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Thanael Industries Mark 10 Main Battle Tank

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Thanael Industries Mark 10 Main Battle Tank Empty Thanael Industries Mark 10 Main Battle Tank

Post by Rainman Mon Feb 14, 2011 10:52 am

Well folks, here it is; The Mark 10 Main Battle Tank, pride and joy of the Thanael Industries motor pool. Based on the Mark 5 "Darwin" tracked chassis, the Mark 10 MBT is slower and has no boost jets, but sports significantly thicker armor and a powerfully armed fully traversable turret with laser-assisted aim. The intent behind the Mk. 10 MBT was to design a vehicle that could reliably and consistently engage and defeat any other known mobile land vehicle as well as being able to engage aerial targets, and to this end the Mark 10 was designed with an ideal blend of mobility, toughness, and raw firepower. Although it is not as heavily armored as some of the massive all-Weight vehicles produced by other manufacturers, it can still take considerable punishment with heavily redundant drive systems and sufficient Weight and Chip armor to resist anything less than dedicated anti-vehicle firepower. What's more, the MBT mk10 boasts an impressively responsive handling and a top/cruising speed of roughly 20 VEL, essentially unheard of in a heavy armored vehicle and making it considerably more nimble than its competitors. Furthering the vehicle's repertoire, the Mk10 has the ability to deploy into an immobile, stabilized mode, significantly improving its accuracy and ability in static and long range engagements, and comes in two main patterns- the all-purpose "Devastator" pattern, and the more specialized anti-heavy-armor "Demolisher" pattern.

MBT mk.10A 'Devastator' :
Thanael Industries Mark 10 Main Battle Tank Devastator
Armament: Twinlinked alternating-fire 40mm autocannons (option 100000)
The Devastator pattern MBT is built to engage all comers, with a powerful and rapid-firing pair of autocannons equally capable of ripping apart ground vehicles and fast-moving targets or destroying control surfaces on enemy planes. The sheer rate of fire is such that given a short period of focus fire the Devastator's gatling guns will chew straight through weight armor, and makes an utter mockery of chip-based armor; small and primarily chip-based land vehicles can unexaggeratedly expect to be torn apart in seconds if the Devastator gets a good bead on them. Turret traverse is moderate, so that it can track faster-moving targets while still being capable of decent accuracy when zoomed in on far away targets.

MBT mk. 10B 'Demolisher' :
Thanael Industries Mark 10 Main Battle Tank Demolisher
Armament: 120mm Revolver Cannon (option 5500000)
While the Devastator is an extremely capable vehicle and can successfully penetrate even the thickest armor given time, the bullet spread from its twin gatling guns often causes a dispersal of firepower that makes combating weight armor take a significant amount time. The Demolisher was designed to more greatly specialize in that anti-heavy-armor role, although it does so somewhat at the cost of overall ability to engage all targets. It sports an enormously potent main cannon that uses a triple rotating barrel system to improve rate of fire beyond that normally seen with such a powerful caliber weapon, capable of Crushing a weight chip in just three shots. The measured fire rate of the cannon as well as its close alignment with the turret's center of mass and laser guide make the weapon extremely precise with a minimal spread pattern, allowing for accurate shot placement even at extreme range. To improve long-range accuracy, the turret traverse rate is also lower than that of the Devastator pattern. The end result is a highly capable vehicle with the same speed, handling, and maneuverability as the Devastator, but the ability to consistently place its powerful shots on the Blue goal from the Red end zone on Coliseum. Used deftly, the Demolisher is a monster, as its precision and firepower allow it to destroy any exposed Core chip it can get a bead on with but a single hit. However, the vehicle does have some drawbacks; the limited fire and traverse rate make the Demolisher ineffective against swift moving aerial targets, makes it more difficult to engage faster ground vehicles, and makes it more difficult for the Demolisher to quickly overcome multi-layered chip armor. However, the Demolisher will almost always have the edge in accuracy and effective range, and the massive smoke clouds caused by its bullet impacts can impair an opponent's vision so use that to your advantage.



