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Pitch/Roll Proof turret (TankStab/BomberTurret)

5,218 krevedkopro  3.5 years ago

This is a simple turret with even no prediction, but it's HUGE advantage that it uses relative coordinate system for aiming, so it does not care about your craft's pitching/rolling/etc Also it is based on my old test car, where cockpit located inside turret, but current new code allows simple turret offset relatively to the cockpit.
I will add prediction in future.
UPD1: prediction for wing guns is done:
https://www.simpleplanes.com/a/d3mLSU/Bomber-Turret-FT-AI-Test-Plane

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Spotlights

General Characteristics

  • Created On Windows
  • Wingspan 27.5ft (8.4m)
  • Length 39.7ft (12.1m)
  • Height 16.8ft (5.1m)
  • Empty Weight 3,436lbs (1,558kg)
  • Loaded Weight 3,582lbs (1,624kg)

Performance

  • Wing Loading 1,521.4lbs/ft2 (7,428.3kg/m2)
  • Wing Area 2.3ft2 (0.2m2)
  • Drag Points 11569

Parts

  • Number of Parts 35
  • Control Surfaces 0
  • Performance Cost 192
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  • Profile image
    2,016 NikoFox

    I feel challenged

    3.5 years ago
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    5,218 krevedkopro

    @YamatoAirlines sure

    3.5 years ago
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    Can I use it in my builds?

    3.5 years ago
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    I like how you used "Doge" as a comparison lol.

    +2 3.5 years ago
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    5,218 krevedkopro

    @DenizLion thanks, all work i made was just for having a grounds for publishing this meme

    +1 3.5 years ago
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    nice meme

    +1 3.5 years ago
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    Wow this would have definitely helped my As-21 lol

    3.5 years ago
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    @krevedkopro
    Thank you!

    3.5 years ago
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    5,218 krevedkopro

    @PlanariaLab yes, i used rotation matrix and Euler angles, and then "debugged" final result by adjusting some +- signs, which is not intended by math methods. Maybe there were some mistakes, maybe the game uses left-handed CS and Longitude = -X in fact, i dont know(in fact i get left-handed system after rotation, and just put - before relative X so it become right-handed).
    You can use my code, but as there no custom variables in the game, it seems messy and so hard to be reversed. I want to finish work with this, and then post a pdf sheet with detailed explanation how it works.
    Super-short instruction how to do rotation:
    1)find out sequence of rotations, in SP its ZXY =Heading+Pitch+Roll
    2)multiplie rotation matrixs, related to the rotation axes, in opposite direction! so for SP this direction is YXZ, you can find that matrixs in wikipedia and use mathcad etc for multiplying
    3)multiply resulted from 2) matrix on column matrix (XYZ) where XYZ - old coordinates and you will get column matrix (xyz) with new coordinates
    4)Theoretically, you have to input negative(not in-game sign, but positive = CCW in right-handed CS and CW in left-handed) angles in it, but practically i adjusted signs of angles manually

    +2 3.5 years ago
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    29.4k Nerfaddict

    @krevedkopro this was what i was thinking of the term

    INVEST

    +1 3.5 years ago
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    About the rotation matrix, I knew there was a formula, but I never understood how to use it...
    If you don't mind, can I use your code as a reference?

    +1 3.5 years ago
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    Did you use a rotation matrix after converting to relative coordinates, perhaps?
    Anyway, this is great, good job.

    +1 3.5 years ago
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    59.9k Scharnhorst

    @krevedkopro
    It's very interesting.
    Great FT.

    3.5 years ago
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    52.5k Astro12

    I did a similar thing, just didn't post it. The principle is based on the fact that the guidance system is always directed correctly (in fact, they connected the gyrocompass with the turret)

    3.5 years ago
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    5,218 krevedkopro

    @Scharnhorst i think you can be interested in it.
    @Nerfaddict what about investments?

    +1 3.5 years ago