Oo good point, player made turrets might benefit from this c= I wonder how much they do shake around when firing though and how much using this system can reduce that shaking considering they already have AI controlling their gyro aim, hmm u wu
I should try that u wu I can also try having the extra thruster being activated together with the system during firing to automatically compensates for it as well x3
It's not the recoil that you are nullifying... it's the muzzle rising! The recoil is the tendency to get pushed back! Come back when you actually have fixed the recoil, too!
Ah xD didn't know there's a distinction between the two u wu ♥ and maybe I can try putting more or some thrusters then activate them through the same firing loop like some people suggested for that x3
Are there any settings on the gyro other then the override? Would this feature be useful on a automatic drone or not really necessary since the player does not control it?
Drones with the new grid AI are pretty good at aiming and basically control the gyros is if they were in override mode, any deviation from target from the recoil is compensated by the AI almost immediately in my experience.
It's only override c= as for drones I'm not sure since they already do control their gyro aim using their AI block u wu so this might only be useful for player controlled tiny vehicles x3
It does affect how the vehicle turns or aims when we control it but in a way that's beneficial for manual firing since it eliminates the swaying motion from momentum c=
It depends on personal preference yeah c= if the aiming feel of a tiny vehicle is really bad either because of the recoil or aim momentum swaying this can definitely help though despite being slightly less convenient x3
Put the override on a gyro that's set at less than 100% power and you can still use your gyro to counteract it. Either that or one override gyro and two regular gyros.
That going to need to be part of any weapons tutorial from now on, especially for PMW turrets.
Oo good point, player made turrets might benefit from this c= I wonder how much they do shake around when firing though and how much using this system can reduce that shaking considering they already have AI controlling their gyro aim, hmm u wu
you are top level space engineering!
Thanks frog x3 ♥ and yey top engineer u wu ♥
Reduces muzzle climp. I think hooking up an extra passive thruster would null the recoil completely. Cool idea!
I should try that u wu I can also try having the extra thruster being activated together with the system during firing to automatically compensates for it as well x3
It's not the recoil that you are nullifying... it's the muzzle rising! The recoil is the tendency to get pushed back! Come back when you actually have fixed the recoil, too!
Just add a thruster and it's activation to the event controller
Glad I'm not the only one noticing that this wasn't recoil that was fixed
if you want to be this pedantic about it then it what was demoed wasn't muzzle rising but lowering and moving to the right 😂
Ah xD didn't know there's a distinction between the two u wu ♥ and maybe I can try putting more or some thrusters then activate them through the same firing loop like some people suggested for that x3
Are there any settings on the gyro other then the override? Would this feature be useful on a automatic drone or not really necessary since the player does not control it?
Drones with the new grid AI are pretty good at aiming and basically control the gyros is if they were in override mode, any deviation from target from the recoil is compensated by the AI almost immediately in my experience.
It's only override c= as for drones I'm not sure since they already do control their gyro aim using their AI block u wu so this might only be useful for player controlled tiny vehicles x3
Doesn't this system interfere with the turning of the vehicle if it maneuvers at the same time as the machine gun is fired?
It does affect how the vehicle turns or aims when we control it but in a way that's beneficial for manual firing since it eliminates the swaying motion from momentum c=
I'm not sure it's worth the unintuitive ergonomics of the weapon trigger being a toggle bound to a number key.
It depends on personal preference yeah c= if the aiming feel of a tiny vehicle is really bad either because of the recoil or aim momentum swaying this can definitely help though despite being slightly less convenient x3
or you might just add a gyro with permanent override, but lowered power, like 10-20%
That's another way to do it yeah c= some people might not like the gyro override on sensation when just flying around though u wu
Nice!
Thanks Lastofus x3 ♥
what if the target is moving?
Put the override on a gyro that's set at less than 100% power and you can still use your gyro to counteract it. Either that or one override gyro and two regular gyros.
We can still aim because there's more than 1 gyro and the second gyro is used just for stabilization during firing c=
No! Make it spin more when it fires!
xD military contracts instantly awarded x3
Looks like ur compensating for something :P
xD