Stormworks: Build and Rescue

Stormworks: Build and Rescue

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ZE Artillery Ballistic Calculator
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Microcontrollers: Calculation, Microcontroller
Tags: v1.15.1
File Size
Posted
Updated
66.919 KB
4 Jun, 2022 @ 6:31pm
20 Jul @ 10:07am
16 Change Notes ( view )
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ZE Artillery Ballistic Calculator

Description
Calculates the turret rotation and elevation angle to hit a stationary target based on its GPS coordinates.
  • Calculates projectile trajectory for all types of mounted guns and rocket launchers.
  • Indirect (mortar) fire mode is available for rockets and cannons with shell projectiles.
  • Complete air drag correction, vehicle tilt correction, and wind correction for both direct and indirect trajectories.
  • Precise angles adjustment to compensate for weak pivots.
  • Limits for rotation and elevation angles for both robotic and velocity pivots.
  • Outputs projectile travel time and indicates if target is out of range or out of angle limits.
  • Minimum target distance for indirect fire mode is 100 meters.
  • Pivot turn speed is calibrated for default gear ratio 1:4. If you need to change their speed, i recommend to do it only with the corresponding slider in controller properties.
  • Set all target coordinates to 0 to reset the turret position.
  • Cannon orientation on vehicle spawn can be any, like forward, backward, left or right.

Designed to hit only stationary targets, has no tracking prediction logic, and requires a couple of seconds for pivots adjustment after every change of target coordinates. Any additional tracking controllers will be ineffective.

Demo example
Partially based on Inverse Ballistic Calculator by FN-20
179 Comments
Uran_Wind  [author] 24 Jul @ 11:35am 
These are the world coordinates of the target, same as GPS coordinates.
j4yd3n201 23 Jul @ 9:19am 
how does the X and Y work on the controller i dont understand it
Jaidy!! 20 Jul @ 3:13pm 
Thank you !!
Uran_Wind  [author] 20 Jul @ 10:09am 
Hi, thanks for the analysis. Updated the controller with your value.
Jaidy!! 19 Jul @ 4:45pm 
hello, little follow up

Was able to fix the issue by setting the drag coefficient in the array to 0.00098 as opposed to 0.0001. Not sure if the number was always wrong, or if the changed it, but it seems to work accurately now
Jaidy!! 18 Jul @ 11:38pm 
hello, banger controller as always

although unfortunately it seems to be inaccurate for Artillery cannons, as in direct it tends to fall short and in indirect it overshoots by around 100 metres. I’m unable to figure out what’s going wrong, but I recreated the issue on the demo vehicle to make sure it wasn’t me failing to hook up the logic correctly. and this also happens on all physics types

do you happen to have any ideas on what might be happening?
Uran_Wind  [author] 3 Jun @ 8:42pm 
No, barrel extensions do not affect the cannon range.
Talos 3 Jun @ 3:05pm 
can it account for barrel extensions?
Nick Name 27 Jan @ 4:19am 
Ah, thats a shame.
Uran_Wind  [author] 27 Jan @ 3:46am 
Hi, im too done with this game and dont want to make any fixes and add new features, probably another controller capable of indirect fire would be more accurate.