Mk.10A Devastator:
Code:
//Mk. 10 Main Battle Tank, Anti-Air "Devastator" pattern
//by Rainman

Val
{
   Engine1(default=0,min=-2500,max=2500,step=1000)
   Engine2(default=0,min=-2500,max=2500,step=1000)
   Brake(default=0,min=0,max=2000,step=1000)
   Turn1A(default=22.5,min=0,max=360,step=0)
   Turn1B(default=112.5,min=0,max=360,step=0)
   Turn2A(default=22.5,min=0,max=360,step=0)
   Turn2B(default=112.5,min=0,max=360,step=0)
   Arm1A(default=0,min=0,max=100000,step=100000)
   Arm2A(default=0,min=0,max=100000,step=100000)
   Arm3A(default=0,min=0,max=100000,step=100000)
   Arm4A(default=0,min=0,max=100000,step=100000)
   Arm1B(default=0,min=0,max=100000,step=100000)
   Arm2B(default=0,min=0,max=100000,step=100000)
   Arm3B(default=0,min=0,max=100000,step=100000)
   Arm4B(default=0,min=0,max=100000,step=100000)
   Drag1(default=179,min=140,max=180,step=5)
   Drag2(default=179,min=140,max=180,step=5)
   Flaps(default=160,min=140,max=200,step=5)
   BOOSTJET(default=0,min=0,max=20000,step=10000)
   RECOILJETA(default=0,min=0,max=150000,step=150000)
   RECOILJETB(default=0,min=0,max=150000,step=150000)
   Turrety(default=160,min=110,max=165,step=0)
   TurretX(default=180,min=-360,max=360,step=0)
   Stabilize(default=0,max=2,step=0)
   Stabilize2(default=20,max=20,min=0,step=2)

}
Key
{
   0:Engine1(step=300),Engine2(step=300)
   1:Engine1(step=-300),Engine2(step=-300)
   2:Engine1(step=-500),Engine2(step=500),Drag2(step=-10)
   3:Engine1(step=500),Engine2(step=-500),Drag1(step=-10)
   5:Brake(step=75),Stabilize2(step=-5)
   7:Turretx(step=1.5)
   8:Turrety(step=1)
   9:TurretX(step=-1.5)
   15:Turrety(step=-1)
   10:Stabilize(step=1)
   12:Turn1A(step=15),Turn1B(step=15),Turn2A(step=-15),Turn2B(step=-15)
}
Body {
   Core(color=#212121){
      N:Chip(angle=30,color=#212121){
         N:Chip(angle=120,color=#212121){
            E:Cowl(angle=34,color=#212121,option=4){
            }
            W:Cowl(angle=34,color=#212121,option=3){
            }
         }
         E:Cowl(angle=34,color=#212121,option=3){
         }
         W:Cowl(angle=34,color=#212121,option=4){
         }
      }
      S:Chip(angle=30,color=#212121){
         S:Chip(angle=120,color=#212121){
            E:Cowl(angle=34,color=#212121,option=3){
            }
            W:Cowl(angle=34,color=#212121,option=4){
            }
         }
         E:Cowl(angle=34,color=#212121,option=4){
         }
         W:Cowl(angle=34,color=#212121,option=3){
         }
      }
      E:Chip(angle=30,color=#212121){
         E:Chip(angle=120,color=#212121){
         }
      }
      W:Chip(angle=30,color=#212121){
         W:Chip(angle=120,color=#212121){
         }
      }
      S:Weight(angle=turrety,color=#212121){
         S:Chip(angle=-160,color=#212121){
            N:Rudder(angle=turretX,color=#212121){
               N:Weight(angle=90,color=#212121){
               }
               W:Chip(angle=90,color=#212121){
               }
               E:Chip(angle=90,color=#212121){
               }
               S:Chip(angle=90,color=#212121){
               }
               E:Chip(angle=140,color=#212121){
                  E:Weight(angle=-140,color=#212121){
                     E:Weight(angle=138,color=#212121){
                        E:Weight(angle=-228,color=#212121){
                        }
                     }
                     E:Weight(color=#212121){
                        S:Weight(angle=Drag1,color=#212121){
                        }
                        E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                        }
                        w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                        }
                        N:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                           }
                           N:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                              }
                              N:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                        S:Weight(color=#212121,spring=0.50){
                           E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                           }
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           S:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                              }
                              S:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                     }
                  }
               }
               W:Chip(angle=140,color=#212121){
                  W:Weight(angle=-140,color=#212121){
                     W:Weight(angle=138,color=#212121){
                        W:Weight(angle=-228,color=#212121){
                        }
                     }
                     W:Weight(color=#212121){
                        S:Weight(angle=Drag2,color=#212121){
                        }
                        E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                        }
                        w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                        }
                        N:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine2,brake=Bbrake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                           }
                           N:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                              }
                              N:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                        S:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                           }
                           S:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                              }
                              S:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                     }
                  }
               }
            }
         }
      }
      E:Frame(angle=0,color=#212121,option=1){
         S:Trimf(angle=turn1a,option=1){
            N:Frame(angle=30,option=1){
               N:Arm(angle=-30,power=arm1a,option=100000,color=#212121){
                  S:Cowl(angle=-35,option=5,color=#212121){
                  }
               }
            }
            N:Frame(angle=-30,option=1){
               N:Arm(angle=30,power=arm3a,option=100000,color=#212121){
                  S:Cowl(angle=35,option=5,color=#212121){
                  }
               }
            }
         }
         S:Trimf(angle=turn1b,option=1){
            N:Frame(angle=30,option=1){
               N:Arm(angle=-30,power=arm2a,option=100000,color=#212121){
                  S:Cowl(angle=-35,option=5,color=#212121){
                  }
               }
            }
            N:Frame(angle=-30,option=1){
               N:Arm(angle=30,power=arm4a,option=100000,color=#212121){
                  S:Cowl(angle=35,option=5,color=#212121){
                  }
               }
            }
         }
      }
      W:Frame(angle=0,color=#212121,option=1){
         S:Trimf(angle=turn2a,option=1){
            N:Frame(angle=30,option=1){
               N:Arm(angle=-30,power=arm1b,option=100000,color=#212121){
                  S:Cowl(angle=-35,option=5,color=#212121){
                  }
               }
            }
            N:Frame(angle=-30,option=1){
               N:Arm(angle=30,power=arm3b,option=100000,color=#212121){
                  S:Cowl(angle=35,option=5,color=#212121){
                  }
               }
            }
         }
         S:Trimf(angle=turn2b,option=1){
            N:Frame(angle=30,option=1){
               N:Arm(angle=-30,power=arm2b,option=100000,color=#212121){
                  S:Cowl(angle=-35,option=5,color=#212121){
                  }
               }
            }
            N:Frame(angle=-30,option=1){
               N:Arm(angle=30,power=arm4b,option=100000,color=#212121){
                  S:Cowl(angle=35,option=5,color=#212121){
                  }
               }
            }
         }
      }
   }
}
Script
{
   print 1,"/// MBT Mk. 10 'Devastator' ///"
   print 2,"  FPS=",_FPS(),"  Chips=",_CHIPS()," Weight=",_WEIGHT()
   print 4,"  Vel=",_VEL(),"  Fuel=",_FUEL(),"
   print 5,"  WASD controls turret, Arrow keys control chassis, F to fire, X to brake. V toggles stabilizers."

