@Gestour Could you make a modded rotator/gun combo (or just create a mod that adds a munitionHeading value for Funky Trees) that automatically points at incoming missiles and engages them? It should be linked to 'Turret Groups' i.e. a turret group=a group of elevation rotators, transverse rotators, and guns that all engage missiles as a single unit.
There's this mod called 'Anti Missile Ball' that's pretty cool, but if the rotators(and guns) could be modded to behave more or less the same way, the possibilities would be endless.
To anyone who wants to use this table:
Unfortunately, for some unknown reason, most likely the spreadsheet itself being mangled by inexperienced users who didn't know what they were doing, the table itself was rendered offline, most likely for a long time in the future. Same applies for table 2, apparently, as it was set to read-only. However, I have found an archived copy of the second table on my PC last night as I was clearing it out, and so, I will put it below. It's all in Russian, AFAIK, but it should still suffice to fit your needs. Remember to use it properly this time or else imma have to deal with a migraine fixing it
!link to my archived table
Could you, perhaps, craft a version where it points at the missile, not fire something at it, and stick an attachment point onto it to mount a gun or whatever?
EDIT: Once I get the free time guess imma reverse engineer the ** out of this thing
I mean...making backwards-facing codes is still pretty easy to pull off, you just need to make TargetHeading + 180 and boom you have aft and broadside turrets...
...it took me like three weeks to figure that out :p, skill issue
Still very detailed destroyer, BTW. even I couldn't go that far myself
If tested on sandbox it lands very well, but when brought into the carrier landing level it dosen't work. Might be because the FT is coordinate based as opposed to targeting based, though
@SheriffHackdogMCPE Oh, thanks for the information. Guess I really missed out on a lot of things when I was still inactive over here...well not longer :)
@SheriffHackdogMCPE I guess so. Never heard of that before, my friend's YouTube account got raided some time ago, never thought that it would happen here...
The control and autopilot are on two diffrent control surfaces, in effect when you pitch up it thinks you're going up and tries to consempate, and the primary pitch surfaces cannot overpower the autopilot surface, and it ends up being like 'fighting the plane' when you pitch up. There is a solution tho, set the autopilot to be toggled by an AG. Haven't figured out the FT for that though:(
@Vinceinovich The texture itself is in the color boxes. In a literal sense, it basically takes all the colors in the game and places them into a bunch of solid colors side by side. To directly modify them you need to modify those colors (they're the line on the bottom btw).
Also, Blender dosen't support the .mtl that comes with .obj, so it can't read the texture. Try 3d Builder.
@Bismarcksurvivor100 I was using the plane as a testbed of sorts for an automatic defense gunner system on planes, so I probably will remake it some time in the future with better historical refrences next time >_<
Funky Trees is a type of xml. It has been mainly interpreted to basically mean code that is mainly used to program rotators. The uses include but are not limited to: bombsights, fly-by-wire, automatic aiming CIWS, missiles, and the like. I have mailny used them to make the Firefly Scorpion with an automatic aiming system for the cannons and let's say it works quite well.
I also made a prototype autoloader for custom shells, though it got too complex.
@SHADOWCOMPANY It doesn't, unfortunately; you can refer to SenSkysh's post regarding FT turret codes and copy the spreadsheet available there, it offers a vastly more customizable and superior algorithm compared to mine :p
What types of FT codes did you use to prevent guns from coming online until the targets are within their firing arc, by the way? I used predominantly the likes of (TargetHeading - Heading > 225 | TargetHeading - Heading < 135) for the most part, but I'd like to see how you handled it
My pc can't handle 8k+ part performance cost, so I can't really reverse-engineer it myself, sorry
Basically, what you guys are supposed to do with this is to make a copy of it yourselves and use it, since unlocking it for all to use exposes it to vandals and users with a lot of skill issue, myself included. Yep, that's a good solution
@SimpleDogfighter idk if I could, as I mostly make things to my preference
you can use this as a basis for your work however, feel free to keep the radar and launchers (lol)
@ReinMcDeer idk much about this realy but the Senskysh method (?) uses Euler coordinates to allow for fire-control at long ranges even with varying levels of tilt (stabilized tank guns, as an example). Which kinda does come with the cost of decreased accuracy tho
Armor plating. Like, say, 80mm composite, angled, to stop cannon shots and such. Should be a setting for fuselage blocks, though
+5@Gestour Could you make a modded rotator/gun combo (or just create a mod that adds a
munitionHeading
value for Funky Trees) that automatically points at incoming missiles and engages them? It should be linked to 'Turret Groups' i.e. a turret group=a group of elevation rotators, transverse rotators, and guns that all engage missiles as a single unit.There's this mod called 'Anti Missile Ball' that's pretty cool, but if the rotators(and guns) could be modded to behave more or less the same way, the possibilities would be endless.
+4To anyone who wants to use this table:
Unfortunately, for some unknown reason, most likely the spreadsheet itself being mangled by inexperienced users who didn't know what they were doing, the table itself was rendered offline, most likely for a long time in the future. Same applies for table 2, apparently, as it was set to read-only. However, I have found an archived copy of the second table on my PC last night as I was clearing it out, and so, I will put it below. It's all in Russian, AFAIK, but it should still suffice to fit your needs. Remember to use it properly this time or else imma have to deal with a migraine fixing it
!link to my archived table
@natemomog
+2@SiBangsatYa
The thing looks like a dual Type 96 light anti-aircraft gun...
+2Could you, perhaps, craft a version where it points at the missile, not fire something at it, and stick an attachment point onto it to mount a gun or whatever?
EDIT: Once I get the free time guess imma reverse engineer the ** out of this thing
+2"Hey, light tank, move!"
"I don't wanna."
