Barotrauma

Barotrauma

AUTOAIMING TURRETS
58 Comments
Topchin 15 Apr, 2024 @ 8:38pm 
@Halepa, hi! Thanks for the great work on the trigonometry and auto turret logic.

I would like to use your creation in my sub which i will post in a workshop, so i would like to ask your permission officially.
Aristod 12 Oct, 2023 @ 7:46am 
hello, for my purposes I want to increase its radius, can you tell me where to adjust more accuracy, the turret shoots too high at a long distance, it needs to be lowered a little
Генерал Жмышенко 26 Apr, 2023 @ 2:12pm 
Ждем когда Россия победит.
JoshX9706 3 Feb, 2023 @ 8:19pm 
when i load it in the test drive, the turrets can only very slowly turn and cant shoot a crawler very well. is this a limitation or is it not working as intended
Halepa  [author] 3 Feb, 2023 @ 8:22am 
updated to the latest version of barotrauma.
Halepa  [author] 12 Jan, 2023 @ 12:52am 
@NitotiN it supposed to appear in ItemAssembly tab in the editor
Asoma 10 Jan, 2023 @ 10:45am 
how to put it in the editor?
Halepa  [author] 2 Jun, 2022 @ 7:28am 
Folks, unfortunately the work on the next genertion of turrets is paused at least till the end of russian invasion. Sorry, my thoughts are far away from Barotrauma now. And I do not expect that this will change in nearest future.
Stand with Ukraine and support us!
And huge thanks to ALL the supporters, especially from US and Poland. We do appreciate each and everyone who helps us fight russian occupants.
Kookoorooza 7 Jan, 2022 @ 12:07pm 
But hey...
Halepa  [author] 6 Jan, 2022 @ 11:47pm 
@Kai Asianman, maybe something is wrong with the fire controls (this item assembly with Rate of Fire, Safety and ON/OFF buttons). Most likely auto-aim it is just turned off. But it is hard to tell from your explanation and without any screenshots so I can only guess here.
Kaikai 6 Jan, 2022 @ 8:47pm 
For some reason mine refuse to fire, even though I have everything set up the same way
I also took a look at the outpost and even copied the guns from it instead of using the assembled items and it just doesn't work for me
Kookoorooza 2 Jan, 2022 @ 6:26pm 
@mirtar1 but what is the problem make all detectors detect only humans?
Kookoorooza 2 Jan, 2022 @ 6:25pm 
Hello. Im interested how do you came up to this? What kind of knowledge do you has and how much time waste on working prototype(Если что понимаю и русский)
Mirtar1 19 Dec, 2021 @ 5:28pm 
Awesome sauce
WindSheep 19 Dec, 2021 @ 6:24am 
target human on searchlight? nice idea :D
Halepa  [author] 19 Dec, 2021 @ 5:56am 
> Twisted question, is there a feature where it ignores the monsters and just targets humans?
Never thought about it. But will consider it in future release! thank you!
Garrett_Wilson 19 Dec, 2021 @ 4:16am 
This is awesome! I had a similar idea of using a grid of detectors and using an atan component, but my geometry skills are super rusty. I'm excited to see how you did it
Mirtar1 17 Dec, 2021 @ 11:15am 
Twisted question, is there a feature where it ignores the monsters and just targets humans?
WindSheep 2 Dec, 2021 @ 8:34am 
(ゝ∀・)that's okay...glad to hear that
soft fire makes more sweet malt
Halepa  [author] 2 Dec, 2021 @ 7:40am 
@WindSheep
Features I am planning to include in new version are quite sophisticated and hard to imlement, the most important are:
- better friend-or-foe system, which will allow you to swim around the submarine and allow turrets to shoot non-humans enemies but not you (in current version turrets are turned off in case human is detected),
- bigger range and range control(you will be able to restrict the range and do not shoot through the walls),
- way to extend the shooting areas(most submarins are not rectangular, so it would be nice to have less blind zones).
Frankly speaking there are so many things to do IRL(especially at the end of the year) that there is not that many energy left to do the turrets after the working day, so I mostly do it on weekends.
And it turned out that I am not really good at estimations and I am really sorry about that.
Mostly likely will finish it in the beginning of 2022.
Thank you for your interest and for thank you for your patience!
WindSheep 2 Dec, 2021 @ 3:21am 
so.....
where is the new one :)
Halepa  [author] 31 Oct, 2021 @ 1:00am 
> next generation of autoaiming turrets
sorry it will be delayed because of IRL activities
Halepa  [author] 23 Sep, 2021 @ 10:10pm 
@Salmael Nox, you can open an outpost example map (AUTO_TURRETS.sub) included here to have some example how to deal it.
Signal from ON/OFF repeater should be passed to set_state of the green relay called position controller, signal from SAFETY repeater should be passed to set state of the yellow relay called safety controller and finalyl you need to pass signal from RateOfFire(ROF) repeater to the signal_in_1 in red relay called fire controller.
Ah you also may need to power up the coilgun and link it to the ammo. That is it.
Hope this helps :)

