Hit Targets At Any Range!!! - Ballistic Calculator - Search & Destroy Weapons DLC - Stormworks
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- Опубліковано 14 гру 2024
- Join NJ In this video where he checks out this Ballistic Calculator Example in the Search & Destroy Weapons DLC for Stormworks!!
Ballistic Calculator Example: steamcommunity...
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#MrNJersey #Stormworks #DLC
We need indirect fire artillery battery where you could just input target coordinates from the map and the gun shoots there a barrage over the mountains. That would make high altitude scout vehicles really useful to spot targets and extract their coordinates when you don't have direct line of sight to the target.
EDIT: Even better, we need a radio controlled drone which you can use to directly control the artillery fire through radio. Just park your gun in some nice spot in the mountains, lay down on the coach and control your drone to directly issue the fire order on laser designated position.
That would be the life.
Well you can do that currently right now using my recon drone addon and my bombing service addon
@@MrNJersey You are correct on the end result but it's just not the same shooting a gun as big as your plane is over the mountains. :D
Well you can built it, the ballistic calculator would need to be made still but the drone part shouldn't be too hard
Even better, i hope next time Geometa releases a new update, there would be modular missiles and guided artillery rounds!
Just when i was about to build the gun for my tank, great timing, thanks
as always
Rather than having an extra tilt axis, you could just make the targeting system seperate from the turret so they can both have independent yaw and pitch axis so the blastics computer can account for tilt by just turning the turret left or right. And this way you could also implement target leading.
i was able to do this in my tank but doing this requires alot of space for the calculations
@@h4per_txt565a microprocessor isn't very big.
They need to change the range of the laser. Modern range finders and designators can determine range out to 20km, some even further. For example, the AN/PEQ-1 SOFLAM can designate targets out to 10km, and determine distance at 20km. Being limited to 4km in Stormworks isn't enough with the weapons DLC, I'd like to see the range pushed out to at least 10km.
You could technically use the AWACS radar for up to 50 km range but it's quite a bulky solution and I do agree with you just wanted to point it out.
It can do much more if I remember correctly, it’s this creation that is limited not the laser
Maybe get one measurement with the laser on one click.
Then adjust the gun to that distance
Means the laser will be turned off except when you want the distance set
I need to figure out these equations, but I don't think you are going outside the range of the guns per say. I think you were looking at something outside the range of the laser and because the controller is depending on the information from the laser to be accurate, if it maxes out at 4000 then anything beyond that is a no go. But I'm pretty sure that the heavy auto cannons can fire rounds further than 4 in game km if angled correctly.
I'm pretty sure you're correct on the ammo having varying velocities. It seems like what would be more solid rounds (AP, Kinetic, and Fragmentation) have a higher velocity than filled rounds (HE and Incendiary). At least it constantly seems like with my field gun, the AP rounds are hitting higher up than the HE rounds.
Problem with such distances isnt calculations. It's dispersion. More barrel additions seem to give diminishing returns and become very heavy and impractical easy. Also last time I checked ammo type didn't change trajectory or velocity
Yeah, been trying to rework this to use a static missile radar as the ranger.
You could just use the gimbal camera's cordinates output and not worry about anything like radars or lazers. Then you could also account for tilt in the turret just by turning the turret left or right rather than tilting the whole thing as the targeting system would be independent of the turret. And with the targeting system being independent of the turret you could things like slave as many turrets as you want to it, add target leading, output the target point to other systems, save target points in memory and return to them, and many other things.
If you are smart enough you always have the targeting system move independently of the turret in both axis.
@@epicgamer42069 the gimbal give you coordinate vertically in its FOV, nothing will tell you distance with a gimbal except the laser equipped on it. The gimbal is pretty much only a motorized pair of binoculars.
@@TJPDmember I am talking about the stabalized camera if you are misunderstanding me, I just forgot the exact name. The Stabalized camera has a composite output that tells you the gps x, y, and altuitude of the laser target, which is the 3d cordinates of where the camera is looking. The laser doesn't even have to be turned on for this to work. I don't know if there is a max range for it asside for render distance probably.
You don't need a laser to find the distance to the terrain you are looking at, all you have to know is the height map of the terrain, the camera's cordinates in 3d space, and the direction the camera is looking. With that you can use math to calculate the point on the terrain at which the camera is looking at, and with a laser range finder you can do the same but for things other than the terrain. At least that is how targeting pods in modern aircraft work without a laser range finder. But I dont know if in stormworks it will only show the position of the point on the ground or the position of anything like vehicles or structures, but I do know for a fact that it does output gps cordinates and altitude for where the camera is looking. Even if it doesn't output the cordinates of things like vehicles and structures you could still make an independent target system that works exactly the same as a gimbal camera but with cordinate/range output by putting a camera on a turret with a laser range finder and if you wanted the 3d cordinates of where it was looking for the other benefits I mentioned before, you could just do the math and calculate it.
