@SnoWFLakE0s I don't think I explained the issue well enough.
So the stabilizer is like it should be. And on that you put another rotator to make the gun up up or down. And that is connected to the gun. So basically.
[Stab] > [Elev] > [Gun] and since the elevation control is on the stabiliser when you go down a hill the gun elevates extra.
.
On flat ground it works as intended, the gun stays at the elevation you put it on.
But if you go down hill the stabilizer will stay as leveled as it can (let's say 20°) and if you are elevating the gun at the same time that's another 20° because how everything is connected. ( first stab, then elev and last gun) so that basically makes it 20+20
@SnoWFLakE0s nah the problem with it was that it only worked if the gun was facing the same way as the cockpit (could be fixed if the cockpit was on the turret) but then if you put a rotator to elevate the gun (what use is a gun you cant elevate or depress) then if the max is 20 on the stabilizer and on the elevator rotator and if you're going down a hill it could still go up to 40.
.
And you cant stop it with blocks because it forces it's way up or down through the build.
.
.
But if you could add elevation controls to the one you said then that might work.
Wnp78 helped me with such a thing, Personally im too stupid to understand how it works and I couldn't tweak it perfectly to how I wanted it. But be did impress me a lot with his skill and knowledge of this stuff.
@goboygo1 they are indeed bullets :P I was planning on it being uploaded by now but some shit happened and I dont feel like I can make a proper post rn. I gotta see how stuff is tomorrow
@ChisP I think the mass of the projectile does matter actually, and ofcourse drag too. There is a reason that it arcs, but it's best just to use the advanced targeting. It helps you aim and is accurate to where the projectile will go,
@ChisP the diameter is correct, it's the inside of the barrel it measures, not the outside, and the inside is correct (measured with 150mm cannon) as for range idk how you calculated, it all depends on mass, drag, and stuff like that.
@Awsomur Also some updates on the truck, so rn I'm trying to rush out some builds for the beta, buut winter break is closing in and I get more and more time to play. So pretty soon you'll get to test it. (Pretty sure less than a week)
@weebabyseamus Thanks a lot! Its inspired by the Santa nk1 from Terraria. I might add some more weapons though...... maybe a gift cannon or something....
@MrPorg137 and there are some drawbacks with the beta... since it's a beta.... performance is not as good, game is t as stabile... stuff like that..... "A soul for a soul"
@SnoWFLakE0s huh, for me it works fine without any recoil force, there isnt a reason for it to actually blow up since what the recoils force does is applies a force to push the block itself backward (which ofcourse affects the whole plane) and the barrel recoil just moves the barrel back.
.
How about disabling collision on parts that may be in the way or just around the cannon?
Wnp's mods were put in the game because he became a dev. Probably because they asked him if he wanted to be one. And this will probably not happen with the tracks mod creator for a while considering he himself has said he will be leaving sp for a pretty long time.
@CruzerBlade nah I think it's the velocity cuz that is how it used to be worh bomb cannons. But the thing is it doesnt even work on the standard velocity haha. But yeah please let us change inputs for the weapons lmao
@SnoWFLakE0s on the ground. Especially at closer ranges. It seems to work better in things further away, but what use is a tank that cant kill something that is kinda close......
@AircraftoftheRedStar Thankies
@SnoWFLakE0s not really, I dont really understand this stuff haha
@SnoWFLakE0s I don't think I explained the issue well enough.
So the stabilizer is like it should be. And on that you put another rotator to make the gun up up or down. And that is connected to the gun. So basically.
[Stab] > [Elev] > [Gun] and since the elevation control is on the stabiliser when you go down a hill the gun elevates extra.
.
On flat ground it works as intended, the gun stays at the elevation you put it on.
But if you go down hill the stabilizer will stay as leveled as it can (let's say 20°) and if you are elevating the gun at the same time that's another 20° because how everything is connected. ( first stab, then elev and last gun) so that basically makes it 20+20
@SnoWFLakE0s nah the problem with it was that it only worked if the gun was facing the same way as the cockpit (could be fixed if the cockpit was on the turret) but then if you put a rotator to elevate the gun (what use is a gun you cant elevate or depress) then if the max is 20 on the stabilizer and on the elevator rotator and if you're going down a hill it could still go up to 40.
.
And you cant stop it with blocks because it forces it's way up or down through the build.
.
.
But if you could add elevation controls to the one you said then that might work.
