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.
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.