RADAR TRACKED GUN!! - Search & Destroy Weapons DLC - Stormworks
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- เผยแพร่เมื่อ 8 ก.ย. 2024
- Join NJ in this video where he shows you step by step how to build a Radar Tracked Gun in the Search & Destroy Weapons DLC for Stormworks!!
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#MrNJersey #Stormworks #DLC
You are helping me understand this game unbelievably much. I never understood how microcontrollers worked but the way you explained it cleared up a ton more for me.
same here
Bro same I used to know nothing like this morning, now I can make boats that split in half💀💀💀
To everyone here who is currently having problems with getting it to work.
This tutorial is brilliant and it shows a lot of stuff to get it all working.
But there has been some small updates to the game which has changed some basics of the process. Not massively but I have written some points to anyone trying to learn and wants to Debug.
I've spent the past 3 days over numerous hours hitting basically every snag and here is the things that can go wrong.
It doesn't move or do anything.
- Check your pivots and pitches directions. In Particular the pitch needs to both rotate in the same direction else they'll cancel each other out.
- For the Pitch make sure that you are utilizing separate input sources on your microcontroller from the two inputs.
- Ensure that you have the correct radar channels going into the microcontroller, 2 is Pivot and 3 it pitch ( Could be inverse but they need to be separate)
The build falls apart when I spawn it in.
- MERGE THAT SHIT TOGETHER, top right there is a button to merge.
- Half of your pivot needs to be merged to the blocks they are meant to be moving.
- I keep changing and rebuilding but its the same result.
- Look if you are actively changing your micro, easiest way to change micro is to select and go onto the micro and press the top left.
- This lets you actively change the micro whilst its on the vehicle.
- You can actually make a autosave micro and not spawn it in by accident.
Its really slow at detecting me
- Change your radars configuration in the panel on selection for it.
- Have static, make sure your range is around 1000-2000m. Any longer and it will take ages to detect and feedback.
- Make sure the direction is front facing for the Radar.
- Radars parameters have changed slightly, change the scaling to try and get 1000M still.
- DONT CHANGE ANYTHING ELSE YET
Its being Shy??
- He mentions to inverse the derivative and then scale it.
- If it is doing it whilst being inversed, making it a positive derivative.
- If it still does it, the problem is in your pivots.
He mentions this in all the video but its very quick 3 seconds and move on.
All these points can stop the entirety of the build working.
Not saying he hasn't covered them, but there is a lot of points of error and I can get that it causes some frustration for people.
Just wanted to help :)
It does help, before i read ur coment my gun didnt even move, after i follow some of ur point, it move but only facing up, and nothing else, man im so confuse
@@Localnimation Make sure your pivot is faced the correct way. Make sure you just have it set to just track you first before messing around with firing
@@catanddodted You have to create it in a separate tab first. Then it will populate it within your standard buyable items
the microcontroller works fine at very short distances but pivots too high and misses for longer distances
Such an amazing video, always excited to watch when I get a notification. For target lead you would somehow have to translate Thales basic proportionality theorem into logic gates and that sounds like pain.
How would I do that
What if you used a pid controller with target angle as the input and 0 as the goal?
me before stormworks: it cant be that complicated you just put block and connect things
me after stormworks: *p a i n*
I got this game the other day and I didn't realize that it had so much logic. This game is really in depth and advanced The game play and all of that definitely makes up for the lack of graphics overall. Really good game though I love it.
Thanks Mr N Jersey, I really needed this because every time I try to face off with another ship I get absolutely shredded
This isn't a bad setup. The only issue I found is if the turret locks onto a target it stays locked, even if that target is inside the minimum range. Should maybe do a little demo on how to get your turret to "forget" invalid targets and search for a valid one.
The turret just constantly sways back and forth, it shoot and works, but its inaccurate because of the swaying, it doesn't look like what its doing in your video
Same
@@TheBrickFox Delay - 100
Thanks
This may be delayed and you probably know the fix, but if you don't:
Use the select tool (little arrow tool thingy in the top)
Select your pivot
Turn up the gear ratio (if the number on the right goes up, it goes "up", if it goes down, thats "down")
That probably should work, if not change the speed of the turret and make it lower
The swaying is due to radar noise, the new radars are so shit and that’s why it sways, use old radar
That is actually good and pretty simple. I like that it would work for slow targets.
