please explain more to me on what do you really mean
Well, yesterday you uploaded that not! F9F Panther of yours, so it's pretty clear in whichever AU your world's in, the "G" prefix means "fighter jet". "FJ-4B" was the U.S. Navy designation for their variant of the F-86 Sabrejet, and that specific model carried 4 20mm guns with an ROF at 1000 shots/min each. The guns mounted on the F9F Panther/Cougar (the IRL F9F Cougar was the swept-wing version of the Panther) was the AN/M3 20mm, which had an ROF at 750 shots/min, while the M39 Cannon carried by F-86F-2 and F-86H variants have an ROF at 1500 shots/min. The Navy never had a Sabre/Fury variant with M39 cannons though, but this being your AU so nitty-gritty details like that would be easily forgiven.
@LunarEclipseSP Nah you're more than forgiven - I'm just the ungrateful nitpicker who can't take a joke. Just like all older battleships predating those WWII fast battleships are commonly referred to as a "dreadnought" even though most are either super-dreadnoughts (standard-type battleships) or early fast battleships (Queen Elizabeth class) in their own right.
Yeah, about three years ago I started talking with Gx, and about two years ago I started talking with Zoa. Back then I only knew her as his IRL girlfriend, but after last year when she made the Draco? I started viewing her as a fellow builder with a trick or two up her sleeve.
@Galaxees Well, I was here for a long time so it's natural that I picked up a few things from others... And I am working on Zoa's Echostar (used to be Gx's, but well, long story short, he died IRL so Zoa sorta took over his AU) where pretty much everything decision was done through copious amount of sketching.
@LunarEclipseSP Errr.... sorry to nitpick, but... Ol' Ironsides is a heavy sailing frigate.... A galleon looks... ahem, curvier with a raised forecastle and higher aftcastle, whereas a fully-rigged ship-of-the-line have a straighter deck and a lower quarterdeck.
@Galaxees Marvelous job for a first-timer! That said.... here's Tom's Ungrateful Nitpicking Time™: the main gears are a bit too far back (and a tad bit too small), and the engine nozzle looks a bit small for a fourth-gen - especially a fighter meant for insane speeds. More speed means more drag, and more drag means more thrust would be needed - ergo, larger engine cross section.
My suggestion, as usual, would be to make a quick sketch on the aesthetics of any original project beforehand and see where different parts should go and how well they would fit with each other.
@Grob0s0VBRa Yeah, gotcha. Because when I hear "wind-up" the first thing that came up in my mind was something akin to the wave motion gun or similar weapons of that nature (super-heavy spinals that have to be kept charging for a while before unleashing a devastating torrent of pain), so please forgive me if I misunderstood for a bit.
@XtarsAgency On a second thought... I'm pretty sure with the traditional "boquet o' cannons" (aka. one cannon with actual firingDelay and every other cannon with none) you should be able to do a "good enough" job for it... I'm currently working on a clip/mag based system that would only start reloading after a set number of shots are fired, but the delay between each gun have to be larger than 0.02 secs for the system to work properly... and that's assuming high physics.
@Karzigg Yeah, it does give off the same vibes as a (partially) refitted super dreadnought/early fast battleship like the BritishR-class or the Japanese Nagato-class with casement guns and range clocks and whatnot... while also sporting seaplane catapults and late interwar gun directors/optics... that somehow featured no fire control radars whatsoever.
@Grob0s0VBRa Also, if I really need to make a weapon with a lengthy charge-up period before firing... I would probably use a combination of smooth(a, b) and a ? b : c functions. Much more simplistic that way.
@Grob0s0VBRa ... grobs, why the hell does your cannon require a wind-up period? And to be perfectly honest, if I were you and am trying to simulate a rotary cannon, I would use the currentAngle on the rotator powering the barrel assembly to time the cannon hidden somewhere in the barrel shroud... and if the gun was some sort of single-barrel weapon that attains a higher ROF the longer it's fired (eg. revolver cannons and gast guns), I'd just use a variable.
... and here I thought it's the concept that counts?
If you want to use a gun-based system, just use 13 miniguns, all with xml'ed bulletScale, muzzleVelocity, tracerColor, damage, lifetime and whatnot, just remember to keep timeBetweenBursts the same for all guns and burstCount to 1.
.
..
... That said, I myself would probably use a more complex system involving cannon-based intervalometers and detacher/pylon based launchers to lob bombs and rockets on various trajectories to better stimulate the line of explosions.
Is it possible to assign infinite number to the repeat function
Okay... how to explain...
First, my entire experiment is about "how to make sure the stored value only change when I want it to, nothing more and nothing less", and to be perfectly honest, if you just want something to not change after the first input then a simple if-else function works a lot better.
And second, what repeat(a, b) does... is to divide a by b and give out the remainder of the division as the output. I first saw the function being used by @Soldier289 on the IJN Kongō, in which the turrets used such a function to never travel beyond the hardstops while remaining unerringly controllable with just pitch and yaw inputs.
So if you mean "can I simply set the a in the repeat(a, b) function to some arbitrarily large number and call it a day", the answer is "why should you", but if you mean "can the a get too large for the game to register anymore", I guess so? Although I'd assume the game would bug/lag out or the numbers would loop back to negative by then.
