I followed the first tutorial you made and was able to get it working with the new radars. I had no idea that the devs added noise to the new radars which is why it was jittering i spent hours today trying to fix it lol. Thanks for remaking the tutorial tho definitely helped me understand it better now.
You should do a stabilized mount (like on a tank or ship, where the gun points to one spot even if the ship moves some) tutorial once the weapons dlc is out
Great tutorial, I've used the previous one and modified it with the new ones. Amazing how with the new system you can fit all the logic in a 2x2 microcontroller.
Also thanks for explaining the jitteryness, I had some frustration since my turret would be moving. Also an in-dept tutorial on how you fine tune PIDS?
I tried to recreate this setup because I'm trying to learn radar guidance, and my entire turret just drifts loosely around the room. I also noticed that there is never a steady lock, as the distance output from composite jumps regularly from 0 to ~ 28, I have no idea what I'm doing wrong. Spent about 2 hours troubleshooting.
Is this Tutorial also now out of date as my Phalanx radar seems different to yours with regards to its settings? I have an option of "Pitch Angle" which i didn't see on yours.
My turret doesn't want to lock , it just move in the same direction as me when i pass by the radar, but move way too fast or not so it doesn't look like a lock T.T
Great video! How much does range impact the noise and the accuracy? And would it be possible to somewhat de-noise it? Perhaps with a treshhold, a bit like a noise gate.
A 1.0 game and they couldn't bother to test their parts before releasing them. But I will say I like the new radars dispute them not catching the issues.
The missle radar is kinda useless for its intended purposes. No practical Fov, nor pitch/yall controls. Its almost like they didnt THINK before releasing it. More useful as a proximity sensor smh
I followed the first tutorial you made and was able to get it working with the new radars. I had no idea that the devs added noise to the new radars which is why it was jittering i spent hours today trying to fix it lol. Thanks for remaking the tutorial tho definitely helped me understand it better now.
Yeah same here, spent all day trying to fix the jittering before I watched the video and found out about the noise
I’ve been living under the radar for years now...
Today I finally decided to move that dumb thing off of me.
My Radar just moves anywhere and jitters around
You should do a stabilized mount (like on a tank or ship, where the gun points to one spot even if the ship moves some) tutorial once the weapons dlc is out
Great tutorial, I've used the previous one and modified it with the new ones. Amazing how with the new system you can fit all the logic in a 2x2 microcontroller.
Also thanks for explaining the jitteryness, I had some frustration since my turret would be moving. Also an in-dept tutorial on how you fine tune PIDS?
@@Skittttttles fine tuning pids is just changing values an looking what happens, according to what happens you change the values
I tried to recreate this setup because I'm trying to learn radar guidance, and my entire turret just drifts loosely around the room. I also noticed that there is never a steady lock, as the distance output from composite jumps regularly from 0 to ~ 28, I have no idea what I'm doing wrong. Spent about 2 hours troubleshooting.
Is there a workshop link to the microcontroller?
Mine doesn’t turn or work, are you still using the switch boxes? Help please
Could you show us a simple long range guided missile? I’ve been trying to get one to work for ages. I don’t want to manually fly it
How can you see logic outputs just looking on radar?
What are the pid values?
Pitch P = 3.4
Pitch I = 0.01
Pitch D = 0
Yaw P = 3.4
Yaw I = 0.01
Yaw D = 0
Is this Tutorial also now out of date as my Phalanx radar seems different to yours with regards to its settings? I have an option of "Pitch Angle" which i didn't see on yours.
yeah the radars keep being changed really often so its best to ask around in the discussions page on the game on steam.
If I'm not mistaken. The CIW automatically snap on target's irl. But I see why it's jittery
X works but the Y dosent work at all help? (the Y simply gose up and never comes down ones it sees a target in its view)
Do you have infinite electricity turned on, or do these not require power?
Yes I do, normally they would require a power source
They use almost no power iether way, it takes 10 seconds to take 0.01 power out of a small battery using the basic radar
I followed the video but my turret is moving wildly in pitch and yaw, a lot more than I think the balance jitter should be doing
same
same
PID values are different if your CIWS is a different weight, pivots use different gearing and power etc
@@Dutchcomentatah I did it exactly as he did in the video, and it didn't work
@@Dutchcomentatah ok thank you I played with the pics and gears a bit but had a sluggish CIWS, but may need to change the values more than I did
My turret doesn't want to lock , it just move in the same direction as me when i pass by the radar, but move way too fast or not so it doesn't look like a lock T.T
Great video! How much does range impact the noise and the accuracy? And would it be possible to somewhat de-noise it? Perhaps with a treshhold, a bit like a noise gate.
Hello, Is there any way to stop the radar from locking onto a human? Thank you.
Not anymore, they removed signal strength value so no filtering targets.
@@mobgoblin9023 ok thank you though.
@@mobgoblin9023 thank you for the tutorial though
Best I've done as a fix is used channel 1 and told it to not track things under like 15-20m so it doesn't blast me on my boat.
For some reason mine just doesnt work. it doesn't lock onto anything
mine too
A 1.0 game and they couldn't bother to test their parts before releasing them. But I will say I like the new radars dispute them not catching the issues.
The missle radar is kinda useless for its intended purposes. No practical Fov, nor pitch/yall controls. Its almost like they didnt THINK before releasing it. More useful as a proximity sensor smh
@@mobgoblin9023
Modders will probly make better new ones, devs are known for not thinking before they add things.
is there a mc on the workshop for this?
I have made an mc
do need to change antything on the radar itself?
I increased the FOVs slightly (20-30) and made the rotation static 👍
can we see it with the weapons?
they are not out yet
Nice
could you please upload the microcontroller to the workshop, i dont have the braincells to build the microcontroller lol
I have a Microcontroller you can use
@@SaturnCat-vy3dx ok what's it called?
Honestly, feel like the new ones are kinda booty.
since you can't debug the signals..... fuck this!
YOU COULD AT LEAST UPLOAD YOUR OLD TRACKER TO THE WORKSHOP!!!!!!