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At the moment, there are no plans to make aiming fully automatic.
(I used google translate)
When creating a function, "Data obtained from simulation → Find an approximate formula for the position of the shell at each speed using the least squares method → Approximate formula to find the coefficients of the approximate formula for the position of the shell at each speed → LUA function"
Conversely, the process of the function is ``Find the coefficients of the approximate formula for the shell with the desired velocity → Find the position of the shell from the approximate formula for the position of the shell with the desired velocity.''
(I used google translate)
関数を作るときには、「シミュレーションで得たデータ → 最小二乗法で速度ごとの砲弾の位置の近似式を求める → 速度ごとの砲弾の位置の近似式の係数を求める近似式 → LUAの関数」
逆に、関数の処理は「求めたい速度の砲弾の近似式の係数を求める → 求めたい速度の砲弾の位置の近似式から砲弾の位置を求める」となっています。
といっても、かなり難しい内容なので、日本語話者でも理解するのは難しいです。
I tried adding English subtitles. I think it's better than YouTube's translation function.
However, the content is quite difficult, so it is difficult for even Japanese speakers to understand.
(I used google translate)
別の動画でアルゴリズムについて解説してます。
youtubeの翻訳機能を使えば、ある程度参考になると思います。
https://www.youtube.com/watch?v=lhaPFGJHjkE
I simulated the movement of the shell in C language, and based on that data, I calculated its value on a function fitting site.
I explain the algorithm in another video.
If you use YouTube's translation function, I think it will be helpful to some extent.
https://www.youtube.com/watch?v=lhaPFGJHjkE
(I used google translate)
k0 = 5.8539474E-2*Vo + 9.7077969E-2
k1 = (9.9816266E-1*Vo -3.0469712E-3) * tick
k2 = (-2.4353438E-3*Vo -4.0386119E-3) * tick^2
k3 = (3.6340621E-6*Vo + 6.0264860E-6) * tick^3
k4 = (-3.2133603E-9*Vo -5.3288225E-9) * tick^4
k5 = (1.2786215E-12*Vo + 2.1203805E-12) * tick^5
You need to lock on to your target.
(I used google translate)
Rocket and autocannon ammunition are completely different in how they fly, so you can't modify them for a rocket launcher.
(I used google translate)
I'm sorry, I'm making another missile, so I don't have any plans to make it.
(I used google translate)
Turret rotation cannot be restricted
(I used google translate)
Hi, is it possible to limit the turret rotation not just the firing FOV?
I think the only way to slow down the aiming speed was to lower the control gain.
(I used google translate)
The best is to mount the FCR coaxially with the turret and connect the FCR directly to the hull. FCR is more stable as it is no longer affected by turret rotation. The T2 anti-aircraft tank has this structure.
T2 anti-aircraft tank https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928412336
(I used google translate)
FCRのFOVを大きくすることで、ロックオンが外れにくくなり、少し動作の改善できます。
やり方は、レーダーのFOV XとFOV Yを0.11くらいにしたら、FCR2マイコンのプロパティのRadar FOVという項目も0.11にしてください。
Since the FCR is attached to the turret, the FCR's lock-on has come off due to the movement of the turret.
By increasing FCR's FOV, it becomes harder to lose lock-on, and the movement can be slightly improved.
The method is to set the FOV X and FOV Y of the radar to about 0.11, then set the Radar FOV item in the properties of the FCR2 microcomputer to 0.11.
(I used google translate)
Here it is man, let me know how it goes
seat with monitor is just wasd, space to fire, right seat only has W/S to move it out of the hangar
i had linked the wrong otomatic since it looked similar to mine in the thumbnail, this is my otomatic
If the hull or car body is light, the operation may become unstable, so it may not be possible to use it unless the car body is heavy to some extent.
(I used google translate)
もし、目標が旋回していると、射撃が外れることがあります。
Sorry, I don't understand why it doesn't work either. In my environment, even if the FCR and CIWS2M2 were arranged with a difference in height, they worked normally.
If the target is circling, the shot may miss.
(I used google translate)