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
@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
@Graingy If you're reading this, I presume that you're awake right? It's tungsten carbide/steel-ceramic composite with effective thickness roughly equal to 6x RHA...lol
Also, Japan being Japan and Japanese engineers being Japanese, they mount their tanks with literal aircraft radial engines for power...lol
I perfected the code a while back, folks. Just a kindly reminder, this is meant for the activationGroup input in rotators and guns, not the inputs themselves. This is meant for ships with multiple turrets which don't need one gun firing on the wrong beam regardless of if a target is within it's transverse range or not.
@SILVERPANZER I actually developed a more simplified version of it a while back now as to perfect this one, you can see it on the activationGroup of my newer ship posts made for that War Challenge United challenge post (idk which lol). Thks for the input tho
idk if the new update broke it or not, but whenever I try to pull this thing off, the game treats both weapons as two seperate entities regardless of AG or whatever...so can you hand me a tutorial video to help me? thks in advance
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
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
@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.
@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...
@Skua I once did it with a Ju-87 Stuka, again with a D3A Val, and then shoved a bomb to an aimbot-rigged plane and had it drop to a couple meters' worth of accuracy...
Like the headlamps and hatches ngl, but why the Mark IV guns for some reason
?
+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
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
+1@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
@BaconAircraft idk what happened, sorry to bother you, but can you change the predeccsor of this post to this post please? Thanks in advance btw
@Graingy If you're reading this, I presume that you're awake right? It's tungsten carbide/steel-ceramic composite with effective thickness roughly equal to 6x RHA...lol
Also, Japan being Japan and Japanese engineers being Japanese, they mount their tanks with literal aircraft radial engines for power...lol
@Graingy cough cough 75mm cough cough Japanese HSTV-L cough cough
jokes aside, tho, the thing is a tank meant for the Marines, no wonder it has a smol gun lol
I perfected the code a while back, folks. Just a kindly reminder, this is meant for the
activationGroup
input in rotators and guns, not the inputs themselves. This is meant for ships with multiple turrets which don't need one gun firing on the wrong beam regardless of if a target is within it's transverse range or not.For forwards facing turrets,
For backwards facing turrets,
For wing turrets on the starboard side,
For wing turrets on the port side,
@SILVERPANZER I actually developed a more simplified version of it a while back now as to perfect this one, you can see it on the
activationGroup
of my newer ship posts made for that War Challenge United challenge post (idk which lol). Thks for the input thoidk if the new update broke it or not, but whenever I try to pull this thing off, the game treats both weapons as two seperate entities regardless of AG or whatever...so can you hand me a tutorial video to help me? thks in advance
oh here too @BaconAircraft
post in question
sorry for having to bother you for like three posts straight, didn't even notice it untill now
also same here too @BaconAircraft, can you change the auto credit on this one to this post as well
?
thks in advance
@BaconAircraft can you also give this thing auto credit on this post? thks
@LunarEclipseSP Japanese Slava-class but on steroids...lol
+1@ReinMcDeer
...
...welp I never thought of that
lol
@SenSkysh
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
@natemomog
+2@SiBangsatYa
make M808B Scorpion MBT next?
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
+1@MintLynx IIRC, if one adds a
+1waterproof
value set totrue
to a missile, it can launch underwater (haven't tested it yet, though)also, btw, @AndrewGarrison @HellFireKodder If possible, could you intergrate such a function into the next SP update please?
@ToeTips nope, I can't, which is why I posted this
@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.
+4Try 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
+1For some reason, the code bugged itself within the desc, here is it properly formatted:
EDIT: I tested it on a rack, ang the gun just wobbles when target is beyond transverse angle, might've need to completely redo it
@Yourlocalhuman Light cruisers are armed with 155mm guns and below, heavy cruisers have 203mm guns and above
I'll try my hands at crafting an M910 Rampart CIWS sometime
Armor plating. Like, say, 80mm composite, angled, to stop cannon shots and such. Should be a setting for fuselage blocks, though
+5The thing looks like a dual Type 96 light anti-aircraft gun...
+2@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@Dathcha Okay, fair, I'll do so :)
@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@realSavageMan
Thanks for the notification!
@hpgbproductions Okay, fair. Perhaps I'll give it a shot
@Skua I once did it with a Ju-87 Stuka, again with a D3A Val, and then shoved a bomb to an aimbot-rigged plane and had it drop to a couple meters' worth of accuracy...