@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.
... 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.
@Kendog84
Yes on both accounts, depending on what you mean. A lynx-type torpedo is a custom-built projectile powered by either a rocket or infinite rotator, and connected to the launching sub with a winch (similar to wire-guided torps IRL) so that the cannon wouldn't be disconnected with the launching vessel.
@Kendog84 Once again, waterproof doesn't help you with missile despawning - it just meant it wouldn't automatically become a dud upon contacting with water.
@Kendog84 @Leviatham
My personal recommendation? if you're making an ASW torp, just use a rocket as the basis. In real life, ship-launched ASW torpedoes carry less than 100lb (45kg) of explosives, while those heavy sub-launched keelbreakers often carry 650lb (250kg) or more... so I guess you can just strap a dozen (deactivated) rockets to the torp and call it a day?
@Kendog84
The cannon trick is something used widely by @Mintlynx, which is a cannon {Cannon-1} part with {projectileLifetime} or {fuseInput} set to zero, {projectileType} set to explosive, plus a high {explosionScalar} or {diameter} (or both) to cause a massive explosion when the shell is fired (cannon projectiles will disappear underwater too, but not if they detonate before the game engine tells it to despawn). The issue is it's all but granted to be command-detonation and if the toepedo have already impacted the target the cannon might break off from the impact, rendering it a dud.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
I think I know what you're talking about, but I'm also pretty sure the missile will keep its tracking and proximity detonation assuming you're using fire-and-forget missiles like the Inferno {Missile-Ground-1}, Cleaver {Missile-Ground-2}, or Interceptor {Missle-Long-1}.
Either way, here is my tutorial on how to make such missiles, although given the parameter of "submarine torpedoes" I doubt missiles would be that useful given they disappear under water.
@RamboJutter My personal revised model, here. The prop coding was all mine, but feel free to include them in your future creations as long as credit is given. Everything else is just common knowledge.
@RamboJutter Found out the hard way that setting the anti-gravs at 90mph was the hard limit on a full-throttle takeoff - if they kick in before that it would end up with the plane slamming back into the ground... and somehow when that plane is at 50% throttle the antigravs can be set to activate at 60mph and the planes gently kicks off the ground.
@RamboJutter Tried to mimic the effect of a constant-speed prop... and promptly realized that somehow pushing the engine anywhere beyond 75% before reaching 60mph would cause an automatic propstrike now.
@RamboJutter Also, what, exactly, is "V"? I didn't see anything resembling that in the variable setter. And when I tried to use it as-is, the game said I need to define "V" first.
@Seeras
@MrSilverWolf
@DeezDucks
Could you please make this upload a successor of this? Thanks!
@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@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@Kendog84
About 50ft or 15 meters.
+1@Kendog84
Yes on both accounts, depending on what you mean. A lynx-type torpedo is a custom-built projectile powered by either a rocket or infinite rotator, and connected to the launching sub with a winch (similar to wire-guided torps IRL) so that the cannon wouldn't be disconnected with the launching vessel.
@Kendog84 Once again,
waterproof
doesn't help you with missile despawning - it just meant it wouldn't automatically become a dud upon contacting with water.Fallout Stingray, anyone?
+1@Kendog84 @Leviatham
+2My personal recommendation? if you're making an ASW torp, just use a rocket as the basis. In real life, ship-launched ASW torpedoes carry less than 100lb (45kg) of explosives, while those heavy sub-launched keelbreakers often carry 650lb (250kg) or more... so I guess you can just strap a dozen (deactivated) rockets to the torp and call it a day?
@Kendog84
+2The cannon trick is something used widely by @Mintlynx, which is a cannon {
Cannon-1
} part with {projectileLifetime
} or {fuseInput
} set to zero, {projectileType
} set to explosive, plus a high {explosionScalar
} or {diameter
} (or both) to cause a massive explosion when the shell is fired (cannon projectiles will disappear underwater too, but not if they detonate before the game engine tells it to despawn). The issue is it's all but granted to be command-detonation and if the toepedo have already impacted the target the cannon might break off from the impact, rendering it a dud.@Kendog84 @Leviatham
I think I know what you're talking about, but I'm also pretty sure the missile will keep its tracking and proximity detonation assuming you're using fire-and-forget missiles like the Inferno {
Missile-Ground-1
}, Cleaver {Missile-Ground-2
}, or Interceptor {Missle-Long-1
}.Either way, here is my tutorial on how to make such missiles, although given the parameter of "submarine torpedoes" I doubt missiles would be that useful given they disappear under water.
+2@MANYU19 No? I haven't really grasped the method to build high-quality ships - plus, I don't build replicas.
+1Radial P-38, right?
+1Nice as always! And good to see ya again.
+1Hey, good t' see a fine an' proper aerostat from ya, RJ!
@KingOfTypos Simpleplanes in simpleplanes when
@Robomo119DerMustangKiller @SomeSPGuyWhoLikesLore
+3"What the hell was on 572’s right wing?"
@RamboJutter Mine was 1.12.128.0.
@RamboJutter Which version are you using again?
@RamboJutter
.
..
... you know where the variable setter is, right? Here are two screenshots on what it's supposed to look like.
... just wait until you see the small bombs opening up and dropping even smaller bombs!
+1@RamboJutter My personal revised model, here. The prop coding was all mine, but feel free to include them in your future creations as long as credit is given. Everything else is just common knowledge.
@RamboJutter Found out the hard way that setting the anti-gravs at 90mph was the hard limit on a full-throttle takeoff - if they kick in before that it would end up with the plane slamming back into the ground... and somehow when that plane is at 50% throttle the antigravs can be set to activate at 60mph and the planes gently kicks off the ground.
@RamboJutter Tried to mimic the effect of a constant-speed prop... and promptly realized that somehow pushing the engine anywhere beyond 75% before reaching 60mph would cause an automatic propstrike now.
@RamboJutter Yeah, V felt pretty buggy as of now... I'm testing with a revised code using IAS, and the results are pretty promising.
@RamboJutter Also, what, exactly, is "V"? I didn't see anything resembling that in the variable setter. And when I tried to use it as-is, the game said I need to define "V" first.