huh, so you can individually fire each gun as well as fire them altogether at once? How’d you go about doing that, I’ve tried but I always get issues with the reload time and the guns reloading too quickly