And there are many other ways to calculate range without a laser range finder. But it may not be as convient as using the stabalized camera's codrinate output or a laser.
Edit: So the devs HAVE posted that data on Discord apparently, pinned in the LUA channel. And it's kinda cool that I was within 5-7% accuracy of the battle cannons muzzle velocity. It's actually simply 800 m/s. Hah. And the cannons vary from lightest to heaviest respectively, 1000 down to 600 m/s. Mg is 800 m/s.
It's bothered me enough that I calculated the muzzle velocity of at least the battle cannon several times; it's closer to 750-800 m/s. Definitely not 500 m/s. The autocannons are probably not too off either.
If you roughly measure the time stamps when you fired the autocannons at 5:12 at a 2050 m target, it took roughly 2.5 to 3 seconds to hit, let's say 2.75 sec. ~2050/2.75 gives us about 745 m/s.
In my own tests I fired at a target 1km using a stopwatch (yes, my reaction time does skew things), but I arrived at almost the same speed, 780 m/s.
Real values from the devs would help a lot of the errors being introduced by us peons trying to come up with ballistic and lead "computers."
Great topic BTW and one of the most eagerly awaited by me..
The devs posted the actual vaules in the Stormworks discord server,
MG velocity: 800 m/s
Light autocannon: 1000 m/s
Heavy autocannon: 1000 m/s
Battle cannon: 800 m/s
Artillery: 700 m/s
Bertha: 600 m/s
They also listed the drag coefficient, gravity, despawn timer and despawn speed
@@Trve_Kvlt yes I just found out haha
Devs have not posted anything “officially” yet
speed in not enough anyway. We also need the weight of the shell and the drag coefficient of said shell.
@@TJPDmember All of that is in the Lua channel in the discord server, drag coefficient, gravity, velocity, etc
Ballistic calculators are cool and all, but can they FLOOD THE AFT TANKS TO GIVE THE MAIN GUN THE ELEVATION IT NEEDS?
uss texas moment frfr
Another thing with this is hypothetically a system like this could also use the ballistics calculations to lead on moving targets
I use this with radar, it works pretty good...
now it just need lead calculation take the speed on how fast the turret is moving and add it with the range on target you should get a lead only down side is you need to keep the aim point in target while you lase or shoot
Just what I needed for my tanks and bombers
Hey MRN Jersey. I really love your videos. Can you look into Proportional Navigation. Its an equation that calculates the distance and speed of a target and fires rounds on a course that will impact a target. Missle systems use it as well as CIWS. Its a really cool concept and I would really love it if you could look into it. Its a bit complicated but I'm sure that you would understand it. Thanks mate :)
Edit: Lets say an aircraft is 1.5 km away. and its traveling at a speed of 150 m/s. By using lasers you should be able to calculate the bearing of the aircraft. The the gun fires in front of the aircraft by the time that the rounds get close to the aircraft it should be an impact. I tried implementing it before this update but I couldn't do it as the radars were really hard to understand at that time. But now that you have the new radar systems, it should be a bit easier :)
Its hard because you have to figure out how far it will be in x amount of seconds, but to find x amount of seconds you need to know the time it would take to hit the ship which means you have to find out how far it will be in x amount of seconds...and so on. And its not as simple as a basic "solve for x and set them equal to each other" algebraic solution. You need to use like calculus and shit.
MrNJersey, you read my thoughts, I tried to do this, but I did it badly, I hope this video will help me!
Without roll correction, it's ineffective for use on boats. 4:54
I'm trying to build a ballistics calculator for a bomber and I've got everything right except for the air resistance calculation since there's literally nothing to tell the density of the air.
Is it possible to implement this in automatic radar turrets?
Yea ive thought of something like that... Especially on unmanned defensive turrets since you can choose bigger calibers with slower reload like that
Very cool, can you please write the original formula where you found the time in the getTime function. And you used this principle A=B(1-K)^n?
The weapon stats should be in the game files. The stats are lua files. I will check them out myself when I can.
Ah ha! This will improve my tank with a Bertha cannon on it!
Lots of good things in here for q&a
I was building my first ship, it was HORRIBLY underscaled and it looked terrible :(
at least I learnt my lesson
Only problem is vehicles won't spawn out that far
I would love to see if an indirect artillery system is possible
1:36
documentation is in the code o-o
It's the max range of the laser that is the issue
How about bomb drop calculation? Ik its depend on weight and how big the bomb is, but I need the basic one.
