Space Engineers

Space Engineers

Gun Fire Control System Mk3
 This topic has been pinned, so it's probably important
imivi  [developer] 15 Sep, 2015 @ 1:19pm
Suggestions & Feedback
Do you want something added, removed or changed? Tell me here!
This is also where we all complain about rotors glitching and lagging. Keen pls
< >
Showing 1-15 of 18 comments
Eddy 16 Sep, 2015 @ 2:17am 
I have rather sort of question: That "device" on large rotor with a camera and other things you use for controling the turrets. Is it possible to replace it with a mod block? some block that got integrated two axis rotors, gyro and remote control block in one block? so its more stable [as when you use it on small ship and the ship is moving, "that control mechanism" is absolutly unstable and tend to destroy the ship with the crazy hopping turrets. I mean is it possible to create such a mod block? like four blocks in one? thanks for answer
imivi  [developer] 16 Sep, 2015 @ 3:40am 
@ mrbojinkles

Do you mean the CAT Net Laser Data Transfer script? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=403847883
When I tested it (a few months ago), sending messages via a laser antenna would take a couple of seconds. That's way too slow to hit a moving target.

@ Eddy

That's the director ( http://en.wikipedia.org/wiki/Director_%28military%29 ). I've just updated the script and it's now possible to use a single turret block (such as the vanilla Gatling Turret) as the director, instead of using a rotor director turret. You'll still need the three director orientation blocks, but they can be placed anywhere on the ship as long as they match the director turret's default orientation.
Last edited by imivi; 16 Sep, 2015 @ 7:55am
Rumcajs 16 Sep, 2015 @ 11:01am 
would it be possible to make it work with one rotor per turret only? I want to build a turret which has rotating "arms" in axis UP/DOWN, because side movement is taken from base
mrbojinkles 16 Sep, 2015 @ 12:23pm 
Yes, I know what you mean. Also, deleted my suggestion. Your added support for gravity, and torpedo, platforms makes it obsolete.
Yes, that was the script I was referencing.
Last edited by mrbojinkles; 16 Sep, 2015 @ 12:23pm
imivi  [developer] 16 Sep, 2015 @ 12:42pm 
@ RumcajsX3
I just updated the script to support turrets with fewer than 1 vertical and 1 horizontal rotor! That was an oversight on my part, so thanks for the suggestion. I could imagine a turret with fixed elevation being used for ground-to-ground defense.

@ mrbojinkles
Ah, ok. Unfortunately cross-ship communication is pretty crummy right now.
Last edited by imivi; 16 Sep, 2015 @ 3:09pm
Eddy 17 Sep, 2015 @ 12:41am 
I need more compact for this one =/... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=453560460 but thanks. maybe ill try to do something with that script =]
Last edited by Eddy; 17 Sep, 2015 @ 12:42am
Baron Samedi 17 Sep, 2015 @ 9:09am 
Could you possibly use the Laser Antennae as designators? I've already tried arrianging them on my ships to look like that's what they're for, and they look perfect. It would be a great way to streamline the system, if it's possible. I feel like that's something keen should do anyway, the actual weapon systems aspect of the game has so far been left up to the modders, but if they get the time after all this planet business they could make it quite sophisticated. Anyway, cool mod for sure!
Rumcajs 17 Sep, 2015 @ 9:45am 
@xmuni
That's great, you awsome!
imivi  [developer] 17 Sep, 2015 @ 9:54pm 
@ Baron Samedi
Unfortunately there's no way for a script to get the orientation of a Laser Antenna, so I can't use them as directors. That's also why each rotor turret/director needs its own orientation blocks (otherwise I'd just use the orientation of the gun or director camera or whatever).
j_south 20 Sep, 2015 @ 2:10am 
One suggestion if possible is a change to the way your fire control system creates firing solutions and calclates lead as at the moment it assumes that the target will maintain constant speed and direction. However if you change from a scaler calculation to a quadratic calculation were the programe creates a predicted curve based on say 5 seconds worth of radar data and then crates a prediction of the targets future movement with the data being refreshed after a set time say every 15 seconds with this you would be able to predict the movement of a target with variable speed and direction in a much more accurate way especially over long range and with a custom made shell that is limited to small craft speed of 107.4m/s. I understand that this would be quite difficult but if thier was a way it would greatly increase the capability and make the system truely Tachometric
imivi  [developer] 21 Sep, 2015 @ 10:40am 
Sounds awesome. Please tell me more if you can. I'll look into it :D
(The script does calculate acceleration though)
j_south 22 Sep, 2015 @ 4:14am 
ok this is actually how real life fire control ststems like the Dreyer Table and contempory ststems worked worked what it does it seperates the X Y and Z axis of the target and then plots each over T(time) then by taking say x y and z axis plots at various points for example t=0 t=1,2,so on till t,15 taking a measurement every second this would allow you to calculate the equation of the curves very accuratly as you would have lots of plots (more plots you have the more accurate the prediciton) then once you have the equations for the curves dx/dt, dy/dt and dz/dy (dx/dt = change in x over t so is a graph of x/t) you can then calculate x,y and z values for example t,16-30 thus allowing for a more accurate firing solution you would then reset the timer after t/30 and it would start the process again as with any predictive sytem the further you try to predict into the future the higher the chance of error obviosly you can adjust the amount of data it uses for a soulution an have it collecting T1-5 and then using that to predict t5-10 and then resetting i did actually post a more thoroough explanation a while ago on the world of warships forum

http://forum.worldofwarships.eu/index.php?/topic/9792-the-maths-of-aiming-an-insight-into-how-long-range-guns-were-aimed-this-is-purely-educational/

Mr_ARX 26 Oct, 2015 @ 8:06am 
When there's no target return to idle position (x=0, y=0? maybe an idle position config?)
Or maybe some random mouvments to emulate vanilla turrets?
imivi  [developer] 28 Oct, 2015 @ 3:59am 
Done. Rotor turrets now idle when Auto Target is on and there's no target. All rotors turn to zero degrees, or to the angle between the min/max angle if they are set.
KitsuneKas 25 Nov, 2015 @ 9:07pm 
I have a suggestion. Currently, this script appears to only work with actual guns, whether they be turrets or fixed guns on rotor turrets. I was wondering if it might be possible to make the script be capable ot triggering timer blocks, as well. I suggest timer blocks specifically because they can in turn be used to trigger other timer blocks, programmable blocks, etc. I was thinking it might be clever to set up a turret designed to fire a guided missile, and then use the radar mod to track the target with a turret using this script, allowing for automatic seeking projectiles.
< >
Showing 1-15 of 18 comments
Per page: 1530 50