I spent yesterday building one of these but i cashed like 20 times doing so, alreast now i can be lazy
Stormdoesntwork
@@mobgoblin9023 XD
Mine went Amok and Shot everything
Weird, I can leave it open for hours at a time and still in the same spot I left it, zero crashes. Maybe a networking issue?
Weird, I can leave it open for hours at a time and still in the same spot I left it, zero crashes. Maybe a networking issue?
Another great video from NJ as expected. But I actually have some tips for you guys. Of course this is just a simple tutorial showing you how you can set up your own Radar tracking gun and he cant mention everything. I've learned some things throughout my testing and building. I personaly think there are better ways of tracking. Let me explain: With this system you wont be able to track down targets when you or the move a certain speed (you will track behind them or infront of them). To fix this problem you can use a PID controller. For my turret I used these values: P=1 I=0.001 D=0. Of course these values can change for you build and are not the perfect ones. The setpoint of the PID is just 0 or for example 0.001 if you want it to be angled slightly above the target to compensate bullet drop. You can also multiply it by the distance of the target to auto adjust the height depending on the distance the target is away from you. Take a function block for example: if the range is x then just put x*0.0001 in. Connect that to the PID setpoint of the pitch for the turret. I could write a lot longer about this stuff but I this is just a comment and not a video after all. Just do a little testing with the PIDs and you get the hang of it.
Maybe make a video showing an example?
The formatting of the comment makes it a bit word-wally and a bit difficult for idiots with simian brains (Like myself) to understand.
@ I was thinking about uploading a Video about it but the new update broke the tracking for radars and now everything is wobbeling around. After I got it to work I'll demonstrate it
I almost never comment on your vids, but this was a nice surprise. Seeing as how the AI choppers and jets love to strafe my dingy little gunboat, and I'm always too late (and too clumsy of a AAA setup) to off them, this should hopefully free me up to drive or shoot at the AI with a "helping hand."
Also can you please find out and show any way to disable/clean up the out of control AI vehicles that immediately decelerate the game speed within minutes of playing?
Yeah my FPS dips to 25 after a while
unless you can calculate lead it wont matter
@@sinatraaaaaaa true, however that AI planes aren't too smart and will fly toward you for a while before veering off as they make their autocannon strafe. At close enough ranges the turret should be able to get hits on the .
. Nose. 😁
"Let's choose the rotary autocannon because its fun and big and shoots a lot of bullets"
h u m o r .
I mean, it's meme for a reason.
Innovation Inc?
american moment
@@vladikruk no his pfp
@@o_sch innovation inc moment
I would love a way to hand feed the drum mags. Go to the block, press q/e and you have a coiled ammo belt in your hands to reload drums by hand
I’m a big fan of frantically repairing and reloading guns mid combat xD
One thing I think that's missing from the new radar that the old one had was the input for facing. Thinking back to an old DOS game called AT-Robots (you program little 2d bots to pew pew each other) the best way, I learned from examples, to scan was to have a wide arc, then flip it around in pies instead of the traditional and slower "sweeping a few degrees" method. Once a target was found, you'd use the "target offset" within your scan arc to geometrically reduce and keep your arc on target into a very narrow band, then blast them. Conversely, if you lost/had no target, you doubled your scan arc each tick until you found a target, and then repeated the above process.
I wonder if there was a way to change the FOV with an input on the old one (I think there was) because then you could apply my mentioned theory above. Hmm....
The old radars had a numeric input for FOV. I like the FOV being broken up into X and Y FOVs, but they need to give us composite inputs that will allow us to control stuff dynamically. Clicking on the block to adjust settings is convenient, but there are a number of uses that not being able to dynamically change FOV affects. One would be limiting FOV to make picking a specific target easier, and then expanding FOV back out for tracking once the target is selected. This would be useful for missiles or radar controlled gun systems like this. Another use would adjust y axis FOV to scan for aerial or surface targets only.
