Tank Gun
5 posters
RigidChips :: Rigid-Chips :: Files :: Works In Progress
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Tank Gun
This is a (nearly) invincible tank chassis that I built a long time ago before I had the Designer. The gun turret that it was previously fitted with was absolutely terrible. I would like to have a powerful gun(s) with a decent fire rate that won't get shot off immediately upon me loading the model. Is there any way to do this? I would greatly appreciate any help.
This is the chassis
This is the chassis
- Code:
Val
{
BOOM(default=0, max=60000, step=9999999)
ENGINE(default=0, min=-25000, max=25000, step=25000)
HANDLE(default=0, min=-30, max=30, step=5)
HBRAKE(default=0, max=500, step=500)
HLIGHT(default=119, min=119, max=121)
TURIN(default=0, min=-720, max=720)
UD(default=180, min=180, max=270)
}
Key
{
0:Engine(step=-15000)
1:Engine(step=15000)
2:Handle(step=-5)
3:Handle(step=5)
4:HBrake(step=250), Boost(step=-100000)
5:UD(step=-2)
7:TURIN(step=-5)
8:BOOM(step=9999999)
9:TURIN(step=5)
10:HLight(step=2)
12:HLight(step=-2)
15:UD(step=2)
}
Body
{
Core() {
N:Weight() {
E:Weight() {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Weight() {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
N:Weight() {
W:Rudder(angle=Handle) {
W:Wheel(angle=-90, brake=HBrake, option=1, power=-Engine) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
E:Rudder(angle=Handle) {
E:Wheel(angle=-90, brake=HBrake, option=1, power=Engine) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
N:Weight(angle=30) {
E:Weight() {
E:Cowl(angle=90, option=3) { }
}
W:Weight() {
W:Cowl(angle=90, option=4) { }
}
N:Weight(angle=120) {
E:Weight() {
E:Cowl(angle=90, option=4) { }
}
W:Weight() {
W:Cowl(angle=90, option=3) { }
}
}
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight(angle=30) {
E:Weight() { }
W:Weight() { }
N:Weight(angle=120) {
E:Weight() { }
W:Weight() { }
}
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight(angle=30) {
E:Weight() { }
W:Weight() { }
N:Weight(angle=120) {
E:Weight() { }
W:Weight() { }
}
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
S:Weight() {
W:Weight() {
W:Wheel(angle=-90, power=-Engine, brake=HBrake, option=1) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
E:Weight() {
E:Wheel(angle=-90, power=Engine, brake=HBrake, option=1) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
S:Weight() {
E:Rudder(angle=-Handle) {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Rudder(angle=-Handle) {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
}
}
E:Weight() {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Weight() {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
N:Weight(angle=180) {
N:Weight(angle=-180) { }
}
E:Weight(angle=-90) { }
W:Weight(angle=-90) { }
S:Weight(angle=-90) { }
}
}
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Tank Gun
Ha, the Abrahams tank. That's a blast from the past. I'll see what I can do, Maurice.
JosefYurnov99- Plane
- Posts : 43
Join date : 2011-03-11
Age : 28
Location : America
Re: Tank Gun
i'd suggest the option values on all chips get to be over 1. reactive armor(having other parts, like chips or weights in front of the part actually mounting them) won't work usually. MANY weapons use 1.6M weapon options, which are just powerful enough to take down an option 1 weight(which is default) in a single shot. and most japanese players use more than one of those when it comes to anti-armor purposes.
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: Tank Gun
Yeah, I know what the Japanese use, and this has survived it. It doesn't have just one layer of armor, it has THREE.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Tank Gun
yeah, but changing the option value to something SLIGHTLY over 1(for instance, 1.01 or so) makes it to tank 2 1.6M rounds per detached part.
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: Tank Gun
I can't really do that. If I increase the option or try to add another layer of armor the model explodes.
Last edited by Maurice on Tue Jan 17, 2012 2:52 pm; edited 1 time in total (Reason for editing : typo)
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Tank Gun
If you attach too many chips onto one, the game crashes. You can make up for this by attaching some of the armor onto chips. For example, instead of three pieces of armor, have one piece of armor and a chip that is itself attached to two more pieces of armor.
I added a modification of a Gatling gun I've been working on. The large number of guns means that there's little risk if one gets shot down, and the way they're built, they'll only appear above the tank when it fires. Also, it's on a rotating turret in order to make up for the lack of agility of the tank.
It doesn't seem to work. I suspect this is due to FPS limitations. See if it works on your computer.
The rotating turret hasn't been implemented. You're using pretty much all of the buttons. Just change the 'aim' variable. I suggest taking out all of the controls except 'engine', 'handle', and 'fire'.
Also, you can increase the "Time = 3", you can make time to charge more powerful guns. Ideally, you'd add guns to the model, but if you do that too much, it crashes. You could add extra chips that you add the guns to.
I added a modification of a Gatling gun I've been working on. The large number of guns means that there's little risk if one gets shot down, and the way they're built, they'll only appear above the tank when it fires. Also, it's on a rotating turret in order to make up for the lack of agility of the tank.
