For shooting on a diagonal, use Pythagoras Theorem diagonal distance is sqrt((x2-x1)^2 + (z2-z1)^2) where cannon is at (x1, z1) and target at (x2, z2) For better angle calculation try plotting your known data points in Desmos and then fitting some kind of sine curve to them
The schwerer Gustav was bad at aiming at moving targets it was desingt to destroy the maginot line. Aiming worked by moving it along a circel of 2 Tracks. It also needed to be transportet on multipil diferent trains to the destination. Then it needed to be asembeled. So all in all it is not good to use it against a tank. But it is still a good joke. Sorry for bad english.
@@Tosterbrosterpoint is that it was intended to cause massive damage to the enemy’s general location. If you wanted precision, you’d send a squadron of dive bombers.
You NEED to start building highway systems for your vehicles connecting everything important alongside your railways, it would be extremely handy long term for you.
absolutely love that each of these IRL military build have to be upscaled because they feel small when every thing work with a meter^3 grid XD (im sure if i saw a gustav irl it will feel huge same for tanks)
Man, i found this series and literally i went into a +15 hours marathon, i love you style mate. Now, i dont know if you gonna read this but: 3 VIDEO IDEAS OR VIDEO ARC IDEAS: THE GOLEM FACTORY: maybe located on the south between the viallge and you colony, a terminator-style factory were the create mod makes the golems, moves them around and pushes them into the GONDOLAS that transports them to special places of the colony (there they are forced out). Maybe use a rqndomizer to determine the place. THE COLONIAL EXPANSION TO THE NETHER Here you could make a 2nd settlement and be able to crate a new themee of said village, adpating your build style toba more mystical/demonic. Even hsing new transport methods there or even having an interdimendional vehicles (i recomend INMERSIVE PORTALS) THE GREAT OVERWORLD EXPANSION: basically expand your colony to the 2 villages you have around, each with a tavern, ~3 builders, universities and maybe some specifications (like more fihserman than th central one, etc) That would mean you would need more defences, but we all love those (and more reason to make the ammo aseembly) Please peopl, help me get this to him! Love the series
The part is true where rail had to be pulled and replaced to accommodate the turning, but it also required (iirc) 4 locomotives to even move it. It was also supposed to hit Britain from Mainland Germany, and the thing had to be put under makeshift rail bunkers to hide it from Allied air almost constantly.
lets gooo the schwerer Gustav is one of my favorite railway guns and also the fact the vid dropped on my bday the 27th and i just turned 19 just makes this even better to watch :D this is a really video sbeev
I've made it my goal a few months ago to build the gustav- never could figure out the twin track function- but this will greatly inspire me. Great work as always speev and amazing building techniques :)
At the end there. That was litterally bracketing fire. Shoot long, Adjust, Shoot short, Adjust, Hit! Real artillery principles displayed in Minecraft Excellent work
Truly the most German of artillery. 80cm barrel diameter with 3.6 meter long shells. Said shells could weight 4800kg for the "normal" HE shell, and 7100kg for the bunker buster shell. AKA the AP shell.
@GavinLowry-on4fr nope, the two shells are different. AP for artillery is for hardened structures that the standard HE can't deal with. This notably can apply to killing tanks. In the Gustav's case "only" 250kg of the total 7100kg weight was explosive filler for it's AP shells.
assume x1 and z1 are the cannon position, and x2 and z2 is the destination position. the angle for the diagonal is the square root of ( x coordinate#1 - x coordinate#2 )^2 plus ( z coordinate#1 - z coordinate#2 )^2
If I’m not mistaken the Gustav Cannon fired an 800mm round… imma go double check actually. Update: yep I remembered correctly, it does fire an 800mm round.
According to the model located In the Bundeswehr Military History Museum, scwher Gustav turned by having two 20 wheel train carriages in the front and two 20 wheel carriages in the back that each rotated independently allowing it to have its weight distributed evenly across the specially made tracks it drove upon.
You can calculate the diagonal distance with vectors. With x1 and z1 is the tank position and x2 and z2 the target point the distance is: squareroot((x2-x1)²+(z2+z1)²)
Can you explain this one because it looks like some weird amalgamation of the Pythagorean Theorem ( sqrt[a^2 + B^2] ) and the equation for figuring out the slope of a line. ( [Y1 - Y2] / [X1 - X2] )
Hey there sbeev! I tried to improve the positioning system you set up. I plotted the data you had onto excel and used an approximation and it seems to fit the data pretty well. this is the resulting equation, y = -0.0001x^4 + 0.0259x^3 - 2.4577x^2 + 83.252x + 403.41 where y is distance and x is angle. Input the distance you'd like to fire and solve for the root to find the firing angle. From the coordinates you provided it seemed to work pretty well, from (3621,−4445) to (4196,−5023) for the crater i got 61 degrees as the firing angle (2 degree difference from what you had used). I'm not sure how the mod calculates the firing distance from so you might need to do more testing (from the tip of the barrel or the breach). oh and you can use the pythagorean theorem to find the distance you'd like to hit on a diagonal. Hope this helps!
You could add a "Muzzle brake" in the post cannon barrel part, realistically would help decrease the recoil and would shot the expanding gases out right there.