When I spawn it in, the turret acts like it's shy or something, I've done the -x thing and changed the pivots so it's the right way. But when I got to a certain side of it. It just looks away from me and then if I move around it, it also keeps moving away. But only in one direction
x or -x has to with your turret rotating the wrong way, but if it keeps facing exactly away from you and keeps doing that as you walk around it, then it seems your radar is facing backwards or something.. could be a bug but try replacing the radar with a new one
alight the pivot and radar dude
I have made an unstoppable monster thanks to this video.
I like that when ever he's talking about guns his slogan is "because why not"
Is there a way to make an IFF system, so it doesnt fire on your own creations, eg im driving a RIB up to my destroyer, but im in the firing zone of the gun. maybe using radio?
Radio frequency maybe?
Use the radio to give a signal to disable the phalanx and turn it on when approaching using an OR gate alongside the out of ammo circuit
maybe a infrared light and attach a infrared detector. If it is in the fov of the detector then dont shoot
Not without sig strength but thats gone
Perhaps you take the distance from your craft and to the other craft via whatever (GPS sensor maybe) and if that matches the radar distance (+- x ammount) then don't shoot
Thank you,lord njersey!
I gotta wonder if someone is going to create some sort of CWIS control system like AEGIS to track and identify targets for point defense
I'm thinking that. Might try to make tomorrow first thing. I'm new to the game, but built using similar logic In other games (scrap mechanic, trailmakers, and more) but I should be able to get something working
This is great and amazingly simple tutorial NJ. However I would like to know how you can add active firing arcs on the weapon, because if the radar detects a target beyond 50m, that is located for example between the gun and your actual vehicle's body (like a ship's superstructure or funnel), it will fire through your creation to get to the target! Also would be nice to know how to make the weapon not fire at the fish... :D
I guess it takes fishing trips too seriously.
Did you figure out arc thing? cause i am building a ship atm and it is shooting my bridge
@@haroldthecartoon7901 put it on top of the bridge
Maybe do some math to figure out if the radar detection is under the water. Take the distance and the angle + the current height and using trigonometry I think you should be able to not fire low like 1 meter or whatever. Plus AA typically can't fire below a certain level anyway, it will make it more realistic
Can you make a video about the new missile radar? That would be cool!
Can I suggest instead of just multiplying by a constant to use the distance calculation of the radar, so it is more precise and slow at long ranges but quicker at shorter ranges.
How would you do this? I can't work it out in my head 😅
@@judgementalbird3384 use the x,y function block and pipe in distance as y. Then multiply with (y*distancefactor)
I'm a pretty smart guy but
Without these videos it would take me 3 x as long to figure this stuff out thanks again!!! Great content
Wow thank you for doing this I had already made one but it was with the old radars seen I had heard that new radars don’t really work and now I’m going to do it with the new radars
I bought this dlc and am not disappointed, tho can you please do an ecu tutorial on how to make one for modular engines and transmissions? That would be amazing
I've just been trying to build this but my rotational pivot isn't moving onto target but the radar thinks it has, so my gun just unloads into the bleeding floor ten feet away from me
Yes same for me I need help it does not move up or down it just shoots in my direction.
mine legit aims at my feet and refuses to aim straight, makes no sense since i literally copied the video basically
@@ghostlyninja125 people suggested that I try volocity pivots, I did and saw no improvements it might work for you though
@@charliewatsonlake8618 i tried this too but also didnt work
mine doesnt even move
"im going to be using the rotary autocannon, because why not. its fun, its big, and it shoots a lot of bullets"
you forgot one, it also goes BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT
What if you used the radios or something to make a sort of IFF instead of basing it off of range from you? TBH I don't know a whole lot about creating logic in this game and I haven't actually used the radios so I don't know if its possible but like you could make it check to see if its a on a friendly channel or something then decide if its a target it can shoot at or not
I have made multiple IFF systems, but I'm still thinking of a way to combine them with the RADAR systems
now you just need to code a friend or foe id system to work alongside this.
Can you do a video showing the advances of radar tracking guns as well as tracking only enemy AI?