if Stabilize=(1){
Brake=(2000)
Stabilize2=(0)}
if Stabilize=(1){print 3,"  Stabilizer= ON"}
if Stabilize=(2){
Stabilize=(0)}
if Stabilize=(0){print 3,"  Stabilizer= OFF"}

If turn1a=(360){
turn1a=(0)}
If turn1b=(360){
turn1b=(0)}

If turn2a=(0){
turn2a=(360)}
If turn2b=(00){
turn2b=(360)}


if turn1a=(225){
arm1a=(100000)}
if turn1b=(225){
arm2a=(90000)}
if turn1a=(45){
arm3a=(100000)}
if turn1b=(45){
arm4a=(100000)}


if turn2a=(135){
arm1b=(100000)}
if turn2b=(135){
arm2b=(100000)}
if turn2a=(315){
arm3b=(100000)}
if turn2b=(315){
arm4b=(100000)}


if turretx=(360){
turretx=(0)}
if turretx=(-360){
turretx=(0)}

if Stabilize=(1){
Brake=(2000)
Stabilize2=(0)}
if Stabilize=(2){
Stabilize=(0)}

   laser = _SETCOLOR(#ff01dd)
laser = _MOVE3D(_X(gun1), _Y(gun1), _Z(gun1))
laser = _LINE3D(_X(gun1) - _ZX(gun1) * 100,  _Y(gun1)
- _ZY(gun1) * 100,  _Z(gun1) - _ZZ(gun1) * 100)}


}

Mk.10B Demolisher:
Code:
//Mk. 10 Main Battle Tank, Anti-Armor "Demolisher" pattern
//by Rainman

