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more things i'm doing

2,723 GeneralPatrick2  4.3 years ago

I love me some anti-aircraft weapons, and with the new cannon parts my 1000% brain has made many brain ideas to use the cannons as anti-aircraft. So expect at least 1 or 2 anti-aircraft weapons or vehicles! My favorite ones I'm doing right now are a Panther (by pancelvonat) with a quad 20mm AA gun turret and the Jackhammer with a quintuple-mount 50mm anti-aircraft turret modification. They both look nice, and I had to put like 15x the effort into the Panther since it decided to give me errors like 3 times before I could save. But it looks nice and has a cool, original turret design. And it's super satisfying to fire the 20 mils.

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    @TrislandianAlliance haha we're the same in that aspect then

    4.3 years ago
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    @GeneralPatrick2 i know, its ok, im also love to type unneccessarily long comment just to explain stuff in depth

    +1 4.3 years ago
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    @TrislandianAlliance hopefully that's not too much text to read through, I'm good at writing a lot of stuff at one time when I get too far into something, and I hope you understand and that it helps you

    4.3 years ago
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    @TrislandianAlliance Take a calculator, and look at the cannon's properties. Look at the shell's velocity. For me I switched to metric measurements because kilometers are easier than miles. Look at the velocity in meters/second, then decide the distance you want it to go boom at. 3km, 4km, 5.5km, whatever. Take the calculator and input (in meters) the distance you want the shell to explode at. For example, if you want it to explode at 3.75 kilometers, put 3750 into the calculator. Then divide it by the shell's velocity. For example, let's say the shell flies at 750 meters a second. Divide 3750 by 750, and you will get a number. That number will be the amount of seconds the shell needs to get to the distance specified. In this instance, it would be 5 seconds. Once you have that number (5 seconds in this case), select the cannon and open Overload. Go to Cannon in the drop-down menu at the top of the menu, and look for the property labeled lifetime (or something similar-looking, I dunno what it is exactly. It says lifetime somewhere though). Delete the property in the box to the right of "lifetime" (it should be a large number starting with 3 and ending with an E+something or other) and then replace it with the time you got from dividing (in this case, 5). The shell lifetime property is measured in seconds. After changing the lifetime to what you want, press the check mark on the menu and you're good to go! The shell should explode at the distance specified (in kilometers, unless you want to do it in miles and have done this with feet per second instead. either way works).

    4.3 years ago
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    How do you count the exact distance?

    +1 4.3 years ago
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    @GeneralPatrick2 first, that was interesting, second, that is not short answer

    +1 4.3 years ago
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    @TrislandianAlliance Short answer is a yes, I have been. Underneath is the big answer I have.

    Yes, I've been working on that. I downloaded an old Flak 88 that someone made, it didn't have weapons, but it had full traverse, and I used that as a base for a Flak with multiple different fuse times. Right now it's got a non-fused shell, a 3km fuse shell, and a 6km fuse shell. I prefer using distances to measure the fuses rather than time because it's more precise for where you want to shoot it. I use my calculator to do it, by dividing the distance I want (in meters) by the speed of the shell in meters/second to get a number, which is how many seconds the shell needs to be in flight before exploding to get to the specified distance. It's simpler than I might be describing it as, but I think it works well. The timed fuses work just as I want them to, I just suck at killing planes with it since the shells don't have a big blast radius so it's hard to kill plaen.
    For smaller caliber weapons like the 20 mils on the Panther and the 50 mils on the Jackhammer I don't have different shell types because there's more than one gun and they shoot quickly so there's just the one fuse. Reasoning for the one fuse and no more is because they'd be less useful past that range, and they shoot fast enough to where they'd probably be good from that range and closer in. And like I'd said, there's more than one gun. It's hard to have multiple shell types when there's more than one gun, because to get the multiple shell types I have to have more than one cannon in the same spot, all hooked up to an activation group to switch between them.

    4.3 years ago
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    Do you set the cannon to explode at certain timing, so say one explode after 10 second, this one explode after 7 and so on and so on?

    +1 4.3 years ago