Camera-operated Turret Basic
21.0k RoastHam9146
2.7 years ago
Pls do your best to research and apply this system.
This system is using "Variable Outputs"
How to use
After assigning Pitch and Yaw in Variable Outputs, put the function assigned to Yaw ("Y" in this case) in the rotator connecting the turret to the vehicle body and the rotator connecting the camera to the turret.
Then, set Invert to Yes on one of the rotators so that it moves in the opposite direction.
Then put the Pitch function ("P" in this case) in the rotator that moves the elevation angle.
Now it's time to tweak the Invert value until you get it right!
However, as the output values of the camera are expressed using the arc degree method, the rotators should be set to move only 1° for all three, including the elevation angle.
Then, for smooth turret movement, add a "damperMultiplier" and enter the appropriate value
Translated with www.DeepL.com/Translator
Specifications
Spotlights
- Dracul0Anderson 6 months ago
- BSKPlays2009 2.7 years ago
- TheCommentaryGuy 2.7 years ago
- Zaineman 2.7 years ago
General Characteristics
- Successors 3 airplane(s) +35 bonus
- Created On Windows
- Wingspan 9.8ft (3.0m)
- Length 22.5ft (6.9m)
- Height 10.7ft (3.3m)
- Empty Weight 3,338lbs (1,514kg)
- Loaded Weight 16,710lbs (7,579kg)
Performance
- Wing Loading N/A
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 4992
Parts
- Number of Parts 17
- Control Surfaces 0
- Performance Cost 91
@Dracul0Anderson
Did you make a post about it?
I just discovered that, using the rotator setup you figured out for you camera operated turret(range set to 10°, InputControler min & max set to 0.1) but using
targetHeading
&targetElevation
as the input, you can make work an auto-aim turret, but without the enormously complex funky trees coding that all other auto-aim systems uses, aka, a auto-aim system that anyone can make. I might even make a post about this.Very useful thanks
@Schroneger ah okay I get it, thanks
@Panzerwaifu69 You define the input for both the gun and reticle rotators to "clamp(P,-10,6).
The elevation angle will be the first value and it will have to be in negative, while the depression stays in positive.
The same clamp can be added to the Y value to make a casemate mantlet or a limited rotation turret.
And how do I limit gun elevation/depression?
Like 10° up and 6° down
Ah makes sense thank you
@53TPMarkow
@OVERTHINKR Just rename Look Pitch and Look Yaw to another one
Example:CameraP,CameraY;LookX,LookY
And also rename the camera
Is there any way i can turn off certain cameras so i can operate multiple different turrets without operating all st same time?
Can I modify this for a build?
Does this come with stabilization?
@Aviator01 Not impossible, but I'm busy at the moment, so it could take some time.
@RoastHam9146 If I tag you on the post so that you can see what I did, is there a way you could fix it?
@Aviator01 I don't know what the situation is, so I don't know what the problem is, but you may want to try to reconnect the parts, review the FT and then invert the controls.
Part collision should be disabled.
@RoastHam9146 I tried applying this system to a plane I am working on, but something went wrong. Is there any way you could fix it?
@alex99 yes
I want to know how to use the variable outputs, but the hyperlink isn't working D:
i have one that is already gyro stabilized
Can it be use by mobile players
@RoastHam9146 Thanks so much for the help! Have a good one!
@JustWingIt
I have added an explanation for this.
Please read, and enjoy!
@RoastHam9146 Actually, I figured out how to do it. However, the problem is that it is a tiny bit shaky because the rotators move 1 degree at a time. Is there any way to make the rotators move more smoothly?
@JustWingIt
Unfortunately, that is not possible in our system.
This should be very helpful. 👍
Would this be possible to use properly with a 3rd person camera veiw?