Val
{
   Engine1(default=0,min=-2500,max=2500,step=1000)
   Engine2(default=0,min=-2500,max=2500,step=1000)
   Brake(default=0,min=0,max=2000,step=1000)
   Turn1(default=0,min=0,max=360,step=0)
   Turn2(default=120,min=0,max=360,step=0)
   Turn3(default=240,min=0,max=360,step=0)
   Arm1(default=0,min=0,max=10000000,step=10000000)
   Arm2(default=0,min=0,max=10000000,step=10000000)
   Arm3(default=0,min=0,max=10000000,step=10000000)
   Drag1(default=179,min=140,max=180,step=5)
   Drag2(default=179,min=140,max=180,step=5)
   Flaps(default=160,min=140,max=200,step=5)
   Turrety(default=150,min=120,max=155,step=0)
   TurretX(default=180,min=-360,max=360,step=0)
   Stabilize(default=0,max=2,step=0)
   Stabilize2(default=20,max=20,min=0,step=2)

}
Key
{
   0:Engine1(step=300),Engine2(step=300)
   1:Engine1(step=-300),Engine2(step=-300)
   2:Engine1(step=-500),Engine2(step=500),Drag2(step=-10)
   3:Engine1(step=500),Engine2(step=-500),Drag1(step=-10)
   5:Brake(step=75),Stabilize2(step=-5)
   7:Turretx(step=.5)
   8:Turrety(step=.25)
   9:TurretX(step=-.5)
   15:Turrety(step=-.25)
   10:Stabilize(step=1)
   12:Turn1(step=3),Turn2(step=3),Turn3(step=3)
}
Body {
   Core(color=#212121){
      N:Weight(angle=170,color=#212121){
         N:Chip(angle=-170,color=#212121){
            S:Trimf(angle=turn1,option=1){
               N:Frame(angle=18,option=1){
                  N:Chip(angle=-18,color=#212121){
                     N:Arm(power=arm1,option=550000,color=#212121){
                     }
                  }
               }
            }
            S:Trimf(angle=turn2,option=1){
               N:Frame(angle=18,option=1){
                  N:Chip(angle=-18,color=#212121){
                     N:Arm(power=arm2,option=550000,color=#212121){
                     }
                  }
               }
            }
            S:Trimf(angle=turn3,option=1){
               N:Frame(angle=18,option=1){
                  N:Chip(angle=-18,color=#212121){
                     N:Arm(power=arm3,option=550000,color=#212121){
                     }
                  }
               }
            }
         }
      }
      N:Chip(angle=30,color=#212121){
         N:Chip(angle=120,color=#212121){
            E:Cowl(angle=34,color=#212121,option=4){
            }
            W:Cowl(angle=34,color=#212121,option=3){
            }
         }
         E:Cowl(angle=34,color=#212121,option=3){
         }
         W:Cowl(angle=34,color=#212121,option=4){
         }
      }
      S:Chip(angle=30,color=#212121){
         S:Chip(angle=120,color=#212121){
            E:Cowl(angle=34,color=#212121,option=3){
            }
            W:Cowl(angle=34,color=#212121,option=4){
            }
         }
         E:Cowl(angle=34,color=#212121,option=4){
         }
         W:Cowl(angle=34,color=#212121,option=3){
         }
      }
      E:Chip(angle=30,color=#212121){
         E:Chip(angle=120,color=#212121){
         }
      }
      W:Chip(angle=30,color=#212121){
         W:Chip(angle=120,color=#212121){
         }
      }
      S:Weight(angle=turrety,color=#212121){
         S:Chip(angle=-150,color=#212121){
            N:Rudder(angle=turretX,color=#212121){
               N:Weight(angle=90,color=#212121){
               }
               W:Chip(angle=90,color=#212121){
               }
               E:Chip(angle=90,color=#212121){
               }
               S:Chip(angle=90,color=#212121){
               }
               E:Chip(angle=140,color=#212121){
                  E:Weight(angle=-140,color=#212121){
                     E:Weight(angle=138,color=#212121){
                        E:Weight(angle=-228,color=#212121){
                        }
                     }
                     E:Weight(color=#212121){
                        S:Weight(angle=Drag1,color=#212121){
                        }
                        E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                        }
                        w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                        }
                        N:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                           }
                           N:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                              }
                              N:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                        S:Weight(color=#212121,spring=0.50){
                           E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                           }
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           S:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine1,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine1,brake=Brake,color=#212121){
                              }
                              S:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                     }
                  }
               }
               W:Chip(angle=140,color=#212121){
                  W:Weight(angle=-140,color=#212121){
                     W:Weight(angle=138,color=#212121){
                        W:Weight(angle=-228,color=#212121){
                        }
                     }
                     W:Weight(color=#212121){
                        S:Weight(angle=Drag2,color=#212121){
                        }
                        E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                        }
                        w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                        }
                        N:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine2,brake=Bbrake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                           }
                           N:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                              }
                              N:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                        S:Weight(color=#212121,spring=0.50){
                           N:Chip(angle=Flaps,color=#212121){
                           }
                           E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                           }
                           w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                           }
                           S:Frame(angle=-Stabilize2,spring=0.20,color=#212121){
                              E:RLW(angle=90,effect=2,power=-Engine2,brake=Brake,color=#212121){
                              }
                              w:RLW(angle=90,effect=2,power=Engine2,brake=Brake,color=#212121){
                              }
                              S:Cowl(angle=180,color=#212121){
                              }
                           }
                        }
                     }
                  }
               }
            }
         }
      }
   }
}
Script
{
   print 1,"/// MBT Mk. 10 'Demolisher' ///"
   print 2,"  FPS=",_FPS(),"  Chips=",_CHIPS()," Weight=",_WEIGHT()
   print 4,"  Vel=",_VEL(),"  Fuel=",_FUEL(),"
   print 5,"  WASD controls turret, Arrow keys control chassis, F to fire, X to brake. V toggles stabilizers."

