Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Ballistic Calculator V3
   
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2 月 22 日 下午 9:18
3 月 22 日 上午 11:03
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Ballistic Calculator V3

描述
I have created an improved ballistic calculator, Ballistic Calculator V4, so please use that.

Features
  • Inverse ballistic calculator
  • Compatible with all weapons
  • Compatible with both direct and indirect fire
  • Wind compensation
  • Vehicle speed taken into account
  • Equipped with new stabilizer
  • Compatible with ELI1/ELI2 input
  • Includes FCS Type 3A

Terminal description
ELI1/ELI2 input channel
Number
1: X [m]
2: Y [m]
3: Z [m]
4: Vx [m/tick]
5: Vy [m/tick]
6: Vz [m/tick]
Bool
1: Target detection

Reload input terminal
Sets the elevation angle to 0 while leaving the azimuth angle unchanged. Use this when reloading. If you want to reset the azimuth angle to its initial position as well, turn off the power.

Shootable output terminal
An on signal is output when the target is within range and the turret is facing a position where it can be fired.

Description
I have improved the stabilizer of Ballistic Calculator V2. The stabilizer has performance comparable to Camera Stabilized. The ballistic calculation performance itself has not changed. In addition, a simple muzzle position correction function has been added, so even if the Physics Sensor is far from the gun, it can shoot accurately.

How to use
  1. Turn the key to turn it on
  2. If you want to fire indirect fire, press the High Angle Fire button.
    Due to the bullet disappearance tick, it can only be used with Battle Cannon, Artillery Cannon, Bertha Cannon, and Rocket Launchers.
  3. When shooting is possible, Shootable turns on, so please fire in combination with an And circuit, etc.

Property Description
Weapon Type
 Select the weapon type for which you want to calculate the trajectory.
Standby Yaw Position (degree)
 Enter the initial azimuth in degrees based on the pivot zero point. The direction will be set when the power is turned off.
Min Pitch (degree)
 Enter the minimum pitch angle in degrees. Based on the pivot zero point.
Max Pitch (degree)
 Enter the maximum pitch angle in degrees. Based on the pivot zero point.
Pitch Swivel Mode
 Select whether to limit pitch swivel to minimum and maximum values. "Unlimited" allows rotation regardless of the minimum and maximum values ​​(-90° ~ +90°), while "Limited by Fov" restricts rotation to the minimum and maximum values. The shooting range is always restricted by the minimum and maximum values.
Min Yaw (degree)
 Enter the minimum yaw rotation angle in degrees. Standby Yaw Position is the reference.
Max Yaw (degree)
 Enter the minimum yaw rotation angle in degrees. Standby Yaw Position is the reference.
Yaw Swivel Mode
 Select whether to restrict yaw rotation to the minimum and maximum values. "Unlimited" allows rotation regardless of the minimum and maximum values ​​(-180° ~ +180°), while "Limited by Fov" restricts rotation to the minimum and maximum values. The shooting range is always restricted by the minimum and maximum values.
P, I, D
 PID control parameters used for turret rotation. If you adjust this value, please also adjust Stabi Delay.
Max Speed ​​Gain
 Maximum turret rotation speed. If you want to control the rotation speed, please adjust this value.
Delay
 Value for correcting delays caused by nodes inside and outside the microcontroller. The unit is tick. If you feel that the deviation is delayed, increase the value.
Stabi Delay
 Parameter for adjusting the stabilizer. If you increase it, it will be more sensitive to angular velocity. Adjust after adjusting the PID parameters.
Types of Pitch PIVOT
 Select the pivot used for pitch. If you do not select correctly, the rotation speed will be abnormal.
Pitch Gear Ratio
 Select the gear ratio of the pitch pivot. If you do not select correctly, the rotation speed will be abnormal.
Types of Yaw PIVOT
 Please select the pivot used for yaw. If you do not select correctly, the rotation speed will be abnormal.
Yaw Gear Ratio
 Please select the gear ratio of the yaw pivot. If you do not select correctly, the rotation speed will be abnormal.
Offset X (m)
 Please enter the X-axis distance (left/right direction of the vehicle) between the Physics Sensor and the center of rotation of the gun in the local coordinate system. Entering it correctly will increase the accuracy of close-range shooting.
Offset Y (m)
 Please enter the Y-axis distance (front/back direction of the vehicle) between the Physics Sensor and the center of rotation of the gun in the local coordinate system. Entering it correctly will increase the accuracy of close-range shooting.
Offset Z (m)
 Please enter the X-axis distance (up/down direction of the vehicle) between the Physics Sensor and the center of rotation of the gun in the local coordinate system. Entering it correctly will increase the accuracy of close-range shooting.

I'm using translation software, so I'm sorry if I didn't get it right.
8 条留言
Дефендер 3 月 25 日 上午 8:08 
uhh, i don't know what happened, but i tested exeactly same what i tested yesterday and it works very good
my mistake, sorry
MumenR  [作者] 3 月 24 日 下午 11:03 
弾道計算機のPowerはオンになっていますか?入力した座標は射程内ですか?ELI1/ELI2信号のチャンネル1にonを入力していますか?

Is the power of the ballistic calculator on? Are the coordinates you entered within range? Have you input "on" to channel 1 of the ELI1/ELI2 signal?
Дефендер 3 月 24 日 下午 2:13 
How to use it without that radar? (Just shoot at waypoint)
I tried to connect x y z to rockets controller composite, even "on" signals on 1 and 2 channels but turret do nothing
403 Forbidden 3 月 22 日 下午 6:04 
こちらでも修正を確認できました。

こちらも夜遅くにお騒がせして申し訳ありません。夜遅くの対応修正ありがとうございます。
MumenR  [作者] 3 月 22 日 上午 11:11 
A problem that prevented correct ballistic calculations at short distances and high elevation angles has been corrected. The main cause was that the inverse calculation of the bullet's arrival time was not accurate enough. The same problem occurred in V2, but the error with the target value was not used in the in-range judgment, so it was hardly noticeable.
I have already uploaded the bug fixed version to the workshop, so please use it. Sorry for the inconvenience.
MumenR  [作者] 3 月 22 日 上午 11:10 
近距離高仰角時に正しく弾道計算ができない問題を修正しました。弾丸の到達時間の逆算精度が甘かったことが主な原因でした。なお、V2でも同様の問題が発生しておりましたが、射程内判定の際に目標値との誤差を用いていなかったため、ほとんど気づくことができない状態でした。
既にワークショップにバグ修正版をアップロードしましたので、そちらをお使いください。ご迷惑をおかけして申し訳ありません。
MumenR  [作者] 3 月 22 日 上午 8:31 
本製品をご利用いただき、ありがとうございます。当方でも問題を確認いたしました。こちらは仕様ではなくバグであるため、早急に修正いたします。的確なデバッグに感謝いたします。
403 Forbidden 3 月 22 日 上午 8:21 
いつも素晴らしいものをありがとうございます。

こちらを使わせて頂いたのですが、近距離高仰角の直射を行おうとすると待機状態に戻ってしまう様です。(これは格納庫内で側面にレーザー測距で照準した時にも起こります。)

少なくとも前の型(V2)を使っている時にはなかったので不具合だと思い、ここに報告させて頂きます。

既知や仕様でしたらすいません。