@XtarsAgency After watching that video.... I have to say it's less of a "cascade" and more of a shotgun blast of 13 shots: one powerful shot in the middle, and six shots of varied velocities on either side of the central shot. That, coincidentally, was also very similar to the concept behind @Spefyjerbf's Variable Repeater concept... but not so much with real-life weapons.
@Sadboye12 Who's "we"?
Also, keep in mind that cannons can never truely "fire together" per se as there's always a delay between shots, no matter how minor, and if one gun's damaged/jammed the firing sequence would not adjust for the missing gun. However, if you meant "wing guns and miniguns" then... @AtlasAviation has been doing that "combined trace" for a few years now with just miniguns, no coding required. I'm currently working on a clip/mag fed cannon that can only start reloading after the entire "clip" was fired, though.
@spefyjerbf So... how's the prototype? Half of my reason for the burst-fire cannon was an attempt at improving the good ol' Orbidyn Disruptor, afterall.
since I made the racks with reusability/adaptability in mind
... I thought using the pylons is exactly how you make the pylons universal? No matter what's on those pylons, when you press the fire button something gets dropped/launched. This would be especially true on WWII planes with their electromechanical intervalometers that really doesn't care about what they're dropping.
@Kendog84 I'd say the biggest challenge is to always drop the bombs on the bottom hardpoint first before dropping the others... perhaps a cannon can be used to help sequence the bomb release?
Oh also--did you know that rockets on a detacher can be fired remotely (when disconnected from the primary cockpit) by activating the detacher?
And so are missiles and straight-run torps. I've made a cluster bomb a few years back with that principle... and promptly deleted it after realizing how laggy the build is - daisychained detachers and modified weight result in floppy builds.
@Adilan
Well, yesterday you uploaded that not! F9F Panther of yours, so it's pretty clear in whichever AU your world's in, the "G" prefix means "fighter jet". "FJ-4B" was the U.S. Navy designation for their variant of the F-86 Sabrejet, and that specific model carried 4 20mm guns with an ROF at 1000 shots/min each. The guns mounted on the F9F Panther/Cougar (the IRL F9F Cougar was the swept-wing version of the Panther) was the AN/M3 20mm, which had an ROF at 750 shots/min, while the M39 Cannon carried by F-86F-2 and F-86H variants have an ROF at 1500 shots/min. The Navy never had a Sabre/Fury variant with M39 cannons though, but this being your AU so nitty-gritty details like that would be easily forgiven.
+1Yup, the not! F-86 Sabre, the quartet of quick-firing 20-mils is a dead giveaway.
+1@LunarEclipseSP Nah you're more than forgiven - I'm just the ungrateful nitpicker who can't take a joke. Just like all older battleships predating those WWII fast battleships are commonly referred to as a "dreadnought" even though most are either super-dreadnoughts (standard-type battleships) or early fast battleships (Queen Elizabeth class) in their own right.
+1@Ge
Yeah, about three years ago I started talking with Gx, and about two years ago I started talking with Zoa. Back then I only knew her as his IRL girlfriend, but after last year when she made the Draco? I started viewing her as a fellow builder with a trick or two up her sleeve.
@Galaxees Well, I was here for a long time so it's natural that I picked up a few things from others... And I am working on Zoa's Echostar (used to be Gx's, but well, long story short, he died IRL so Zoa sorta took over his AU) where pretty much everything decision was done through copious amount of sketching.
@LunarEclipseSP Errr.... sorry to nitpick, but... Ol' Ironsides is a heavy sailing frigate.... A galleon looks... ahem, curvier with a raised forecastle and higher aftcastle, whereas a fully-rigged ship-of-the-line have a straighter deck and a lower quarterdeck.
+1@Galaxees Thanks! How's the system?
@Galaxees Marvelous job for a first-timer! That said.... here's Tom's Ungrateful Nitpicking Time™: the main gears are a bit too far back (and a tad bit too small), and the engine nozzle looks a bit small for a fourth-gen - especially a fighter meant for insane speeds. More speed means more drag, and more drag means more thrust would be needed - ergo, larger engine cross section.
+1My suggestion, as usual, would be to make a quick sketch on the aesthetics of any original project beforehand and see where different parts should go and how well they would fit with each other.
@LunarEclipseSP
What galleon?
+1Welcome back pal!
+1Beautiful
@UseGooglePlay Thanks! How's the system?
Congrats!
+1Errr... is the in-game winch that bad?
b a b y j u g
+1@Seeras Thanks!
@Grob0s0VBRa
@ZoaMiki
@Whills
@Kendog84
@Spefyjerbf
@XtarsAgency
@Sadboye12 The clip-based cannon, as promised. I will try to write an educational post about how to make them later.
+1@Seeras
@MrSilverWolf
@DeezDucks
Could you please make this upload a successor of this? Thanks!
@Grob0s0VBRa Yeah, gotcha. Because when I hear "wind-up" the first thing that came up in my mind was something akin to the wave motion gun or similar weapons of that nature (super-heavy spinals that have to be kept charging for a while before unleashing a devastating torrent of pain), so please forgive me if I misunderstood for a bit.