if Stabilize=(1){
Brake=(2000)
Stabilize2=(0)}
if Stabilize=(1){print 3,"  Stabilizer= ON"}
if Stabilize=(2){
Stabilize=(0)}
if Stabilize=(0){print 3,"  Stabilizer= OFF"}

If turn1=(360){
turn1=(0)}
If turn2=(360){
turn2=(0)}
If turn3=(360){
turn3=(0)}


if turn1=(180){
arm1=(5500000)}
if turn2=(180){
arm2=(5500000)}
if turn3=(180){
arm3=(5500000)}


if turretx=(360){
turretx=(0)}
if turretx=(-360){
turretx=(0)}

if Stabilize=(1){
Brake=(2000)
Stabilize2=(0)}
if Stabilize=(2){
Stabilize=(0)}

   laser = _SETCOLOR(#ff01dd)
laser = _MOVE3D(_X(gun1), _Y(gun1), _Z(gun1))
laser = _LINE3D(_X(gun1) - _ZX(gun1) * 100,  _Y(gun1)
- _ZY(gun1) * 100,  _Z(gun1) - _ZZ(gun1) * 100)}

}


Last edited by Rainman on Tue Feb 15, 2011 9:45 am; edited 1 time in total
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Post by Timothy Ashtön Mon Feb 14, 2011 11:17 am

Very Happy Awesome work! These are really the best tanks that I've have ever seen. Keep it up! Very Happy
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Post by RA2lover Mon Feb 14, 2011 12:41 pm

Nice work, although i would use 100k arms to the devastator and 1.6 million arms to the demolisher. the 100k arm can 1-hit normal chips(and 2-hit other arms without power loss), and the 1.6 million arms can 1hit option 1(default) weights while not having alot of reload time.

if you don't care about reload time, a 12.8 million option arm can take down any chip type on a single shot(but firing under 1 shot a minute makes its usage limited).

any moving tank could get rid of the smoke clouds though.

i suggest that you try to learn Lua by checking other people's models, as your learning curve is starting to get to RCScript's capability limits.

tip:you can use _KEYDOWN(key number) as a toggle system mechanism
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Post by Rainman Mon Feb 14, 2011 1:09 pm

You don't really need 100k with the Devastator- rate of fire makes up for it, and 90k is the max it can handle at this ROF. Also, when I'm using it to go after aerial targets and fast moving ground vehicles, sometimes it's worth it to have that extra ROF, so you land more shots. Regardless, it's an easy enough tweak to test out.

The Demolisher suffers from rate of fire issues as is; I prefer three shots per weight to one shot per weight given the same damage output over a given time, because as accurate as the Demolisher is it doesn't make a bit of difference versus weights, whereas with the triple 550ks I can demolish three chips versus the 1.6mil's one.

I'll put that toggle function to work though, thank you. Been wondering how to do that. Although I'll admit, I kind of take it as a point of pride that I was able to do this much without any LUA. Razz

EDIT: I just realized I made a big goof. The Devastator's guns were set to 70k, not 90k. I fiddled around with things after finding this, and 75k is the max power that the 22.5 degrees/frame rotation speed can handle. I'm going to try 100k at 15 degrees/frame....

