That is a very compact solution. I have made a 32 barrel Twin rotating setup with 16 barrels per rotor that was capable of firing almost twice as fast but it was many times the size and very long due to the stacking of 4 rotors to achieve angle offsets and having the sensors mounted on the back end of each barrel with a piston extending to activate each side, not to mention how fragile it is. Your multi-piston sensor setup is genius and very small, I wish I had thought of it. I hope you don't mind me using the idea in the future for things that require a shorter time interval than timer blocks allow. Cheers!
Reminds me of something I once built: a system for ripple-firing 8 rocket launchers using nothing but timer blocks. It had a string of timers set to "trigger now" each other (this action has a tiny delay) to create delays of less than 1 second and another set that turned each other on and off to select which launcher to fire. Not a single timer actually counted down. It was a heavy, delicate, and impractical contraption, and I resent that it took so much complexity to do something so simple without code.
Brilliant! And somehow very thematic and immersive, seeing it in operation. The moving pistons somehow remind me of guns moving back under recoil or some sort of autloader system.
There's another way of doing this. Have a rotor spinning and use event controllers that detect if the angle is >= to fire the guns in sequence. You can adjust the ROF by either making the rotor spin faster or double the event controllers and spilt the cycle into 180 degrees instead of 360. You can split it even further for things like autocannons, at the cost of more event controllers. Main issue with this is the amount of event controllers for higher rate of fires and the event controller may not trigger near 360 degrees if the rotor is spinning fast. The way to get around the latter is to either set it to detect at an earlier degree or slow down the rotor. Edit: I just thought of another possible way to solve the misfire at 360 degrees. You should be able to set it to detect at >= 0 degrees, turn itself off, then turn it on with the last controller in the cycle. Havent tested this yet, but I think it should work.
@@IchSehDich3000 that said, since fixed assault cannons have a 6s reload cycle, the 60rpm limit means that sequencing six cannons with six timer blocks results in perfectly optimal 1 round per second fire rate in a fairly compact and low-headache package.
I am two months old. I have learned a little bit, the basics. I would have no idea where to start building a masterpiece like this, just the body alone! Do you start with the inside first or outside? I would not know where to begin. Great work btw. I am in AWE! 😇🫡🫡🫡🫡
Not only an awesome solution, but the mechanism also looks like a neat mechanism in the engineering area. Well done!
That is a very compact solution. I have made a 32 barrel Twin rotating setup with 16 barrels per rotor that was capable of firing almost twice as fast but it was many times the size and very long due to the stacking of 4 rotors to achieve angle offsets and having the sensors mounted on the back end of each barrel with a piston extending to activate each side, not to mention how fragile it is. Your multi-piston sensor setup is genius and very small, I wish I had thought of it. I hope you don't mind me using the idea in the future for things that require a shorter time interval than timer blocks allow. Cheers!
Awesome idea with sensors and pistons! Awesome interior and exterior too
Reminds me of something I once built: a system for ripple-firing 8 rocket launchers using nothing but timer blocks. It had a string of timers set to "trigger now" each other (this action has a tiny delay) to create delays of less than 1 second and another set that turned each other on and off to select which launcher to fire. Not a single timer actually counted down. It was a heavy, delicate, and impractical contraption, and I resent that it took so much complexity to do something so simple without code.
Brilliant! And somehow very thematic and immersive, seeing it in operation. The moving pistons somehow remind me of guns moving back under recoil or some sort of autloader system.
There's another way of doing this. Have a rotor spinning and use event controllers that detect if the angle is >= to fire the guns in sequence. You can adjust the ROF by either making the rotor spin faster or double the event controllers and spilt the cycle into 180 degrees instead of 360. You can split it even further for things like autocannons, at the cost of more event controllers.
Main issue with this is the amount of event controllers for higher rate of fires and the event controller may not trigger near 360 degrees if the rotor is spinning fast. The way to get around the latter is to either set it to detect at an earlier degree or slow down the rotor.
Edit: I just thought of another possible way to solve the misfire at 360 degrees. You should be able to set it to detect at >= 0 degrees, turn itself off, then turn it on with the last controller in the cycle. Havent tested this yet, but I think it should work.
Your idea is good, to test
AH HELL YEAH, small ship and lot of hidden gun!
looks rather industrial to boot. well done indeed
I dub this Ship: The Tchaikovsky.
Good lord, what graphic settings are you using? It looks great.
Thx! maximum settings.
Is there any way to use/integrate this in turrets managed by automatic controllers, with or without a script? I NEED IT URGENTLY, long story.
Great idea!
I see automation! :) Original solution.
This ship is amazing! is it available on the workshop?
ty! nop, not on workshop
nice build and all, but couldn't you do the same thing with like two timer blocks?
Thx! yes it is possible. but I wanted a dynamic effect and to do something other than with block timers.
Using purely block timers limits you to either 60 rpm due to minimum 1 second delay or a burst so rapid (no delay) they might as well all fire at once
@@theseukonnen1200 Ok was thinking the same as @BeunT_ but you are right. At that rpm timers wouldn't make it.
@@IchSehDich3000 that said, since fixed assault cannons have a 6s reload cycle, the 60rpm limit means that sequencing six cannons with six timer blocks results in perfectly optimal 1 round per second fire rate in a fairly compact and low-headache package.
and when that dont work? use more gun.
I am two months old. I have learned a little bit, the basics. I would have no idea where to start building a masterpiece like this, just the body alone! Do you start with the inside first or outside? I would not know where to begin. Great work btw. I am in AWE! 😇🫡🫡🫡🫡
First, learn to walk, then talk. Then we can work out how a baby typed a post.