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Cannon and it's modifications (Funky Trees)

952 JeffersonAirraid  one month ago

Hello everyone, it's me again. I have a dome very interesting questions about Cannons. Everyone knows that you can make a Cannon with proximity detonators, which are good against Aircraft (of course if well made). But I'm making some of them, and I got 1 question about their power. The question is: Is that possible to increase AOE of Explosion without increasing the ExplosionScalar? I want to create AA that will cover large zone, but also will have smaller damage, that will be enough to destroy Plane, but not enough to kill Destroyer from 1 shot.

Another question - is that possible to make Cannon, that will shoot different shells with different power and damage, that will be chosen depending on the target (proximity detonator shell with 5-10 ExplosionScalar for Aerial targets and basic explosive slug shell with other power for Ground and Sea targets).

Is that possible to make any of these? If yes, then please help me, I want to make good 127mm Dual purpose Gun that will one shot planes but will need to shoot multiple times to sink Destroyer.

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    @SILVERPANZER hello, I have question. You look like a SP player who knows pretty much about guns. Do you know is that possible to, like, choose the order in which the cannons will fire. Cuz I want to start shooting from 1 certain gun, not from any random guns. Is that possible to set something in Funky Trees?

    one month ago
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    @SILVERPANZER if you will Disable Aircraft Collision for AA Cannon then it just won't damage any planes, not only your, but also enemy

    So I disabled it for Ground one, and it worked. Now 127mm Dual purpose is really cool

    one month ago
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    61.7k SILVERPANZER

    @JeffersonAirraid Yes, the type of role also has an impact.
    But it is better not to put two cannons in one, since the collision will detonate the projectile on the gun, you can turn off the collision on the air-to-air gun (this will not weaken the explosion, but there will be no kinetic impact when in contact with parts and crafts) or extend one of the cannons through the piston.

    one month ago
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    @SILVERPANZER hm, 2 different guns in 1 place. Hey, 1 question - if I place 2 Cannons at same coordinates, but make one of them with Disabled Aircraft Collision, will both guns fire without colliding with each other? Because then it will help me to make 127mm dual purpose turret, that will fire Flak shell at Aerial enemies and Normal shells at Ground and Sea targets (one Cannon will be only active when "Air to Air" active, other when "Air to Ground" active)

    one month ago
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    61.7k SILVERPANZER

    fuseInput: TargetSelected? (TargetDistance / (PV - rate(TargetDistance))) : X

    or

    (TargetSelected) ? clamp(((((PV - rate(TargetDistance)) * sin(asin(((TargetDistance) * 9.81)/(pow((PV - rate(TargetDistance)), 2)))/2))/9.81) * 2), 0.1,Y) : X

    PV - Projectile Velocity
    X - Time for the projectile to detonate if no target is selected.
    Y - Maximum time for a projectile to detonate if a target is selected (second code).


    Yes, ExplosionScalar increases the explosion radius, but it will still destroy everything.


    You can install two guns with different XML settings and names, and have the active gun extend using a piston or a control base.

    +1 one month ago