Space Engineers

Space Engineers

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AK-8/125 Autocannon (stateless)
   
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14 Feb, 2022 @ 1:20am
13 Dec, 2022 @ 6:09am
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AK-8/125 Autocannon (stateless)

Description
Script would fire the barrel that is lined up with a reference block (welder).
Add a cockpit, then use welder from its' toolbar. LMB welder click would trigger rotary action and firing.

You can redesign it in any way, adding more rotors to the group. For higher RPM (i.e. double rotor stacks) you'd need to tune their phase offsets.

Additional note: set your rotors braking torque. The script stops rotors by turning them off rather than velocity inversion.

The script: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901324283
14 Comments
cheerkin  [author] 9 Jan, 2023 @ 6:41am 
You can use manual firing by welder tool activation from toolbar, but WC breaks all sorts of automated triggering (via HudDog or AutoPillock). I.e. there are two main ways of starting salvo - either user-controlled (welder on toolbar, switching timer on/off manually) or by external script (which controls timers on its' own). Btw, there is a script upload as a separate WS item with more info (AWT).
kaney777 8 Jan, 2023 @ 3:57am 
Hey sorry, your grave drive interceptor has brought me back to playing with this again :) Is there any way to make the AK-8 system work with Weapon Core 2.4? It rotates fine but doesn't fire at all due to the odd things weapon core does. Is it feasible to remove the programmable blocks and have a timer fire each barrel as it rotates to the top again on a weapon core server? I love the Draken but grav drives and all sorts of fun stuff are banned on my server :(
cheerkin  [author] 29 Aug, 2022 @ 11:33pm 
There are currently very few ways of mouse click detection in scripts provided by keen: shooting a weapon, ship grinder and ship welder.
cheerkin  [author] 29 Aug, 2022 @ 11:31pm 
In this version, no. The reason I'm not doing this - the welder is used not only for weapon activation with mouse click, but also as a "trigger axis" where the code unblocks a gun for shooting. Consequently, I have to place this activator block exactly behind one of four positions where guns end up shooting (in this build, it is aligned with that door through which we shoot). If we change welder to some type of weapon guess what happens. And if we turn that weapon off, or deny it of ammo, i.e. block its' shooting in some way, then the code won't be able to detect its' activation, and the 1st function won't work.
colonel_zac 29 Aug, 2022 @ 11:22pm 
Sorry for jumping in on this old conversation, but wouldn't another weapon that's not apart of this cannon work as a replacement for the welder?
cheerkin  [author] 10 Jun, 2022 @ 9:40am 
No, it's either welder or grinder, otherwise no mouse click detection.
kaney777 10 Jun, 2022 @ 9:03am 
Hi, any chance of an example script on how to actually fire please and is there any way to use a different block to a welder as we are limited to 6 per faction on our server.
cheerkin  [author] 14 Apr, 2022 @ 5:13pm 
Yeah, gotcha. I'll add those to the list.
Denis J :P 14 Apr, 2022 @ 9:20am 
And maybe if is possible made bigger detection range for welder, with number setup possiblility of detection range, there is problem if too wobbly weapon running so fast, the welder not detect all cannons, but also is good not wobbly weapon shot precisely with thin detection range.
Denis J :P 14 Apr, 2022 @ 9:07am 
The clangy idea with hinges is, i trying squeze as much as possible guns in small place and make them shot every gun only once by one sequence run. If the detecting reloading weapon is that hard, maybe make only function what turn off timerblocks when welder is off in group and turn on all timers if welder is on like with rotors. So user can setup endless running loop sequence with timers and pistons what will freze (turn off timers, pistons, rotors) when weapon is not shooting.