I'm curious to know if they changed how these function. It seems like they used to lock onto the closest target. But it now it seems like they cycle between all 8 even though the 1st channel is the only target connected. Have I misunderstood the composite functionality? Has something changed?
Your MG tutorial was very helpful, thank you for your Stormworks egemacation.
Hy guys have anyone the same problem like me that the game crashes after changing some at the radars? Nice vid NJ :-)
Just what i needed, AI just always beaming their aim is too good haha
Thanks for tutorials
for some reason my gun just stays pointing down no matter what, when i put it to negative it just does the same thing but backwards
Did things like in this video but the turret wont move so probably some update has appeared
My game crashes when i config the radar?
Whenever I max out the radars FOV it just crashes my game, RIP
Are you in creative and can turn on reveal map? Heard radars dont like if it starts scanning in areas that havent been explored
Me wanting to make a C-RAM after seeing the thumbnail and title: yes yeS yES YES
0:36 that was terrifying
For some reason the range gets limited to 100m for no apparent reason. I have tried everything in my knowledge to fix it but still won't work. Anyone got some advice?
it doesn't work for me?? have they like changed this in an update, but amazing video even if it doesn't work for me!!!!
Hm is there a way to create a friend enemy detector? Maybe own vehicles could send a signal that identifies them, any vehicle that doesn't will be targeted.
Followed tutorial to the letter. Notwithstanding the endless crashing to desktop whenever I try to configure the radar, my gun mount tracks randomly to the left and the wiggles about and pitches the barrel backwards. Doesn't even try to detect me. Brilliant.
sounds like you need to invert the X value, maybe Y as well
@@JohnDoe-ni9zm inverted them both, tried all combinations. It's almost as if my radar is picking up the fuel tanks in the hangar instead of me. But i wouldn't be surprised if the crashing to desktop has something to do with it.
@@grantjohnstone9787 oh btw I found out yesterday my phalanx radar wasn't facing forward. Are you sure your radar is facing the correct way? Just remove and place it again to be sure I Guess
@@JohnDoe-ni9zm there's no direction markings on it? I noticed my problems stopped when i spawned it elsewhere.
@@grantjohnstone9787 Well the thing is I first built my gun backwards and then I used the subselectiong thingy to just copy the whole thing and rotate it before pasting. And then I noticed the gun was always facing away from its target, so I removed the radar and put a new one on and it worked. So in some cases the direction does seem to matter
My game keeps crashing when i press the arrow next to the remove button
How would one make one of these aim slightly higher than what the radar detects? The velocity pivots don’t allow you to just simply add a little bit onto the detected angle.
Add pid, set the current output as variable and the set point as your angle, then the output of your pid then goes to the pivot
@@MrNJersey thank you! I should’ve thought of this earlier. Time to fine-tune some PID settings then
very cool, would recommend building!
Hey NJ! Love your videos! So, I followed this one about as close to the letter as you can, and I'm running into an unusual problem.. my radar seems to have trouble tracking me at range. I have to step practically point blank in order for it to actually see me. I checked the settings in the radar itself and both POVs are set to max and effective range is still 640 meters. But if I walk in front of it, it won't actually shoot me until I'm about a meter or two in front of it. Any idea why that might be happening? It seems like a radar update but I can't find any info on it. As a side note, it seems to lose track of when I walk out of view and shoot boxes that are further away. Perhaps human characters aren't as detectable anymore?
Im having the exact same issue. Trying to make my own turret with guidance from NJersey and it doesnt want to see me until im about a meter in front of it.
I used the radar dish it has better range but it's heavier
I'm having the same issue as well. using the radar dish is useless too as it only gives a few more meters of range. maybe human characters aren't as dectatable any more as you said?
It's a shame that they didn't add a temperature node to the autocannons
Please can you make a tutorial of this but have it a bit more complex with a lead calculation?
Do some math :-)
Just use a add
If you figure out how to use the trig microcontrollers and some basic Lua, you can probably make it pretty accurate
@@Quantum-Bullet bru I don’t know how to make a calculation to lead calculate x and y velocity’s then act upon it that’s just above my head.