+1@XtarsAgency On a second thought... I'm pretty sure with the traditional "boquet o' cannons" (aka. one cannon with actual
firingDelay
and every other cannon with none) you should be able to do a "good enough" job for it... I'm currently working on a clip/mag based system that would only start reloading after a set number of shots are fired, but the delay between each gun have to be larger than 0.02 secs for the system to work properly... and that's assuming high physics.@Karzigg Yeah, it does give off the same vibes as a (partially) refitted super dreadnought/early fast battleship like the BritishR-class or the Japanese Nagato-class with casement guns and range clocks and whatnot... while also sporting seaplane catapults and late interwar gun directors/optics... that somehow featured no fire control radars whatsoever.
+1@Grob0s0VBRa Also, if I really need to make a weapon with a lengthy charge-up period before firing... I would probably use a combination of
smooth(a, b)
anda ? b : c
functions. Much more simplistic that way.@Grob0s0VBRa ... grobs, why the hell does your cannon require a wind-up period? And to be perfectly honest, if I were you and am trying to simulate a rotary cannon, I would use the
currentAngle
on the rotator powering the barrel assembly to time the cannon hidden somewhere in the barrel shroud... and if the gun was some sort of single-barrel weapon that attains a higher ROF the longer it's fired (eg. revolver cannons and gast guns), I'd just use a variable.@XtarsAgency
... and here I thought it's the concept that counts?
+1If you want to use a gun-based system, just use 13 miniguns, all with xml'ed
bulletScale
,muzzleVelocity
,tracerColor
,damage
,lifetime
and whatnot, just remember to keeptimeBetweenBursts
the same for all guns andburstCount
to1
..
..
... That said, I myself would probably use a more complex system involving cannon-based intervalometers and detacher/pylon based launchers to lob bombs and rockets on various trajectories to better stimulate the line of explosions.
@Kendog84
Okay... how to explain...
+1First, my entire experiment is about "how to make sure the stored value only change when I want it to, nothing more and nothing less", and to be perfectly honest, if you just want something to not change after the first input then a simple
if-else
function works a lot better.And second, what
repeat(a, b)
does... is to dividea
byb
and give out the remainder of the division as the output. I first saw the function being used by @Soldier289 on the IJN Kongō, in which the turrets used such a function to never travel beyond the hardstops while remaining unerringly controllable with just pitch and yaw inputs.So if you mean "can I simply set the
a
in therepeat(a, b)
function to some arbitrarily large number and call it a day", the answer is "why should you", but if you mean "can thea
get too large for the game to register anymore", I guess so? Although I'd assume the game would bug/lag out or the numbers would loop back to negative by then.@Kendog84 Thanks!
+1@XtarsAgency After watching that video.... I have to say it's less of a "cascade" and more of a shotgun blast of 13 shots: one powerful shot in the middle, and six shots of varied velocities on either side of the central shot. That, coincidentally, was also very similar to the concept behind @Spefyjerbf's Variable Repeater concept... but not so much with real-life weapons.
@Sadboye12 Who's "we"?
+1Also, keep in mind that cannons can never truely "fire together" per se as there's always a delay between shots, no matter how minor, and if one gun's damaged/jammed the firing sequence would not adjust for the missing gun. However, if you meant "wing guns and miniguns" then... @AtlasAviation has been doing that "combined trace" for a few years now with just miniguns, no coding required. I'm currently working on a clip/mag fed cannon that can only start reloading after the entire "clip" was fired, though.
@spefyjerbf
... and here I thought you solved it half a year before I even had my account?
@XtarsAgency So... how's the prototype?
@spefyjerbf So... how's the prototype? Half of my reason for the burst-fire cannon was an attempt at improving the good ol' Orbidyn Disruptor, afterall.
@ZoaMiki ... oops. And thanks.
@spefyjerbf Thanks!
@ZoaMiki
@Gx
@Bryan5 Thanks! How's the system?
@AtlasMilitaryIndustries
@EliteArsenals24
@Whills
@Spefyjerbf
@Sadboye12
@Kendog84
@Gabriel747
... and I've yet to understand how I even managed to reach gold.
+1My therapist: "The Hawksprey isn't real, it can't hurt you."
+2The Hawksprey:
Good seeing ya again!
@Kendog84
... I thought using the pylons is exactly how you make the pylons universal? No matter what's on those pylons, when you press the fire button something gets dropped/launched. This would be especially true on WWII planes with their electromechanical intervalometers that really doesn't care about what they're dropping.
@Kendog84 I'd say the biggest challenge is to always drop the bombs on the bottom hardpoint first before dropping the others... perhaps a cannon can be used to help sequence the bomb release?
@Kendog84 Also I just have to say Potato21's "Napalm" looks awfully close to Willy-Pete but not that much to actual napalm, white smoke and all...
@Kendog84
What type of ejector rack? Consider me interested.
@Kendog84
And so are missiles and straight-run torps. I've made a cluster bomb a few years back with that principle... and promptly deleted it after realizing how laggy the build is - daisychained detachers and modified weight result in floppy builds.
+1