+2"Mobile Friendly"
u use a quantum flunctuation tablet, how did u put such quantum computer into der tablet???
+2The propellers don't spin fast enough for takeoff
+2Like the headlamps and hatches ngl, but why the Mark IV guns for some reason
?
+1I mean...making backwards-facing codes is still pretty easy to pull off, you just need to make
TargetHeading + 180
and boom you have aft and broadside turrets......it took me like three weeks to figure that out :p, skill issue
Still very detailed destroyer, BTW. even I couldn't go that far myself
+1@LunarEclipseSP Japanese Slava-class but on steroids...lol
+1If tested on sandbox it lands very well, but when brought into the carrier landing level it dosen't work. Might be because the FT is coordinate based as opposed to targeting based, though
+1@MintLynx IIRC, if one adds a
+1waterproof
value set totrue
to a missile, it can launch underwater (haven't tested it yet, though)Try using a machine gun with
+1burstCount
set to1
,damage
set to0
, andknockback
set to a fairly ridiculous numberI seriosuly hope that somebody mashes some sense into ur parents' heads with a sledgehammer
if the rumors are true
+1@SheriffHackdogMCPE Oh, thanks for the information. Guess I really missed out on a lot of things when I was still inactive over here...well not longer :)
+1@DatRoadTrainGuy19 I took a break from SP to work on my other projects, guess I'll post something FT soon!...;0
+1@SheriffHackdogMCPE I guess so. Never heard of that before, my friend's YouTube account got raided some time ago, never thought that it would happen here...
+1@realSavageMan I just dealt with it, thanks for the notification!
+1@Zaineman AG stands for Activation Group. And basically mash 1 2 3 4 5 6 7 8 on ur keyboard to toggle each one.
+1@Zaineman
The control and autopilot are on two diffrent control surfaces, in effect when you pitch up it thinks you're going up and tries to consempate, and the primary pitch surfaces cannot overpower the autopilot surface, and it ends up being like 'fighting the plane' when you pitch up. There is a solution tho, set the autopilot to be toggled by an AG. Haven't figured out the FT for that though:(
+1@Vinceinovich The texture itself is in the color boxes. In a literal sense, it basically takes all the colors in the game and places them into a bunch of solid colors side by side. To directly modify them you need to modify those colors (they're the line on the bottom btw).
Also, Blender dosen't support the .mtl that comes with .obj, so it can't read the texture. Try 3d Builder.
+1@ReplicaBuilder1090 I've already created an FT code for that, please check out my post 'Parallax Angle Turrets'.
+1The Hiryuu has a straight deck, not an angled one. So don't approach her from the angle I saw. Approach from straight ahead or behind.
+1STUKAAAAAAA
+1@FuhrerGaming upgrading planes is a thing here remember
+1@Bismarcksurvivor100 I was using the plane as a testbed of sorts for an automatic defense gunner system on planes, so I probably will remake it some time in the future with better historical refrences next time >_<
Besides that though, fair point.
+1@pedro16797 And with that, back to the studio.
+1Funky Trees is a type of xml. It has been mainly interpreted to basically mean code that is mainly used to program rotators. The uses include but are not limited to: bombsights, fly-by-wire, automatic aiming CIWS, missiles, and the like. I have mailny used them to make the Firefly Scorpion with an automatic aiming system for the cannons and let's say it works quite well.
I also made a prototype autoloader for custom shells, though it got too complex.
+1Can you make the Murasame-class cruiser or the Isokaze-class destroyer?
+1When James May tries to transport live fish in a tank but has no lid
"Hold my beer"
+1where can I find the clip?????????????
+1This thing is made for air-to-ground combat
+1Make a new tournament please
+1The plane tilts on the ground because of one wheel going higher than the other. I replaced the rear wheels to solve the problem.
+1Where can I get the bush truck mod???
+1Weren't the LEGO written onto the top supposed to be italicized and all caps though?
@THEOKPILOT I mean, does it track missiles/rockets/bombs? Kinda curious, because IDK how to make that happen.
I can figure out how to make a turret auto track a plane easily enough. For a missile, not so much
@Bloxie yeah sure, this thing was an old testbed I totally forgot about XD
damn the memories XD
@SHADOWCOMPANY It doesn't, unfortunately; you can refer to SenSkysh's post regarding FT turret codes and copy the spreadsheet available there, it offers a vastly more customizable and superior algorithm compared to mine :p
What types of FT codes did you use to prevent guns from coming online until the targets are within their firing arc, by the way? I used predominantly the likes of
(TargetHeading - Heading > 225 | TargetHeading - Heading < 135)
for the most part, but I'd like to see how you handled itMy pc can't handle 8k+ part performance cost, so I can't really reverse-engineer it myself, sorry
So the wings are now going to be realistic instead of rly thick wing shaped panels eh
@ThomasRoderick
Basically, what you guys are supposed to do with this is to make a copy of it yourselves and use it, since unlocking it for all to use exposes it to vandals and users with a lot of skill issue, myself included. Yep, that's a good solution
@Hoawdie Credit BlackThuNDR for this, not me. I merely claim the codes
@Faust1001
Đúng là nó cho lái xe tầm nhìn rộng hơn thiệt
确实给了驾驶者更广阔的视野
the cab looks like a WW2 fighter cockpit ngl
@SimpleDogfighter idk if I could, as I mostly make things to my preference
you can use this as a basis for your work however, feel free to keep the radar and launchers (lol)
you just gave the thing extra ERA and a new turret lol
however, dem, that's one giant gun, how is the thing handling that recoil?
@ReinMcDeer idk much about this realy but the Senskysh method (?) uses Euler coordinates to allow for fire-control at long ranges even with varying levels of tilt (stabilized tank guns, as an example). Which kinda does come with the cost of decreased accuracy tho