Profile image

[OUTDATED] Automatic Flak AA Turret [BETA] Auto Fuse

77.0k 232287168147825  4.2 years ago
3,138 downloads
Auto Credit Based on 232287168147825's flakturret2

Outdated by new Targeting Technologies and the ability to set fuses.

Beta weapon!

I love the new beta!
This is just a little demonstrator I made. It has its flaws, but in the end, it does its function. What is it? This is a semi-auto turret that fires timed flak shells. The thing is, with the new funky trees, the TargetDistance parameter allows this turret to automatically set timed fuses for its shells, as well as have automatic aiming. Just spawn at an airport, and get some enemies in the air, and the turret will keep the target in a constant heading. Use WASD to tune the turret and fire - the shells will automatically be fired with a timed fuse from 500m to 4km, meaning they will be set to explode right next to the target.

Automatic Aim-Assist

The aim-assist is basically an auto-turret that points the turret right at the target selected (whether it be air or ground). However, it does not predict the lead due to the multitude of fuses used. Instead, WASD / pitch and roll is used to "tune" the turret (it's very easy to do so as the aim-assist keeps the target at a constant static position). All you have to do is use WASD to move the cannon crosshair to the built-in target prediction box.

Automatic Timed Fuse

REAL Flak: Shells explode at an automatically determined distance (next to the target, hopefully). Each cannon fires a different shell with a different fuse. However, the cannon will be only activated for firing when the turret when the target is in its fuse range. Thus, if your target is 2.8km away, the 2.8km fused cannon will fire, and the shell will detonate at 2.8km from the turret, hopefully damaging the enemy aircraft from the aerial explosion.

The fuses work as such:

  • From 500m to 2km, fuses are set to each 100m increment
  • From 2km to 4km, fuses are set to each 200m increment
  • Below 500m, the 500m fused cannon will fire
  • Above 4km to 10km, there is only 1 cannon fused to 10km. Only direct hits will work this distance.

Flaws

  • There is no roll or pitch accounted for in the FT. Spawn it on flat ground only.
  • You cannot nudge all the cannons together, weird flak shells start appearing. IF SOMEONE CAN FIX THIS ISSUE YOU CAN MAKE YOUR OWN REALISTIC FLAK GUNS
  • The new target variables (heading and elevation) work globally, not locally from the cockpit. Just keep this in mind if you want to make your own systems.
  • The AI cannot use this weapon, as they cannot fire cannons. Sad.

Spotlights

General Characteristics

  • Predecessor flakturret2
  • Successors 6 airplane(s) +28 bonus
  • Created On Windows
  • Wingspan 16.4ft (5.0m)
  • Length 17.6ft (5.4m)
  • Height 12.3ft (3.7m)
  • Empty Weight 1,629,499lbs (739,129kg)
  • Loaded Weight 1,635,606lbs (741,899kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 9205

Parts

  • Number of Parts 76
  • Control Surfaces 0
  • Performance Cost 393
  • Log in to leave a comment
  • Profile image

    cool

    2.6 years ago
  • Profile image

    Can anyone make a ball gunner version of this flak gun?

    3.9 years ago
  • Profile image
    3,227 Y33TM33XD

    @NumbersNumbersTheMan can the AI use this against a player

    4.2 years ago
  • Profile image

    大佬果然是大佬👍👍👍

    4.2 years ago
  • Profile image
    13.9k ChrisPy

    Oh I guess I read that wrong lol@Minecraftpoweer

    4.2 years ago
  • Profile image

    @ChrisPy that is what I said

    4.2 years ago
  • Profile image
    16.1k HR

    How do you make it an auto target? I would be grateful if you could tell me about XML changes.

    4.2 years ago
  • Profile image
    13.9k ChrisPy

    No you can just use the proximity fuse on the missiles and make it so that the missile can’t maneuver then it’ll work like flak it’s been done before but it’s a lot of missiles to place@Minecraftpoweer

    4.2 years ago
  • Profile image
    24.1k BagelPlane

    Darn it, you beat me to this idea. Once I got the beta out of Google Play I was going to do this! @NumbersNumbersTheMan

    4.2 years ago
  • Profile image
    8,632 BeryllCorp

    Hi, how to modify this so it can only move 70° of left and right traverse and 45° up and down elevation?

    Edit: NVM. I found how but it seems if you limit its rotation it has a tendency to get stuck if you turn too much

    4.2 years ago
  • Profile image

    @SnoWFLakE0s missiles without guidance that have proximity detonation could work as auto timed flak. Although my guess is you'll do something with activation groups? Like if a taget is 2km away only the gun with a fuse at 2km can fire?

    4.2 years ago
  • Profile image

    ay! this is stealing xD
    jk

    4.2 years ago
  • Profile image
    156k MAHADI

    now I can make Dynamites!!

    4.2 years ago
  • Profile image
    67.1k SnoWFLakE0s

    @NumbersNumbersTheMan
    .
    Cool, I'm gonna try my hand at it. Basically gonna try and have auto-timed flak and lead. Should have superelevation too.

    4.2 years ago
  • Profile image

    @BoganBoganTheWoman thanks lol but there are a lot of flaws with this one. I suppose in 3-48 hours the sp site will be filled with working turrets at all craft movements that you can eat up

    4.2 years ago
  • Profile image

    @SnoWFLakE0s I have a version with pitch (unfortunately not this one) support, but not roll

    4.2 years ago
  • Profile image
    67.1k SnoWFLakE0s

    Superelevation or no?

    4.2 years ago
  • Profile image
    2,341 Davisplanez

    This is Awesome! Nice Job!

    4.2 years ago
  • Profile image
    104k Dllama4

    Time to commit China.

    +3 4.2 years ago