@14ROVI There is a way to prevent the muzzle brake broken. If you put it into 1 rps, the muzzle brake keeps firing. I usually set the rps to 7, burst count 0.5 for guns that fires two rounds per second. Basically any guns that fires under 7 rps. Spoiler alert! It will not satisfy you so much. Believe me, cannons are awesome because of their explosives. But SP dont have such thing, so you may call it fires AP round. But it didnt stop there, it's trajectory is inconsistent. The worst part is the damage and impact force. If you set it 76000, you have a big chance to just scratch a plane with 100 health.
But four SP blocks iare taller than convoy trucks, i usually use them to predict human average height. If 4 blocks would be a 2m tall pilot, then i have to rescale every single of my experimental build. Lot of homework for a weekend, but fun
@14ROVI Scale it down, and we get 0.7,0.7,0.5 if you use the cockpit is as tall as the pilot's shoulder, it should be 1.4,1.4,1 if the cockpit is not scaled down
@14ROVI ah fine, if you think so. For the hispano and other 20 mils, i use 0.8,0.8,0.96. Not really sure, because the standard 1,1,1 is almost as big as 30 mm, but the game give it 7 damage per second, which is the damage for 50 cals
A bit long i guess. Maybe this one can be uploaded, and i will try to make a good description. But so far, the magnetic gun is still in Prototype Stage 1C. It doesnt even have any shield or turret. It only have scopes, seats for operators, horizontal traverse control, and elevation control
also not posted, because all of them uses one mod, the tracks mod. i dont really think people will be interested with something that requires a mod to work.
didnt stop there, i've made a multiple radar guided rocket artillery system, so i attach a lot of celavers into missile tubes. and then attach a rotator below them and change the input into LandingGear. min 0 max 1 @85 degrees. and then i put a cockpit on top of a piston with a range of 10000 blocks with LandingGear input. not to forget to give them rotators for horizontal traverse. modify the cleavers to have 0 minRange, maxHeadingAdjustmentRate 45, maxSpeed 1000, maxVelocityAdjustmentRate 1000, maxTargetingAngle 5 degrees, and locktime 0. press g, the piston extends and the missile tubes raises. use vtol and trim to rotate your spotter, pick a target, and shoot
Welp, yeah. Almost a year and a half or more. Now i have even gatling guns stats, even custom made cannons with realistic controls and recoils such as turrets for tanks or ships. I've made a self proppeled artillery with detailed interior, cannon with recoil system and custom controls for aiming. But i've never uploaded it.
Actually you can find them on the internet. Wikipedia usually. But still, you need to calculate the damage and impact force also weapon scale with the right bullet scale, as well as accuracy or the spread by yourself.
ah, as for weapon stats, i can give them to you, so you can make mods easier. if you want to. i have complete weapon stats, ranging from machine guns, autocannons, even tank cannons. but still uses normal wing gun. you will only need their stats. or i will just submit them through comments.
im sorry, but this mod needs some fixes, first, the weapon stats. hispano cannon has a lot less muzzle velocity. around 880 m/s, not 1000 m/s. then, the fire rate, around 12 rps. next, the magazine count, 60 rds. and also damage, ~20-23. second, well that is all, your mod is awesome! i would like to request MK 108.
@AnOlympicWalnut yes, it is a good try. Maybe someone else gonna make the mothership?
@AnOlympicWalnut umm, i am not the creator
@AnOlympicWalnut wait, what?
@MailboxIsMyGender alright, let me check. I'll tag you later
@MailboxIsMyGender yes, and most of them are improvised overtime
@MailboxIsMyGender oh well, at least i've improved it a bit
you know you can make a Sheridan with this
@14ROVI alright, if you need the stats i can give you, just gimme the gun's name
Pls no
By the way, how do you get the realistic sound? War Thunder?
@14ROVI There is a way to prevent the muzzle brake broken. If you put it into 1 rps, the muzzle brake keeps firing. I usually set the rps to 7, burst count 0.5 for guns that fires two rounds per second. Basically any guns that fires under 7 rps. Spoiler alert! It will not satisfy you so much. Believe me, cannons are awesome because of their explosives. But SP dont have such thing, so you may call it fires AP round. But it didnt stop there, it's trajectory is inconsistent. The worst part is the damage and impact force. If you set it 76000, you have a big chance to just scratch a plane with 100 health.
@e1theoriginalguy :(
@14ROVI Except guns like autocannons machineguns, etc
@14ROVI These guns, tank guns, naval guns, field guns, all of them. How?
@14ROVI question, how do you make guns that is single shot? Using a normal wing gun and give them specific stats?
