@CoolPeach There is, but I wouldn't say cleaner(well, not yet). If you've seen my post "Autoloader Cannon", there is a way to have reload rates incorporated into the expression of the activation group of the cannon.
Also, it's way easier to do this with AGs. Simply have the front cannons activate with AG1, both cannons activate with AG2, and only the rear(extra 2 cannons) activate with AG3
@CoolPeach Well it's pretty simple, and also I kinda cheated. So usually, for salvo firing, you'd have 3 of the 4 cannons set to very low delays, and one with the actual reload delay. So that's what I did, all cannons except one on the forward turret have a 0.025 delay. Now, I use some funky trees to stop the cannons from firing when their rotation can't reach the point you are aiming at. But then, when I would aim backwards, the rear cannons would have an insane fire rate. This is where the cheat comes in.There are actually 4 cannons on the rear turret(nudged so they look like just 2 cannons). 2 of them are activated when both guns are able to look at the targeted point, and the other 2 are activated when the turret is looking at a point the forward turret can't rotate to. I simply set the latter 2 to the same delay settings as the forward turret, and then voila, the rear turret acts like the front turret when the latter is not engaged.
sorry for crap quality
so basically 0:22 is first shot
only forward turret fires
1:34 is second shot
broadside, so both turrets fire
and finally, 2:04 is the last shot
only rear turret fires
no AGs used
(except AG1 to activate the turrets)
@RareHeroicDancer floor(repeat(sum(clamp01(FireWeapons)), )) (n + m) >= n
This is basically the code for the red one
replace n and m with what you need(It's in the description)
Also, sorry if the description is a bit long, maybe you didn't see it
@Ayvieyation Also, when you say no mods, does that include the zoom mod? It won't be required for the build to be downloaded, but the rangefinder I made kinda needs it since the increments are so small, and you won't be able to see it much using normal zoom
@RareHeroicDancer You use overload to change the funky tree expressions. If you want it to have a shorter reload time, change all the 15s in the cannon to a lower number
@ArcturusAerospace They both have 4 shots per clip (supposedly) and a reload of 15 seconds. But if you just tap the fire weapons and not hold it, it can become >4
Connect cannon to shock >>> set recoil force to a lot and barrel recoil to 0 >>> set spring strength and damper to a lot(damper more than spring strength)
Edit: It's not sinking bcause of design... well, it is, but it's designed to do that when hit by stuff
Yes I shall tag all of youuu
It will come out in an hour or so
@Brencool35 HAHAHA really? Thanks! I don't think the paneling is good though, but I'm trying to practice
@CoolPeach There is, but I wouldn't say cleaner(well, not yet). If you've seen my post "Autoloader Cannon", there is a way to have reload rates incorporated into the expression of the activation group of the cannon.
It's cool, you should try it
Also, it's way easier to do this with AGs. Simply have the front cannons activate with AG1, both cannons activate with AG2, and only the rear(extra 2 cannons) activate with AG3
@CoolPeach Well it's pretty simple, and also I kinda cheated. So usually, for salvo firing, you'd have 3 of the 4 cannons set to very low delays, and one with the actual reload delay. So that's what I did, all cannons except one on the forward turret have a 0.025 delay. Now, I use some funky trees to stop the cannons from firing when their rotation can't reach the point you are aiming at. But then, when I would aim backwards, the rear cannons would have an insane fire rate. This is where the cheat comes in.There are actually 4 cannons on the rear turret(nudged so they look like just 2 cannons). 2 of them are activated when both guns are able to look at the targeted point, and the other 2 are activated when the turret is looking at a point the forward turret can't rotate to. I simply set the latter 2 to the same delay settings as the forward turret, and then voila, the rear turret acts like the front turret when the latter is not engaged.
sorry for crap quality
so basically 0:22 is first shot
only forward turret fires
1:34 is second shot
broadside, so both turrets fire
and finally, 2:04 is the last shot
only rear turret fires
no AGs used
(except AG1 to activate the turrets)
ooo nice
@RareHeroicDancer
floor(repeat(sum(clamp01(FireWeapons)), )) (n + m) >= n
This is basically the code for the red one
replace
n
andm
with what you need(It's in the description)Also, sorry if the description is a bit long, maybe you didn't see it
@Ayvieyation Also, when you say no mods, does that include the zoom mod? It won't be required for the build to be downloaded, but the rangefinder I made kinda needs it since the increments are so small, and you won't be able to see it much using normal zoom
If you want it to fire quicker, change the delay of the cannon
If you want it to fire longer, change the
4
s of the cannon@RareHeroicDancer You use overload to change the funky tree expressions. If you want it to have a shorter reload time, change all the
15
s in the cannon to a lower number@Ayvieyation Will you be testing the submissions on mobile?
Just a friendly question, why does it have so many parts?
@ArcturusAerospace I CANT SLEEP AT ALL
@ArcturusAerospace They both have 4 shots per clip (supposedly) and a reload of 15 seconds. But if you just tap the fire weapons and not hold it, it can become >4
@Saturnite wow that was fast
@Burtcrusher Happy to help
I FINALLY HAVE SOMETHING TO ENTER
YESSS
@Burtcrusher It works for me
@Burtcrusher use this I think:
floor(smooth(clamp01(Activate3), 0.1))
@Plane66373637 I don't know how to take it off, I've already tried updating windows and stufff
@Pophead You can only tag up to 3 people per comment
oi just to be clear, this will be put on hold for some time
ooo neat! I just started making a pre-dreadnought battleship
@TrislandianAlliance Oh right, my bad
Connect cannon to shock >>> set recoil force to a lot and barrel recoil to 0 >>> set spring strength and damper to a lot(damper more than spring strength)
try removing the http:// part
maybe it's the syntax. Don't put a space after the !
the bv 250 would be nice though
mmm, If u place pics, they are not seen
and pretty much any american tank based on the sherman
@TrislandianAlliance That's also the shape of the m10 and achilles
@RAAF
@TrislandianAlliance A jackson
@Pophead Sure, I guess I can do funky trees
What is WEBW?
Thicc
@RAAF But I think I'll make a KV-1 first
@RAAF GMT+8
@RAAF Sure!
@RAAF hmmm you're right... that's weird. It is a well known tank
@CeeToTheZee Probably because the thumbnail sucks
@243687034 It's only to simulate gear changing, so I couldn't really make it "manual." But yes, an automatic chaffee
@SnoWFLakE0s Thanks!
woah, how do you run that many parts on mobile?
Guys, I forgot to say, there is a smoke launcher too
@SnoWFLakE0s Thanks! here's the finished one
https://www.simpleplanes.com/a/vI1Eop/M24-Chaffee
@jamesPLANESii Yea thought so too. I'm not really good at making those