It doesn't seem to work. I suspect this is due to FPS limitations. See if it works on your computer.
The rotating turret hasn't been implemented. You're using pretty much all of the buttons. Just change the 'aim' variable. I suggest taking out all of the controls except 'engine', 'handle', and 'fire'.
Also, you can increase the "Time = 3", you can make time to charge more powerful guns. Ideally, you'd add guns to the model, but if you do that too much, it crashes. You could add extra chips that you add the guns to.
- Code:
Val
{
BOOM(default=0, max=60000, step=9999999)
ENGINE(default=0, min=-25000, max=25000, step=25000)
HANDLE(default=0, min=-30, max=30, step=5)
HBRAKE(default=0, max=500, step=500)
HLIGHT(default=119, min=119, max=121)
TURIN(default=0, min=-720, max=720)
UD(default=180, min=180, max=270)
GUN0(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
GUN1(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
GUN2(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
GUN3(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
GUN4(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
GUN5(default=0,min=0,max=200000,step=200000)
Angle0(default=180,min=-180,max=180)
Time0(default=-180,min=-180,max=180)
Fire(default=0,min=0,max=1,step=1)
Time(default=0,max=10,step=1)
Index(default=0,max=6)
aim(default=180,min=-99999,max=99999)
}
Key
{
0:Engine(step=-15000)
1:Engine(step=15000)
2:Handle(step=-5)
3:Handle(step=5)
4:HBrake(step=250), Boost(step=-100000)
5:UD(step=-2)
6:Fire(step=10)
7:TURIN(step=-5)
8:BOOM(step=9999999)
9:TURIN(step=5)
10:HLight(step=2)
12:HLight(step=-2)
15:UD(step=2)
}
Body
{
Core() {
N:Weight() {
E:Weight() {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Weight() {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
N:Weight() {
W:Rudder(angle=Handle) {
W:Wheel(angle=-90, brake=HBrake, option=1, power=-Engine) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
E:Rudder(angle=Handle) {
E:Wheel(angle=-90, brake=HBrake, option=1, power=Engine) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
N:Weight(angle=30) {
E:Weight() {
E:Cowl(angle=90, option=3) { }
}
W:Weight() {
W:Cowl(angle=90, option=4) { }
}
N:Weight(angle=120) {
E:Weight() {
E:Cowl(angle=90, option=4) { }
}
W:Weight() {
W:Cowl(angle=90, option=3) { }
}
}
}
N:Weight(angle=90) { }
N:Weight(angle=90) { }
N:Weight(angle=90) { }
}
S:Weight() {
N:Rudder(angle=aim){
S:Cowl(angle=-90,option=1){
E:Cowl(angle=90,option=1){}
W:Cowl(angle=90,option=1){}
}
E:Frame(angle=Angle0){
S:Arm(power=GUN0, option=115000){}
}
E:Frame(angle=Angle1){
S:Arm(power=GUN1, option=115000){}
}
E:Frame(angle=Angle2){
S:Arm(power=GUN2, option=115000){}
}
E:Frame(angle=Angle3){
S:Arm(power=GUN3, option=115000){}
}
E:Frame(angle=Angle4){
S:Arm(power=GUN4, option=115000){}
}
E:Frame(angle=Angle5){
S:Arm(power=GUN5, option=115000){}
}
W:Frame(angle=Angle0){
S:Arm(power=GUN0, option=115000){}
}
W:Frame(angle=Angle1){
S:Arm(power=GUN1, option=115000){}
}
W:Frame(angle=Angle2){
S:Arm(power=GUN2, option=115000){}
}
W:Frame(angle=Angle3){
S:Arm(power=GUN3, option=115000){}
}
W:Frame(angle=Angle4){
S:Arm(power=GUN4, option=115000){}
}
W:Frame(angle=Angle5){
S:Arm(power=GUN5, option=115000){}
}
}
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight(angle=30) {
E:Weight() { }
W:Weight() { }
N:Weight(angle=120) {
E:Weight() { }
W:Weight() { }
}
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
N:Weight(angle=-90) {
N:Weight(angle=90) {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
N:Weight(angle=30) {
E:Weight() { }
W:Weight() { }
N:Weight(angle=120) {
E:Weight() { }
W:Weight() { }
}
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight() {
E:Weight() {
E:Weight(angle=90) {
E:Weight(angle=90) { }
}
}
W:Weight() {
W:Weight(angle=90) {
W:Weight(angle=90) { }
}
}
S:Weight(angle=90) {
E:Weight() { }
W:Weight() { }
S:Weight(angle=90) { }
}
}
}
}
}
}
S:Weight() {
W:Weight() {
W:Wheel(angle=-90, power=-Engine, brake=HBrake, option=1) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
E:Weight() {
E:Wheel(angle=-90, power=Engine, brake=HBrake, option=1) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
S:Weight() {
E:Rudder(angle=-Handle) {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Rudder(angle=-Handle) {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
}
}
E:Weight() {
E:Wheel(angle=-90, power=Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
W:Weight() {
W:Wheel(angle=-90, power=-Engine, option=1, brake=HBrake) {
N:Weight(angle=179) { }
E:Weight(angle=179) { }
W:Weight(angle=179) { }
S:Weight(angle=179) { }
}
}
N:Weight(angle=180) {
N:Weight(angle=-180) { }
}
E:Weight(angle=-90) { }
W:Weight(angle=-90) { }
S:Weight(angle=-90) { }
}
}
Script
{
if Angle0<180 {Angle0=Angle0-30}
