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ZSU-23-4 Shilka (AI Ground Target)

5,173 MysteryTimeTraveler  4.2 years ago


No Phly Zone

Description

(Scroll Down For Use Directions)
Spawnable As an AI

This Shilka is intended to be spawned as an AI on the ground. It will automatically track and shoot at you once you enter 5km range. This uses the rotators from NumbersNumbersTheMan’s Automatic Phalanx and uses a “glitch” to make the AI shoot continuously if you enter within a certain range. Not only does it target and shoot at player aircraft, it targets and kills AIs too but it does not target another Shilka.

ZSU-23-4 Shilka Wikipedia

The ZSU-23-4 "Shilka" is a lightly armored Soviet self-propelled, radar guided anti-aircraft weapon system (SPAAG).

The radar-guided ZSU-23-4 "Shilka" SPAAG, with its four 23 mm (0.90") autocannons, was a revolutionary SPAAG, proving to be an extremely effective weapon against enemy attack aircraft and helicopters under every weather and light condition. The ZSU-23-4 has a very high density, rate and accuracy of fire, as well as the capability for each of the four autocannons to fire its own type of projectile from separate belts. While it is technically possible that each cannon shoots different type of ammunition, there were two types commonly used in late 1970s: OFZT incendiary fragmentation and BZT armour-piercing tracer, which were to be loaded in 3:1 ratio—three OFZT, then one BZT, every 10th BZT round equipped with so-called "copper remover" and marked. Operators were strongly discouraged from shooting from a single barrel.

Making AIs Use Guns

The original system this is based on is NumbersNumbersTheMan's Auto Leading AA Turret. The turret would track but it would not actually fire at players when spawned as an AI. I had a way of triggering AIs to fire their guns continually from a test build I used for screenshots of heavy AA fire against my aircraft. Combining these two, I was able to get the turret to track and fire at player aircraft and other AIs. But due to issues with cockpit positioning when it gets activated, it would often miss. However, Darjeelings183 was able to fix this issue and make a much more simpler version of it which is the system currently used in this unit.

It detaches the cockpit mounted on a pole to cause the AI to take "critical damage." Taking critical damage somehow triggers the AI to continually fire guns if you're within range. This combined with the tracking of the turret allows these to fire at players and AIs with high accuracy. Since they're considered dead, they won't present a target box and cannot target each other. This allows you to spawn as many as you like to create a dense air defense.


How To Use

Directions
  1. Select a flat area for this vehicle to be spawned in. (Flat area is crucial for proper function.)
  2. Save a spawn point in that area.
  3. Set the AI to Aggressive
  4. Spawn it at the saved position.
  5. Fly toward it and it should shoot at you.
  6. Spawn a bunch of them and watch the sky fill with lead as you pass by.

Note: This cannot be used as a player but you can potentially modify it for your own use.


Gallery


](https://media.discordapp.net/attachments/657294132552663040/749839503090516098/image0.png<br />
![](https://media.discordapp.net/attachments/657294132552663040/749839530697162787/image0.png<br />
![](https://media.discordapp.net/attachments/657294132552663040/749839253139095652/image0.png<br />
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Discord RP Link

https://discord.gg/SKAuJFp

https://discord.gg/SKAuJFp

Spotlights

General Characteristics

  • Successors 3 airplane(s) +245 bonus
  • Created On iOS
  • Wingspan 12.8ft (3.9m)
  • Length 28.6ft (8.7m)
  • Height 14.3ft (4.4m)
  • Empty Weight 35,174lbs (15,955kg)
  • Loaded Weight 35,955lbs (16,309kg)

Performance

  • Wing Loading 890.8lbs/ft2 (4,349.1kg/m2)
  • Wing Area 40.4ft2 (3.8m2)
  • Drag Points 10843

Parts

  • Number of Parts 139
  • Control Surfaces 0
  • Performance Cost 413
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  • Profile image

    No button to press to fire. Complete waste of time

    18 days ago
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    25.9k Kendog84

    Here's some quarks I've noticed/learned about this trick as I messed with this system. Might help people who want to build other AAA build for AI based on this build:
    .
    .
    -Gun seems to stop firing if the cockpit is moved too much after spawn. And once it stops firing, it seems they never fire again. So spawning the gun on moving objects such as USS Tiny or Beast makes it not work, at least on my game (latest iPhone 1.12.203).
    .
    I tried making a moving version of this AAA by combining it with 11qazxc's automatic gift truck, but couldn't get it to fire a single round for some reason. I gave up on the project, and later realized that even static versions stop firing when something moves the cockpit, or so it seemed. There might be a different, actual, precise cause for guns stop firing, but for the time being I presume this is the cause.
    .
    .
    -Gun and cockpit can be misaligned due to movement caused by rotators (seems to be a characteristic/bug of the game). When this occurs, naturally the gun becomes inaccurate as it always aims at a wrong spot.
    This can be mitigated by attaching a second cockpit to the base of the gun (in this case hull of the static vehicle), setting up Current Heading part variable of the second cockpit (by giving it a name), then modifying the rotator's FT by replacing all the Heading with the name for the heading variable of the second cockpit.

    6 months ago
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    Bro when I tried this with my F5, The shilka was so close to hitting me that it looked like my fighter was warping through hyperspace

    +1 one year ago
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    Brrrrrrrrrutifull

    +1 1.9 years ago
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    Accuracy: yes

    +3 1.9 years ago
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    79 Gadyyyy

    This guy really came out of nowhere. Dropped a priceless line of code for the SP community, and Dipped

    +1 2.1 years ago
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    Can i use this to shoot down hostile plane?

    +8 3.1 years ago
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    @Higuy453 BRRRRRRRRT lmao

    @Kurzweil some people have coded ones that do aim and fire missiles but this one works with a "dead" unit so it probably needs something different

    @EnterpriseCustom could you elaborate?

    @DeltaBravoSix ya flying high makes the rounds easier to jinx

    @Mriedb it should still work but it doesnt work for some people for some reason. I'm not sure why but I'll keep you posted if I do

    @JaphetSkie not really since it works off of the game hostile AI "start firing" range

    @AerospaceGeek I was working on one and got sidetracked. It can be used on an AI but not necessarily a playable ship.

    +4 3.1 years ago
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    “No phly zone” I see you are a true man of culture.

    +5 3.4 years ago
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    does this method also work with missile batteries?

    3.4 years ago
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    3,749 offiry

    @Mriedb @mrshmney15 Spawn the tank as aggressive... lol

    3.5 years ago
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    Could you tell me how to make a stealth cockpit? Thanks

    3.8 years ago
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    6,001 HaunebuII

    @AerospaceGeek yeah you can do that

    3.8 years ago
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    214 qwsd123

    nice,it could actually take my bc-1

    4.0 years ago
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    Don't Spawn at airfield or approach lol,it wont attack you

    4.0 years ago
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    0 Mriedb

    Not working for me

    +1 4.1 years ago
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    0 Mriedb

    Does it still work?

    4.1 years ago
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    Is there any way to increase firing range?

    +3 4.1 years ago
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    Wow this is thing is so much fun

    4.2 years ago
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    Make an turret for B-17 pls

    4.2 years ago
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    Is it possible for me to place the thing on a ship so that it acts like an AA system?

    4.2 years ago
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    It is really ferocious. My squadron of Stuka dive bombers were eliminated one by one.

    +3 4.2 years ago
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    I can’t I’m on iOS

    4.2 years ago
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    Nice PhlyDaily reference

    4.2 years ago
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    Download the beta @AceWingPilot

    4.2 years ago
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