I'm starting to build some vehicles for a new carrier, and the bomber comes first. When they're all finished, I'll put them onto the steam workshop all at once.
Пікірлер: 20
@tekoimming194311 ай бұрын
You are not the only one complaining about the aimpoint problem. I do too XD. Thinking about it now, how about using multiple AIs to get multiple aimpoints and connect them all to the gun. Together with extra constraints of the field of fire it should enable it to only try to shoot at things it can actually fire at. But I gotta test that
@tekoimming194311 ай бұрын
Nevermind, it doesn't work. At least in my testing, with the use of ecfof and multiple AIs, i can't heighten the "fire rate" at all. But curiously enough, setting aimpoint selection to random increases the probability of shooting at all by about 100 to 125%. I have no clear understanding why though.
@DarkKinou11 ай бұрын
Ignore adjuster allows the charge behaviour to ignore settings in the adjustement tab of the AI, those are altitude above land/sea and collision avoidance. You could use your missile bomber AI to juste line up the whole craft with the CoM of the target and manually fire (the GBS can send a firing trigger) when close enough. This way you don't rely on the LWC being able to fire at the current target point.
@vaultence985911 ай бұрын
Here I was looking for a FTD series to learn from and my favorite FTD creator comes out right in the nick of time.
@Crytum11 ай бұрын
honetly i had more luck with burst plasma compared to shotguns. the bursts tend to dig deep rather than spreading the damage, which makes them very good at taking out vital systems of the enemy craft
@messymessr11 ай бұрын
Yeah, the splitters seem like they're better for anti air than big targets. Bursts seem to hit or miss together for the most part, so a whole burst might lead or trail a small target where the spread from the splitters seem to ensure at least some of the charges hit. It's a bit weird, though. Plasma seems to be intended for more heavily armored targets, yet its the only projectile system with a true shotgun, while small, agile flyers tend not to have so much armor. If multiple plasma turrets could share power sources like laser systems do, it would make sense to equip a craft with a shotgun for occasional use against pesky flyers. As it is now, you start with an anti-armor specialized platform and then reduce its effectiveness against armor to increase its chances of hitting flyers. Maybe there is a niche of moderately armored yet still pretty evasive craft for which a plasma shotgun would be efficient, but I wonder how often a player needs a turret dedicated to that type of enemy. It's still cool either way.
@bungalowbill52111 ай бұрын
I was worried that the damage boost on the splitter wasn’t big enough to be worth it, and I think that turned out to be the case. The main problem is that the splitter is really only good at
@nocanseegreen384511 ай бұрын
16:44 I know it's not a very good option, but it could be possible to have an ACB tell the plasma guns to fire whenever a target gets close, I'm sure lua or just having the AI be better would be better but it's a possible patch-fix
@Garethaxz11 ай бұрын
I can confirm this works You can even use a sequence of ACBs to ensure the target is in front of your craft and that you're within a reasonable bearing before firing. ACBs are extremely powerful, I just wish they were as volume, resource, and defensively efficient as lua or breadboard -- which give you infinite volume and efficiency scaling for 1 block I know most of the KOTL and hardcore fans would rather hang me than consider it, but lua and BB should require GPP based on their complexity and or number of variables/functions
@bungalowbill52111 ай бұрын
I am thinking of doing this. The CIWS controller will some for the same point as the breadboard. I won’t be able to tell if the gun is actually aimed at the target, but it should be good enough. I’m also thinking of making the altitude profile a sine wave instead of sawtooth so that it doesn’t flair so much at the bottom. That’ll make the guns more likely to be on target.
@onerxowns220211 ай бұрын
Use Forward Facing mantlet and place it sideways, this will made it shoot up and down plus left and right with quite a range of motion. This will definitely FIX your (can AIM, can't shoot problem)
@comrad_501611 ай бұрын
I mean, you can make HEAT missiles just using frag warheads, without the head, just set the warheads frag cone to 1 degree
@badpeoplearebad393411 ай бұрын
Instead of using pitch for altitude control, put control surfaces for up/down movement. That way, you can decouple pitch and hover
@bungalowbill52111 ай бұрын
It's the coupling between yaw, roll, and hover that's hard to deal with. Part of it is that yaw/pitch cut the throttle, but part of it is that the moment of inertial for this craft is a bit wonky, so it rolls and pitches when it yaws. I suspect that the yaw axis is the secondary axis of the moment of inertia which makes it particularly unstable, but I don't think that this game will show you principle axes and the inertia tensor, so there's really no way to know.
@killcat197111 ай бұрын
Star Wars looking? Try Babalon 5, it looks a lot like a Starfury.
@bungalowbill52111 ай бұрын
So, Star Wars at home.
@RMMinc11 ай бұрын
I had a stupid idea to just turn barrels sideways for more horizontal angle xD. But yeah turret would be so much easier. Although, wouldnt little longer range burst or 2-3 very high charge shots to the side of enemy be also very efficient?
@messymessr11 ай бұрын
I would like to see a direct comparison with similar firepower. I'd imagine This method would be great at punching big holes in large targets.
@jog79411 ай бұрын
Do you upload your vehicles to the steam workshop?
@bungalowbill52111 ай бұрын
I do, but this one won’t be going up until I’ve finished the entire carrier. I’m going to keep tweaking until then.