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Auto Aim for everyone! FT code generator!

5,218 krevedkopro  3.4 years ago
101 downloads

So i made this simple program that automatically generate auto aim TILT PROOF FT code for your turrets!
alt text

A long time ago i've developed fully tilt-proof FT code for auto aiming:
https://www.simpleplanes.com/a/taZ8cC/Ultimate-FT-for-tank-cannon-turrets-Tanks-SPAAGs
but it required to be assembled by hands for each turret on your craft.
Now, this program allows to simplify process of FT code writing for auto aim!

Download program:
https://drive.google.com/drive/folders/1S8v4qKefNPa_-d_mEopyyb5DxvWtm6GW?usp=sharing
VirusTotal:
https://www.virustotal.com/gui/file/0f7fbe443cb6506714f1f6de3c06766f20b7eb3c92a0f69855c665a6a6a402c2

PAY ATTENTION:
1)Paste code using external text editors such as Notepad++, Overload mod can cut off long expressions;
2)Do NOT open rotator's settings with default in-game editor after rotator was configured!

UPD1 ver. 0.91: fixed issue with Turrent Mount = Bottom

Spotlights

General Characteristics

  • Created On Windows
  • Wingspan 1.6ft (0.5m)
  • Length 113.2ft (34.5m)
  • Height 31.2ft (9.5m)
  • Empty Weight 28,990lbs (13,149kg)
  • Loaded Weight 28,990lbs (13,149kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 9920

Parts

  • Number of Parts 1311
  • Control Surfaces 0
  • Performance Cost 1,314
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    Pinned 3.4 years ago
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    Would it be possible to make a gunship AC-130 style with auto-aim weapons on the sides?

    1.2 years ago
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    5,218 krevedkopro

    Thanks to all, who interested in it, but due to some life changes IRL work on auto aim is freezed on undefined time.
    I hope one day i can return to it, and re-make with those all new features, added to game

    1.6 years ago
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    Need update, auto aim seems very confused when on a tilted surface

    1.9 years ago
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    3,045 Fujisan

    @mitsuki seems so

    2.5 years ago
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    1,278 mitsuki

    turret coodinates = primary rotator coordinates?

    +6 3.1 years ago
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    51.5k PyrrhaNikos

    Can you make a mobile version?

    +9 3.1 years ago
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    5,218 krevedkopro

    @Zuikaku Now should work fine

    3.2 years ago
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    5,218 krevedkopro

    @Fellex for tank turret as you described

    3.2 years ago
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    25.1k Fellex

    Primary Rotator = Turret Traverse
    Secondary Rotate = Turret Elevation
    or vice versa?

    +1 3.2 years ago
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    688 Zuikaku

    @krevedkopro I know range is not the issue here, as I was almost directly above the target and the cannon was still aimed too short (and yes, I made sure the target was not in a deadzone either)

    3.3 years ago
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    5,218 krevedkopro

    @Zuikaku also, if you set muzzle velocity too low for cannon, far targets will come out of range earlier, than their aim square disappears. This may cause problems with aiming.

    3.3 years ago
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    5,218 krevedkopro

    @Zuikaku thanks for the report. At this moment i'm far away from my PC, but i'll try to fix this issue when i'm back home!

    3.3 years ago
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    688 Zuikaku

    I would like to report some issue:
    Turret mount "Bottom" and Barrel "Forward" and Weapon "Cannon" does not work properly
    As far as I can tell, there's some sign problems. I seem to be able to fix general aiming by inverting RollAngle and TargetElevation, but the ballistic calculation is still way off target as it seem to always have a negative estimated flight time, and that is a problem I don't know hot to tackle
    As for context, I tested the code on a helicopter with a turreted grenade launcher, and all targets are below the turret

    +2 3.3 years ago
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    ohh...(𝘴𝘢𝘥 𝘮𝘰𝘣𝘪𝘭𝘦 𝘶𝘴𝘦𝘳 𝘯𝘰𝘪𝘤𝘦𝘴)
    This is So great!

    3.3 years ago
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    5,218 krevedkopro

    @Grob0s0VBRa sure that can exist, but you're right that will make code longer.
    If you need some special position, try to choose closest one prefab, set min/max angle limits both on one side relatively to 0 (for example: (min +20 max +60) or (min -75 max -30)) and in the end of generated code change 0 to some value between min and max. In the hangar turret still will be directed according straightly to the prefab, but as you wanted during flight.

    +1 3.4 years ago
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    13.3k Grob0s0VBRa

    @krevedkopro
    I still wonder.
    Can we have turret mount with a specific rotation (let's say X:0 Y:0 Z:16.25), other than just prefab top, bottom, left, back or that would make the code two times longer (if not more)?


    Anyways, prog works fine.

    3.4 years ago
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    5,218 krevedkopro

    @DwiAngkasaAeronautics for "like tank turrent mount" – yes

    +1 3.4 years ago
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    Hey, thanks for sharing this. I have a question, primary rotator input is for pointing left-right, and secondary is for up-down, right?

    3.4 years ago
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    @krevedkopro thank you kindly

    3.4 years ago
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    30.1k BlackThuNDR

    @NightmareCorporation totally not...I have funk auto aim....but require to manual setting before function .... complicated tho

    3.4 years ago
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    5,218 krevedkopro

    @BBCP117 video - no, but maybe i will make text guide later

    +3 3.4 years ago
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    but, i'm an idiot so i don't know what i'm looking at, can you please make a video tutorial on this software?

    3.4 years ago
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    thank you, god bless you sir!

    3.4 years ago
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    727 Ryan110

    This is a blessing you just became the most loved person here

    3.4 years ago
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