if Angle0=90 {GUN0=800000}
if Angle0<=180 {Angle0=180}
if Fire=1 & Index=0 & Time=0
{
Angle0=Angle0-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
if Angle1<180 {Angle1=Angle1-30}
if Angle1=90 {GUN0=800000}
if Angle1<=180 {Angle1=180}
if Fire=1 & Index=0 & Time=0
{
Angle1=Angle1-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
if Angle2<180 {Angle2=Angle2-30}
if Angle2=90 {GUN0=800000}
if Angle2<=180 {Angle2=180}
if Fire=1 & Index=0 & Time=0
{
Angle2=Angle2-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
if Angle3<180 {Angle3=Angle3-30}
if Angle3=90 {GUN0=800000}
if Angle3<=180 {Angle3=180}
if Fire=1 & Index=0 & Time=0
{
Angle3=Angle3-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
if Angle4<180 {Angle4=Angle4-30}
if Angle4=90 {GUN0=800000}
if Angle4<=180 {Angle4=180}
if Fire=1 & Index=0 & Time=0
{
Angle4=Angle4-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
if Angle5<180 {Angle5=Angle5-30}
if Angle5=90 {GUN0=800000}
if Angle5<=180 {Angle5=180}
if Fire=1 & Index=0 & Time=0
{
Angle5=Angle5-30
Index=Index+1
Time=3
}
if Index=6 {Index=0}
}
DanielLC- Tank
- Posts : 78
Join date : 2010-10-23
Re: Tank Gun
Whoah... Sorry, I forgot to check back on this for the longest time. Daniel LC, I can't get your version to work. How fix?
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Tank Gun
This thing is a total brick, and the benchmark target by which I test my more powerful vehicles' ability to take out heavy armor.
I played around briefly with it trying to design a good gun system like you were asking after, but to be frank, I stopped. The vehicle is incredibly tough, yes, but to be honest it doesn't suit my tastes in a number of performance characteristics, so I let my frustration win. I wanted any edit I made to be what you asked- putting a new gun system on the original vehicle- and I knew that if I persisted I'd probably end up redesigning the thing from the ground up, probably something along the lines of a WWII tank destroyer so that the guns could actually be decently armored as well.
This may just be personal design philosophy, but I'd like to point out- This vehicle is very, very tough, yes, but as of the moment it lacks mobility and it's hard to control. As it stands, I'm pretty sure it'd lose a fight against one of my tanks even if it had a good set of guns, because even though one of my tanks has much less armor, it's still got plenty of heft while still being nimble enough to run circles around this vehicle. Some of my very fragile and flawed tank prototypes have managed to beat advanced, polished Japanese tanks simply because they were able to outmaneuver the other vehicle's fire arc.
So... Long story short, I like your tank, but if I were designing it I'd take it as a diamond in the rough and do quite a lot of remodeling, and couldn't do you or me justice trying to just slap a gun on it as is. I suppose that also means I'm requesting permission to look into doing that remodeling, once I get some of my own tank projects sorted.
I played around briefly with it trying to design a good gun system like you were asking after, but to be frank, I stopped. The vehicle is incredibly tough, yes, but to be honest it doesn't suit my tastes in a number of performance characteristics, so I let my frustration win. I wanted any edit I made to be what you asked- putting a new gun system on the original vehicle- and I knew that if I persisted I'd probably end up redesigning the thing from the ground up, probably something along the lines of a WWII tank destroyer so that the guns could actually be decently armored as well.
This may just be personal design philosophy, but I'd like to point out- This vehicle is very, very tough, yes, but as of the moment it lacks mobility and it's hard to control. As it stands, I'm pretty sure it'd lose a fight against one of my tanks even if it had a good set of guns, because even though one of my tanks has much less armor, it's still got plenty of heft while still being nimble enough to run circles around this vehicle. Some of my very fragile and flawed tank prototypes have managed to beat advanced, polished Japanese tanks simply because they were able to outmaneuver the other vehicle's fire arc.
So... Long story short, I like your tank, but if I were designing it I'd take it as a diamond in the rough and do quite a lot of remodeling, and couldn't do you or me justice trying to just slap a gun on it as is. I suppose that also means I'm requesting permission to look into doing that remodeling, once I get some of my own tank projects sorted.
Rainman- Tank
- Posts : 80
Join date : 2011-02-14
Age : 31
Location : New England, US
RigidChips :: Rigid-Chips :: Files :: Works In Progress
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