EDIT AGAIN: I gave it a shot, and it does indeed blow off a chip a shot. However, now the fire rate's significantly less, which means that the 100k Devastator traded increased anti-ground capability for decreased anti-air. Even though each shot will knock off a chip if it hits, I'm not so sure about the 100k devastator's ability to connect with a moving plane, considering the lowered ROF.
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Post by RA2lover Mon Feb 14, 2011 3:08 pm

most planes have a chip structure, which is usually under-redundant. that way, you usually only need a single bullet to take down a plane assuming you aim it right. anyway, it is possible to increase the number of arms to restore the firerate!.

anyway...
50k - 1-shots a frame
100k-1 shots a chip
150k-1shots jets and wheels
200k-1shots arms
1.6m-1shots option 1 weights
3.2m-option 2 weights... i think you got the idea.
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Post by Rainman Tue Feb 15, 2011 9:42 am

On further consideration I'm revising the "official" Devastator to 100k guns like RA2 suggested, and will use the higher-ROF gun in a different model. After all, an autocannon is a much more tank-like main weapon than a machine gun.
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Post by Warbird Mon Nov 07, 2011 3:59 pm

Some really excellent tanks here! I want to make a tank too soon and now im sure its gonna be wheeled and not hovering, the chassis you made is just brilliant!
Oh only one thing thats kinda limiting the usefulness of the AA pattern in MP: the guns shouldnt be built that way that the bullets cross a point because my experience is that planes usually attack from great distance so it would be better to make the guns just shoot straight so you can hit targets which are further away.

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Post by RA2lover Mon Nov 07, 2011 4:12 pm

ok, so how would you fix the accuracy problem?

anyway, what really matters on anti-air roles are two things:
1-Capability to lead targets. that increases hit rate alot.
2-Bullet power. with weak guns you would need lots of hits to get a plane down. usually a single chip lost means a plane losing control. with 200k bullets, enough to shoot down arm chips, wheels and jets, it gets much more easy. of course, some players are building planes with weight chips, but that's another story.
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Post by Warbird Mon Nov 07, 2011 4:16 pm

i would make the two guns fire synchronisated so the recoild purely goes backwards and not to the sides, this would require lower power per shot to keep a good RoF, but i think it would be fine with around 50k

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Post by Rainman Wed Nov 09, 2011 11:31 am

The design of the guns is honestly the most difficult and vexing part of most of my projects. I have a couple constraints here getting in the way of building my idealized gun system:

1. Fixed DPS on guns. Means that if I want more power per shot it limits rate of fire and to make a better gun I have to find a way to cram more guns in without them getting in each other's way, becoming too large for the tank, or blasting off hull chips.

2. Bullet power constraints. Bullets really need to be at least 100k for anti-aircraft use, so that they can one hit the chips and frames most planes are built out of. Since it's hard to hit, you have to make sure each shot counts.

3. Shot placement. The fire from the Devastator has the spread that it does for two reasons. One is that, in order to have the bullets coming from the same place, I have my multiple guns rotating gatling style, and the rotation gives the bullets a lateral motion. The other is that in that iteration I was forced to have the cannons alternate fire to get a decent fire rate, which means that there's a constant right-left-right-left net torque on the turret when it's firing. I actually have a prototype that has the two cannons more or less in line with each other, but the shots still diverge due to the spinning barrels, and anything that didn't spin wouldn't be as compact.

4. Design limitations. It is my immense regret that I haven't figured out how to program one of those Japanese-stylle uber spam cannons that have a million arms tucked away, flipping up, firing, then flipping down to be replaced by the next one. Until I can figure out how to make those, the best I can do for compressing firepower into a more concentrated space is gatling guns.



Also, I've noted that even though the Demolisher has a bit of a bullet spread issue, this can actually help your anti-air efforts simply because it's saturating a cone-shaped area around where you're actually aiming, so even if your aim is off you can still sometimes get in a lucky hit.

Devastator and Demolisher are both great tanks in the American circuit, and Devastator even fares well against some of the Japanese-made tanks. They really shine when you pit them against other mobile landbound vehicles. However, both of them get flattened with embarrassing ease by Japanese turrets and aircraft. The former because neither tank can get through their armor before being overwhelmed by a spamcannon, and the latter because they're armed with spamcannons and are mobile enough that they're near impossible to lock onto, and can fly above the traverse range of either tank's turret.
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