@@reilly2828 nothing is above your head, just outside of your current scope of knowledge. Learn it, and you'll surprise yourself.
could you do a tutorial on leading targets?
Use a add
@@Willnk26 I thought about that during the video, but that would only work going in one direction. You would need a way to tell it which way the target is moving and then do an add (+ or - ) depending on which direction it’s going. But even then, different ranges call for different leading so it’s going to be more complicated than that.
@@ciphernova2383 use a multiplier and you dont need to worry about any of that as your leading multiplier should be caluclated independently of the gun angle.
@@ohnolookwho241 you’re right. What about the direction finding?
Since we are never really handed an easy solution (it's more 'fun' that way) by the devs/game components, we need a new radar node perhaps, or a similar method to report target velocity (speed and direction). Though I imagine that would be too easy mode, so then the other way I can think of is to report the target's as actual objects instead of just a collection of numbers that the radar doesn't know one from the other, except that it's one blip and then some sweep later there's another blip, within it's FOV, etc., and without some LUA work to convert that info into quasi target object info. From there you can calculate how far the "target" moved per X amount time, and lead etc.
Hey, is there some sort of issue with radars at the moment. I used this video and even copied step by step the way you made your gun but mine simply will not work it is very intermittent if it will track me or not and even though the range was 600 odd meters it could find me within 6 but go further than that the radar looses me. Is anyone else having issues with radars at the moment?
yes im also am cant seem to figure out why....
Hey could you please make an updated video like this?
To make sure it dont shoot friendly craft, you could simply do speed, if an object is going over say 60 knots, shoot at it, then you cant shoot at missles that may close to under 50. That's how modern radar figures out the difference between a stealth aircraft with radar cross section of bird, from a real bird, cause the real bird aint gonna travel at 600 knots.
All the birds in my area have jets strapped to them so idk if that works anymore
@@pooppoop9112 XD
Great informative video
Oh a Phalanx CIWS :D
Can you please upldoad it to the workshop when you do this stuff please
Also one with lead guidance will be cool(that is not like 8x8) because the only microcontroller that i was able to find had some stuff that was not needed and made it more complicated
You can make a less accurate but more simple lead guidance using trig and knowin the speed of the bullet ehich for the light autocannon is 1000 m/s
Ill figure it out and post it as a reply
Aight you will have 2 right triangle equations. One calculates speed of object 2nd predicts where to shoot. First one you get the hypotenuse which is the first distance wait 0.1 seconds and get the next distance firs distance is C second distance is B you do root(C^2-B^2)=A A is the distance it travelled in 0.1 seconds. 0.1 is 1/10 of a second so you do A*10=S S is speed.
You are done with the easy part now now right
After you do another right triangle equation(not yet maybe) you get your target distance now which is Y you get your bullet speed which for the light autocannon is 1000 m/s. And you get your speed which is now Z so S=Z you do (Y/X)*Z=A A now is how far your target travels in the time it takes your bullet to reach. You then do right triangle stuff You get your target distance which is Y again and you get A which is how far your target travels in the time it takes your bullet to reach him you do. Arcsin(A/Y)=D. D=degrees
Arcsin which is just sin^-1
This give you the degrees you need to turn to hit your target(your nearly done) thr only problem is that pivots dont read degrees they read 0 to 1
So all you need to do is divide degrees by 360. So D/360.
And that there tells your pivot how much to turn to lead the bullets
Note: this is the simple version and this does not take in sccount bullet drop, air resistance, how much to pivot up and if the target is moving in an odd direction but it should still make it a lot more sccurate atleast
VERY IMPORTANT dont listen to the right triangle thing if a plane is moving at an angle away or toward you it wont work because its no linger a right triangle
Youll have to instead do a law of cosines question to solve the triangle but eveythingbelsw is the same
can you make an updated one ?
Just a bit tweaking of the anti-air ai system to track me but. What i didn't notice that your video of the gun phalanx or the rotary cannon of your video tutorial that doesn't produce much recoil than in reality the gun produces so much recoil
I know you said that it works best with velocity pivots but will it also work with robotic pivots and if it won't is there a way to make it stop before it hits your own boat? like I saw the part where you said you can make it not track if it's too close but if it detects a target and starts shooting it but then the target goes behind your boat how do you stop it from hitting your boat?