I mean your next project @14ROVI
@14ROVI haha awesome! What's next?
@14ROVI ah nevermind, i didn't paying attention. I thought you were talking about SP updates
@14ROVI i dont know that
This also means i have to recalculate the scale of weapons and their bulletScale
But four SP blocks iare taller than convoy trucks, i usually use them to predict human average height. If 4 blocks would be a 2m tall pilot, then i have to rescale every single of my experimental build. Lot of homework for a weekend, but fun
Oh i get it, so... The cockpit is pretty small?i think it'll only fit the head
@14ROVI if two blocks is as tall as average pilots, then a cockpit is their shoulder and head also half stomach. Get it? Im just fixing things a bit
@14ROVI Scale it down, and we get 0.7,0.7,0.5 if you use the cockpit is as tall as the pilot's shoulder, it should be 1.4,1.4,1 if the cockpit is not scaled down
@14ROVI So the gun is actially enormous?
@14ROVI You know, you have a good question there. So how long is one SP block? Interesting, this can help realistic builds
@14ROVI SP block of course, if you are looking for meters, you can get them on wikipedia
7.62, 7.5, 7.7, etc uses 0.4,0.4,1 i guess and have 1 dps. 0.62,0.62,0.5 bulletScale. Credits to Weaverfish for his MG 17 that is used on his bf 109
@14ROVI ah fine, if you think so. For the hispano and other 20 mils, i use 0.8,0.8,0.96. Not really sure, because the standard 1,1,1 is almost as big as 30 mm, but the game give it 7 damage per second, which is the damage for 50 cals
What happens to the eliteindustries1?
@AirPlaneBrosTM More like concept
@AirPlaneBrosTM Besides, it's only in simpleplanes, i dont really know if it will work in real life or not
@AirPlaneBrosTM well let em take it, all i want is to design, i guve freedom to people if they want to make or take my designs
Dimension? Which gun?
A bit long i guess. Maybe this one can be uploaded, and i will try to make a good description. But so far, the magnetic gun is still in Prototype Stage 1C. It doesnt even have any shield or turret. It only have scopes, seats for operators, horizontal traverse control, and elevation control
also not posted, because all of them uses one mod, the tracks mod. i dont really think people will be interested with something that requires a mod to work.
didnt stop there, i've made a multiple radar guided rocket artillery system, so i attach a lot of celavers into missile tubes. and then attach a rotator below them and change the input into LandingGear. min 0 max 1 @85 degrees. and then i put a cockpit on top of a piston with a range of 10000 blocks with LandingGear input. not to forget to give them rotators for horizontal traverse. modify the cleavers to have 0 minRange, maxHeadingAdjustmentRate 45, maxSpeed 1000, maxVelocityAdjustmentRate 1000, maxTargetingAngle 5 degrees, and locktime 0. press g, the piston extends and the missile tubes raises. use vtol and trim to rotate your spotter, pick a target, and shoot
Welp, yeah. Almost a year and a half or more. Now i have even gatling guns stats, even custom made cannons with realistic controls and recoils such as turrets for tanks or ships. I've made a self proppeled artillery with detailed interior, cannon with recoil system and custom controls for aiming. But i've never uploaded it.
More like predictions.
Actually you can find them on the internet. Wikipedia usually. But still, you need to calculate the damage and impact force also weapon scale with the right bullet scale, as well as accuracy or the spread by yourself.
Roger that sir. If you need the stats of any weapon you will make, especially machineguns and autocannons or tank guns, i can give them
for hispano 404,
ammoCount 60
burstCount 60 or burstCount 20
timeBetweenBursts 10-15 or whatever you want
muzzlevelocity 880
roundsPerSecond 12
spread 0.43
tracerColor FFB444
damage 20
impactForce 5-7
bulletScale 1.4,1.4,0.5
lifetime 1.2
apply them with XML if you like to
ah, as for weapon stats, i can give them to you, so you can make mods easier. if you want to. i have complete weapon stats, ranging from machine guns, autocannons, even tank cannons. but still uses normal wing gun. you will only need their stats. or i will just submit them through comments.
im sorry, but this mod needs some fixes, first, the weapon stats. hispano cannon has a lot less muzzle velocity. around 880 m/s, not 1000 m/s. then, the fire rate, around 12 rps. next, the magazine count, 60 rds. and also damage, ~20-23. second, well that is all, your mod is awesome! i would like to request MK 108.
ok what?
Do you really want to request it? I can make you one. Or every single aircraft guns available at/projected from world war 2 and world war 1?
keren bro
@MI glad to hear it
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