hi speed spinning turret
2 posters
RigidChips :: Rigid-Chips :: Files :: Turrets
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hi speed spinning turret
Z to fly, S to spin and shoot, and X to shoot. It is best to spin when you are flying.
- Code:
// [hi speed spinning turret]
Val
{
JET(default=0, min=-35000, max=350000, step=2000)
JET2(default=0, min=-35000, max=35150, step=217)
L(default=0, min=-10, max=20, step=8)
R(default=0, min=-10, max=20, step=8)
TRIG(default=0, max=1000000, step=1000000)
}
Key
{
0:L(step=-0.5), R(step=-0.5)
1:L(step=0.5), R(step=0.5)
2:L(step=0.5)
3:R(step=0.5)
4:Jet(step=1000)
5:Trig(step=1000000)
7:Jet(step=1000)
8:Jet2(step=1000000000000), Trig(step=1000000)
9:Jet2(step=-100000000000000), Trig(step=1000000)
}
Body
{
Core() {
E:Chip(angle=-90) {
E:Chip(angle=90) {
E:Chip() {
E:Chip() {
S:Jet(angle=90, power=JET2, color=#ffff) { }
E:Arm(power=TRIG, option=10000) { }
}
}
}
}
W:Chip(angle=-90) {
W:Chip(angle=90) {
W:Chip() {
W:Chip() {
N:Jet(angle=90, power=JET2, color=#ffff) { }
W:Arm(power=TRIG, option=10000) { }
}
}
}
}
S:Chip(angle=-90) {
S:Chip(angle=90) {
S:Chip() {
S:Chip() {
W:Jet(angle=90, power=JET2, color=#ffff) { }
S:Arm(power=TRIG, option=10000) { }
}
}
}
}
N:Chip(angle=-90) {
N:Chip(angle=90) {
N:Chip() {
N:Chip() {
E:Jet(angle=90, power=JET2, color=#ffff) { }
N:Arm(power=TRIG, option=10000) { }
}
}
}
}
S:Jet(angle=180, power=-jet) { }
}
}
Last edited by mober on Sat May 04, 2013 7:12 am; edited 1 time in total
mober- Tank
- Posts : 65
Join date : 2012-01-17
hi speed spinning turret mark 2
- Code:
// [RCD] [hi speed spinning turret mark 2]
Val
{
JET(default=0, min=-35000, max=350000, step=2000)
JET2(default=0, min=-35000, max=35150, step=217)
L(default=0, min=-10, max=20, step=8)
R(default=0, min=-10, max=20, step=8)
TRIG(default=0, max=1000000, step=1000000)
}
Key
{
0:L(step=-0.5), R(step=-0.5)
1:L(step=0.5), R(step=0.5)
2:L(step=0.5)
3:R(step=0.5)
4:Jet(step=1000)
5:Trig(step=1000000)
7:Jet(step=1000)
8:Jet2(step=1000000000000), Trig(step=1000000)
9:Jet2(step=-100000000000000), Trig(step=1000000)
}
Body
{
Core() {
E:Chip(angle=-90) {
E:Chip(angle=90) {
E:Chip() {
E:Chip() {
S:Jet(angle=90,
power=JET2, color=#ffff) { }
E:Arm(power=TRIG,
option=10000) { }
N:Arm(power=TRIG,
option=10000) { }
S:Arm(power=TRIG,
option=10000) { }
}
}
}
}
W:Chip(angle=-90) {
W:Chip(angle=90) {
W:Chip() {
W:Chip() {
N:Jet(angle=90,
power=JET2, color=#ffff) { }
W:Arm(power=TRIG,
option=10000) { }
S:Arm(power=TRIG,
option=10000) { }
N:Arm(power=TRIG,
option=10000) { }
}
}
}
}
S:Chip(angle=-90) {
S:Chip(angle=90) {
S:Chip() {
S:Chip() {
W:Jet(angle=90,
power=JET2, color=#ffff) { }
S:Arm(power=TRIG,
option=10000) { }
E:Arm(power=TRIG,
option=10000) { }
W:Arm(power=TRIG,
option=10000) { }
}
}
}
}
N:Chip(angle=-90) {
N:Chip(angle=90) {
N:Chip() {
N:Chip() {
E:Jet(angle=90,
power=JET2, color=#ffff) { }
N:Arm(power=TRIG,
option=10000) { }
W:Arm(power=TRIG,
option=10000) { }
E:Arm(power=TRIG,
option=10000) { }
}
}
}
}
S:Jet(angle=180, power=-jet) { }
}
}
more guns
mober- Tank
- Posts : 65
Join date : 2012-01-17
Re: hi speed spinning turret
no matter the aumount of guns, spreading weapons in a way like this still makes dealing enough damage to pose a threat to another player nearly impossible.
why? square tyranny. a chip is regarded as a 0.3m radius sphere in hit detection damage calculations.
your model has 12 weapons, firing once every 2 frames(a total of 15 times per second). that's 180 bullets per second (which is a number high enough to clutter up networking communications and get everyone so pissed off you'll be made the public enemy number 1 in a server).
at a distance of 40m (common engagement range in land combat on a rigidchips server), a target ship has an angular radius of 0.4297103 degrees(formula used = 90-atan(distance/target radius) - not entirely accurate at very small distances but close enough for this one) - which nets you a hit on the target approximately once every 4.6 seconds. however, in order to actually detach a chip you would need 10 hits - an average of 46.5 seconds to detach a single chip. for frames you'd need an even larger number of hits because not all frame hits are count(only a percentage somewhere between 20% and 30%).
here's a generic list of how much time it takes to break an object at 40m:
Chip/Rudder/Trim - 46.5 seconds
Jet - 69.8 seconds
Frame/RudderF/TrimF - 77.6~116.4 seconds(assuming a 20~30 percent hit chance)
Arm - 93.1 seconds
Weight - 744.7 seconds*option(an option 8 weight would require 5957.5 seconds to break - almost 1 hour and 40 minutes of continuous shooting!)
That's of course being optimistic and assuming your horizontal plane aim is completely accurate. if it isn't, your results will be much worse.
as such, it's a better idea to focus on more accurate turret designs - even if they pack less firepower their accuracy can more than make up for it.
why? square tyranny. a chip is regarded as a 0.3m radius sphere in hit detection damage calculations.
your model has 12 weapons, firing once every 2 frames(a total of 15 times per second). that's 180 bullets per second (which is a number high enough to clutter up networking communications and get everyone so pissed off you'll be made the public enemy number 1 in a server).
at a distance of 40m (common engagement range in land combat on a rigidchips server), a target ship has an angular radius of 0.4297103 degrees(formula used = 90-atan(distance/target radius) - not entirely accurate at very small distances but close enough for this one) - which nets you a hit on the target approximately once every 4.6 seconds. however, in order to actually detach a chip you would need 10 hits - an average of 46.5 seconds to detach a single chip. for frames you'd need an even larger number of hits because not all frame hits are count(only a percentage somewhere between 20% and 30%).
here's a generic list of how much time it takes to break an object at 40m:
Chip/Rudder/Trim - 46.5 seconds
Jet - 69.8 seconds
Frame/RudderF/TrimF - 77.6~116.4 seconds(assuming a 20~30 percent hit chance)
Arm - 93.1 seconds
Weight - 744.7 seconds*option(an option 8 weight would require 5957.5 seconds to break - almost 1 hour and 40 minutes of continuous shooting!)
That's of course being optimistic and assuming your horizontal plane aim is completely accurate. if it isn't, your results will be much worse.
as such, it's a better idea to focus on more accurate turret designs - even if they pack less firepower their accuracy can more than make up for it.
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
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