Instructions unclear, made a fully automated Artillery system capable of firing accurately at targets at max view distance.
Surprisingly easy... just had to add math from range > gun pitch.
And building a automated loading mechanism is just as much fun.
Some more tuning and i need to build a boat for the gun lmao.
EDIT: I just can't lmfao, one of my friends decided to be a cheeky bastard and spawned a Megalodon, and one of my turrets obliterated it!
I wanna see one of these. But with missles
Loved the video @MrNJersey! Could you do a video about how to make (or rather how you would make) a Radar System like the Air and Surface Search Radars used in the Second World War? Or maybe even how to make a Torpedo, Depth Charge or Bombs in Stormworks!
depth charge is easy just rig a Warhead with a depth meter and ta da depth charge
Imagine this combo
Ap+auto tracking+lead+rotary cannon with inf ammo
Every creation hit with this gun PEACE😂
Now i can finish my CIWS creation
Keeps crashing the game when trying to add the settings like you do with the radar
Is this when de-selecting the radar? If so, there's a bug with deselecting radars at the moment that causes a crash, there's no fix yet but to avoid it you need to stay in select mode and click elsewhere, don't click another tool or selectable item. I hope this helps :)
did you ever upload this mc to workshop?
my gun is locking onto random stuff in my hanger.... crates, barrels, kittens... any idea why ?
now we just need logic for an IFF system
Ok, just one question: how do you get the turret to fire with conviction?
You're a god.
Can you make a tutorial on this but with a leading system? me and some of my friends would love to know how to make one!!
Now I just gotta wait for a tutorial on the new radars. Because I literally have no clue how radar works in stormworks.
He's already done a quick guide on it. It was last week's Friday Update. Or are you meaning how to set it up on like a screen? They've simplified it ultimately, but that's also meant that it's become limited as well to what it can and can't do in comparison to the old radars. Is it bad? I don't believe so. It's just different.
Yeah your radar turret is really cool and powerfull but the problem is if there is a plane and you wanna shoot with the radar the radar is targeting the plane but not the ammo
So i followed this video, but my guns (have two twin barrel versions, one one each side of the ship), just snap straight down and kill themselves. I've done the same logic as here minus the distance to target, and time since detected. Any suggestions on how to correct this?
Change the radars detection mode from sweep to static.
This is what worked for me
Waiting for someone to create an IFF(Identify Friend or Foe) module, if someone hasn't already
Using gps and radar to gps you can do it
Are you doing one for missile?
I need help it does not move up or down it just shoots in my direction. Someone help me😥😥
How would I make it engage only air targets?
Easiest would just to be add a tilt sensor and only fire if the gun is facing upwards, but you could also use some sin/cos/tan math to figure out the altitude of you target and only fire ifs its above 10 or so
I thought I was a genius when i made microcontroller that opens a door.
I wanna mount this on my bomber
You should use helicopters from last weeks top five and the number one place small machine gun sonic what do you smallish machine guns
Could you please do a vid on how to do an auto reload system for this gun
Now they’re just needs to be a targeting blacklist so it doesn’t try to shoot you
No mrnjersey it’s as simple as putting an and block down that says if the gun is loaded and has a target then fire
Could be useful
AA
Mama
How do I make it so that it stops firing once it stops detecting a target and/or they have been terminated?
my gun only starts tracking when im 5 meters from it
A year old but followed this tutorial to the letter..
But my build wont track or fire.
Any hope for an updated version of this? :D
Followed every step and the only thing works is the tilt
i followed everystep, but the gun is just going the wrong way or cant look at me for some reason and just start spinning and stop facing away from me and looking down...i just dont get it xD
ive followed this video to the T and my gun spins uncontrollably. can anybody help? Ive tried turning down pivot power to no avail
does the samething for me idk what to do
I have done exactly what jersey has done, but my "update" button isn't working?? help
How do i make buttons that will resupply the vehicle(It’s guns) like in AI tanks and other ai vehicles?
50k on the road