i am working on the next generation of autoaiming turrets with 2x more range and few other features and will add some extra screenshots with explanation of the wiring. But it will be finished in a month or so I suppose. Just a LOT of things to do and check and it is hard to give a precise estimation.
Salmael Nox 23 Sep, 2021 @ 2:04pm 
This is the kind of moment where I hate to suck at wiring. I can't even reproduce what seems to be a not that super hard thing to do.
Halepa  [author] 22 Sep, 2021 @ 8:51pm 
>Safety supposed to be turned off when you deal with another submarine with humans.
also it may be fun to turn it off in case you are traitor :)
Halepa  [author] 22 Sep, 2021 @ 8:50pm 
Safety allows turrets to stop shooting humans. Make sure safety is on while you leaving the submarine - otherwise you can be shot by your own turrets. Safety supposed to be turned off when you deal with another submarine with humans.
crow36 22 Sep, 2021 @ 11:30am 
what is the safety feature? can you explain?
Halepa  [author] 22 Sep, 2021 @ 7:58am 
@Akina indeed, thank you!
Akina 17 Jul, 2021 @ 4:11pm 
rear's turret deviated when upward aiming
JJFats 27 Jun, 2021 @ 12:54am 
Yea, I have absolutely no idea how to get this to work at all lol. My engineering skills are null.
Abbys Watcher 22 Apr, 2021 @ 6:27am 
How good is it coping with multiple targets from 2 different sides of the turret?
Halepa  [author] 29 Jan, 2021 @ 9:51pm 
ZAJL, yes it should be ok to remove part of motion detectors. And it is ok to move motion detectors closer to each other as soon as you maintain same distance between ALL motion detectors for this turret(otherwise shooting will not be precise).
ZAJL 27 Jan, 2021 @ 5:06pm 
this time I am a lot better at wiring and sub building, but I still got a stupid question. what will happen if I remove some of the motion detectors, nothing should happen, but just want to know, and what will happen if I shift the motion detectors closer together? I want to make it fit a specific hole on the sub and would need to do both to accomplish that
Halepa  [author] 28 Dec, 2020 @ 1:59am 
Glad you like it!
shevatyl 25 Dec, 2020 @ 6:02am 
Thanks for the great mod, i'm using it right away!
Halepa  [author] 12 Dec, 2020 @ 11:42pm 
@ZAJL Please use included AUTO_TURRETS.sub as a reference. Basically you need to wire signal from on/off controller to set state of turrets position relay(green), safety signal to set state of safety relay(yellow) and pass fire rate signal to signal input in red relay.
ZAJL 12 Dec, 2020 @ 2:43pm 
How the hell does one use this? is it drag and drop or do I need to wire it? and what would I wire where?
Halepa  [author] 7 Dec, 2020 @ 10:42pm 
Thanks!
Artanis 7 Dec, 2020 @ 7:12am 
This is great work!
Kookoorooza 4 Dec, 2020 @ 7:52am 
Thats crazy
Halepa  [author] 30 Oct, 2020 @ 4:04am 
@Dorai-Yu I made some investigation and can say that values above 120Hz in oscillator does not make big difference for coilgun fire rate.
so I advise to change values in "signal check component" to 240 (max frequency ever), 60 and 5
so you will have 3 firing modes: high fire rate, medium rate and "ammo saving mode".
I will post an update later.
Richard Mc Nutbuster 17 Oct, 2020 @ 2:51pm 
i changed the values on your firerate another day, but it kinda capped at 10, no matter what i put in it just didnt change for my feeling
Halepa  [author] 17 Oct, 2020 @ 1:50am 
Hey!
Just posted a new update with even bigger range! Hope you enjoy it!

Technically it is possible to increase the range even further but i am afraid that huge amount of motion detectors can affect multiplayer experience.

@Dorai-Yu regarding fire rate - you can tune it using SignalCheckComponents which are wired with buttons in AT-controllers item assembly. The bigger the value the more frequently it suppose to fire.
Richard Mc Nutbuster 11 Oct, 2020 @ 7:52am 
i just wiffed some stuff around and found it out myself, but is it possible at all to make the motion detectors further away / and is it possible to increase the firerate instead of lower it
Halepa  [author] 11 Oct, 2020 @ 12:13am 
@Dorai-Yu there is item assembly with 3 buttons - one to turn shooting on/off, second to turn on/off safety (prevents shooting humans) and third with rate of fire (how frequently coilguns fire).
Also please take a look at AUTO_TURRETS.sub in submarine editor.
Richard Mc Nutbuster 10 Oct, 2020 @ 10:53am 
also where do i attach the auto-aim off/on relay?
Richard Mc Nutbuster 10 Oct, 2020 @ 10:51am 
my turret tracks the enemy, but it never bothers to fire?
Halepa  [author] 12 Sep, 2020 @ 11:57am 
Added automatic searchlights.
Anfas 22 Aug, 2020 @ 7:55am 
Cool system.
Could the number of coordinates be increased?

And please. Show me a closer connection on the screenshots.
Poorly visible, having poor eyesight ((
Or describe in more detail in the description.
Overmorth 17 Aug, 2020 @ 11:40pm 
u rock
can you make same but for serchlights / projectors
not for turrets.