@SnoWFLakE0s ye wnp did that for me. And he did one that was a looot more complicated too.
For ios
I think they have enough beta testers
I prefer yaw to rotate the turret (if its stabilized) and vtol or trim for the gun. (If it's not shooting air targets)
Wnp78 helped me with such a thing, Personally im too stupid to understand how it works and I couldn't tweak it perfectly to how I wanted it. But be did impress me a lot with his skill and knowledge of this stuff.
@Mattangi2 haha, first! You can still make one if you want tho
@goboygo1 they are indeed bullets :P I was planning on it being uploaded by now but some shit happened and I dont feel like I can make a proper post rn. I gotta see how stuff is tomorrow
Due to something happening and me not feeling too well ATM I will delay the posting until tomorrow I think..
@ChisP just edit the velocity then.
@ChisP I think the mass of the projectile does matter actually, and ofcourse drag too. There is a reason that it arcs, but it's best just to use the advanced targeting. It helps you aim and is accurate to where the projectile will go,
@ChisP the diameter is correct, it's the inside of the barrel it measures, not the outside, and the inside is correct (measured with 150mm cannon) as for range idk how you calculated, it all depends on mass, drag, and stuff like that.
@ChisP How do you mean? Diameter wise for the part it's correct. Or did you mean something else
@Awsomur Also some updates on the truck, so rn I'm trying to rush out some builds for the beta, buut winter break is closing in and I get more and more time to play. So pretty soon you'll get to test it. (Pretty sure less than a week)
@jamesPLANESii that's great!
@Awsomur this one
@Awsomur Skrattar du, förlorar du. Ooh man I gotta see the meme where it is that but with the sweet, sister, sadistic meme
@X4JB oh. I think it would be better if we could change the input on all weapons
I upvoted because it looks cute
@X4JB pretty sure it is fire weapons.....
@Armyguy1534 Very thanks, it's quite perfect, really
@RailfanEthan Perhaps this is one of the things you let 'em figure out :P
@PositivePlanes Thanks
@BuiltBionixInd10 It will affect builds with cannons since the unit of measurement for the velocity was changed.
Yay a lot of great fixes!
@DPSAircraft idk... that is probably not limited
@xiaofootball idk, good question.
@weebabyseamus Thanks a lot! Its inspired by the Santa nk1 from Terraria. I might add some more weapons though...... maybe a gift cannon or something....
@weebabyseamus Video Here's a teaser-ish thing. Christmasy enough?
@Numbers it is, it just brings you back to the post now instead of upvoting
@MrPorg137 and there are some drawbacks with the beta... since it's a beta.... performance is not as good, game is t as stabile... stuff like that..... "A soul for a soul"
@MrPorg137 In this case it would be more fair for the majority not to be limited by a few
Hmmmmmmmmmmmmmm I have an ideaaa
@Nerfenthusiast good question
@SnoWFLakE0s huh, for me it works fine without any recoil force, there isnt a reason for it to actually blow up since what the recoils force does is applies a force to push the block itself backward (which ofcourse affects the whole plane) and the barrel recoil just moves the barrel back.
.
How about disabling collision on parts that may be in the way or just around the cannon?
@Dllama4 no incconvenience on my end
Wnp's mods were put in the game because he became a dev. Probably because they asked him if he wanted to be one. And this will probably not happen with the tracks mod creator for a while considering he himself has said he will be leaving sp for a pretty long time.
That looks pretty sicc
@Killjoy876 oh okay
@SnoWFLakE0s it's either that or the around is so slow you fly in to it?
@SnoWFLakE0s perhaps you should try lowering the recoil force?
@SnoWFLakE0s yea I figured since I tried looking up a more detailed explanation of clamp yesterday, which was also more programming than math
@CruzerBlade nah I think it's the velocity cuz that is how it used to be worh bomb cannons. But the thing is it doesnt even work on the standard velocity haha. But yeah please let us change inputs for the weapons lmao
@SnoWFLakE0s maybe..... I havent learned the ciel and stuff like that yet. So idk if it's the same or not
@SnoWFLakE0s yes
@SnoWFLakE0s on the ground. Especially at closer ranges. It seems to work better in things further away, but what use is a tank that cant kill something that is kinda close......
@SnoWFLakE0s sometimes, and other times not. But it feels like most of the time it just goes right through, even though the collision isnt disabled