Loved the video @MrNJersey! This might provide a nice jumpstart to making the British Fire Control Radars/Systems that the Royal Navy used in World War Two. Imagine someone actually building HMS Belfast, HMS Orion, HMCS Haida and HMS Saumarez for your Naval Gunfire Support force in your video with kAN Gaming that I typed up!
5:49 You can't easily move the laser because then you'd have a recursive problem.
You would have a issue if you don’t move the laser with moving targets
@@MrNJersey That still doesn't solve the recursive issue. If you move the laser you need to then recalculate the distance, but if you recalculate the distance, you need to move the laser. This is the problem.
Why would you need to recalculate the distance if the laser is on the target and measuring it’s distance, it’s the gun that would adjust and angle ahead of target to lead it, laser and cross hair would and should always be on a moving target.
The problem is that the gun, camera and laser all shared the same pivot for yaw. The tilt issue will never be resolved without seperating the yaw pivots to allow the gun to do its own thing.
That’s why I have my camera and laser on different pivots va gun to solve this
You went past the max range of the laser range finder, not the gun
how do i turn the other ones on/?
How can i build it?
can you make a tutorial?
please leave a link to your ballistic calculator
if it wasn't for the fact that the game just doesn't render or load in anything outside of a small area were your character is this would be great.
spend days working on a cruise missile just to realize that it went straight through the ground, because my player character wasn't present at the target site.
so ballistic, and cruise missiles are literally useless in this game unless your within visual range.
if you put a camera and monitor setup they will render what they see, try that.
You can just use a stay active block and the new radars, this way things work outside of render distance.
@@MrNJersey i tried the stay active block, it had no effect.
i'll give the new radars a shot, quick question first, do i have to actually use the outputs of the radar, or is it enough just putting it on the creation, and making it active?
my cruise missile is controlled with RX signals, and uses a camera for visual targetting.
@@livanbard sadly that doesn't work, the missile i made already has a camera, as it is a radio controlled Cruise missile.
it just goes straight through the ground, and the enemy AI doesn't even spawn in :P
@Baron Greenback i don't get the no block damage, i seen blocks get that weird drawings on them indicating that they have been damaged, i have even vaporized whole creations with warheads :P
How make one?
Ask them will they improve there DLC to make it better?
Man I just need a small microcontroller...
Good vid
Getting closer to a proper fcs,i like it. Now we need slewing barrels,lead, autotracking and auto scanning.
Also bc's dont range. They have either radar or lasers for that.
Thanks!
i just found this game through ur videos already love it wish i could buy it i cant afford it :(((
the advance cannon is soooo cool omg i wish there was like a locking mechanic and have that with the ballistic computer and then hitting target
would be sooo cool if there was like a radar added and have that find target lock on and input info into this ballistic computer which then would fire and or add this system but make gun more stronger and have it become artillery hope thats in the game
Can you connect AI gunner with this?
ballistic computer
'Move the Laser with the crosshair'
This would not be practical if you try to shoot moving targets, since your laser needs to stay on the target for the distance.
But nice video. I really like your stormworks content. Now i need to modify my ship
I think you might be confused with the other way around, if the laser if behind the target and not on it won’t measure the distance, so you need the laser to be on the crosshairs where you are aiming, then the gun would lead where you are aiming. Just like it would with the elevation.
@@MrNJersey Looks like we both missunderstood each other xD
I meant to stay with the laser on the target, like you said, but use the tilt/crosshair to aim ahead if the target is moving. So it can compensate the time of flight from the bullet.
Hi
First btw
This guy is
??
@@thepolishtech1552 ok
So it’s pretty much a glorified Range Finder?
sup
pretty cool, but mostly useless without a range "lock". why bother with a laser range finder when u have to lead the targets your shooting at? you cant aim in front of a target and get the range at the same time.
you can just use the radar to determine range to do the same thing. next step is to calculate azimuth and elevation from a 2nd static radar, then multiply that by a range modifier to estimate velocity and direction of the target. then use all that combined with the velocity of the ammo your firing, to lead ur target accurately. then u can just walk away, make a sandwich, and profit.
this might be better than ferrying 100 survivors at 2k a pop to afford your gun ship that sinks its first encounter because of the dozens of enemy ships around each island.... thats what we call content baby, and yes, we will charge u $10 for it too.
Now Ill try and search and rescue all my wasted hours playing this game.
Finaly
you could just be a professional gamer and account for bullet drop by yourself
Hi