Great project! One thing though, while calculating the distance you only took the angle of the barrel in consideration. In real life mortar/artillery firing you also have to consider the amount of charges used. If you mix and match both the amount of charges and the angle of the barrel, you can pretty much hit any block you want
Since a diagonal track is likely to always be a 45 deg angle across the blocks, that means the direct line is the hypotenuse of a right triangle between the x and z coordinate differences. You can then apply Pythagorean theorem to get the exact distance of the hypotenuse with the formula: distance squared = (xDif squared) + (zDif squared) where xDif and zDif are the distances along the corresponding axes. (A squared + B squared = C squared)
The drag model used is pretty basic and is just linear wrt velocity. A more realistic drag model would take variable air pressure at altitude into account and be related to the square of velocity. In the current model the optimal firing angle goes closer to 0 as velocity increases. Irl max range firing angles end up above 45 degrees for very large cannons due to lower drag at high altitudes due to lower air pressure.
you can use the pythagoras theorem to calculate the difference in blocks so take your 2 axis put them in the theorem like √ ([y distance in blocks from canon]^2 + [y distance in blocks from canon]^2)
so the thing of moving of the gustav cannon it could not move around corners matter in fact it wasnt really designed to move it was taken to smaller pieces that got transported to a frontline where first they assembled such train tracks and then was build on it so u already improved it to self transpoting and going in corners
YEEES i was hoping you'd make this! i don't care how many grey hairs i've found, that godDAMN intro turned me into a teenager again the damn camera angles, the bass drops, the VIBE
The cannon was taken apart when transporting and put together again when at its destination it would have taken weeks to rebuild and alot of man power so it would not have turned on curved rails (ik it would be impossible to do that in Minecraft)
Hey sbeev. I want more minecolonies please. How about you make evry third or forth episode about the village and upgrade. Keep going you make great content ;)
Trajectory maths is not as easy to calculate here because irl it takes into account the curvature of the Earth, wind and elevation but in MC, it should be pretty standard. Seems the devs of the mod added quite a few variables which is awesome from a gameplay point. Your Gustav is looking quite stylish btw
Love it, Yamato battleship would be cool but I'm not sure how well would Create Mod and Minecraft handle such monstrosity 30:00 Pythagorean theorem (a2 + b2 = c2) should work for this because you're calculating the diagonal of a rectangle between your coordinates and target's coordinates
To achieve a more precise estimation of shooting distance based on angle, it’s beneficial to conduct multiple trials. Each shot you take will serve as an individual data point, encompassing both the distance and the corresponding angle. Once you have collected this data, you can input it into Excel to create a graph that visually represents your findings. In Excel, you can then add a trendline to this graph, which will help to illustrate the relationship between the angle and distance. Aim to adjust the trendline so that it closely follows the pattern of your data points, reflecting the trends more accurately. With the trendline established, you can derive a mathematical function from the trendline that describes this relationship. This function will enable you to input any angle and calculate the expected shooting distance. Remember, the more data points you gather, the greater the precision of your function will be.
Awesome Job! Was realy fun to watch! I was thinking about testing around with a "Minigun Style" canon. With like 5 of These big barrels reloading in the rotating process. Would Like to See you building that! Guess that will be crazy fun if possible 😅
You could try to use Al-Kashi's theorem or Pythagorean's theorem for the distance calculation. You take A=sqrt(B^2+C^2) and you have your distance to target. It should work (even in a straight line where B=0 and C=A). You should end up with a formula looking like this : Distance = sqrt ( [ x canon - x target ] ^2 + [ y canon - y target ] ^2 ). Then you add this formula in you angle's calculation fonction. With this formula you explain why you got a 1.5 factor on the x or y distance. If you have a 45° angle, x and y are equals, you end up with a distance roughly egual to 1,5x or 1,5y (~1.41). Writing math calculus on TH-cam is kinda dificult. I hope it is not to hard to read.
i love this guys dedication to youtube and listening to his audience and having the patience to BUILD THIS! I respect this too much. keep up the good content!
The Gustav was so massive that it had to be assembled on the train track with separate parts of it being added onto it. It could not turn from my understanding on curves due to the sheer size of it. Also, after the Gustav fired a couple times the barrel would be ruined.
so about diagonals... diagonals work by adding the cube value of the 2 shorter sides (in this case 1^2 + 1^2) then taking the square root of their value sqrt(2) so you need to multiply the distance by roughly 1.414 to get accurate shots
By the way, I think you might be able to get more precise angles by using gears as well as a sequenced gear shift, so you'll have a sequence gear shift turning a small cogwheel, leading into a large cogwheel.
I think there is a addon, Create:Steam and Rails I think, that allows you to make larger wheels. Also Sbeev for the love of God tell us what music you are using. You can't just find banger after banger and leave us in the dark.
I believe you can achieve sub 1° angle changes by simply using small cogwheels to turn a larger one as a divider. Allowing you go get smaller and smaller angles that are divisions of 2 (0.5, 0.25, 0.125, 0.0625, etc...) By perfecting the data on that gun (and also taking into account elevation differences, which with the way this mod models the balistics gets rather important for long range shots due to their flatter curves), and using smaller increments of elevation you might be able to vastly improve the accuracy.
it's not a pretty answer, but if my physics knowledge from nearly half a decade ago holds true, then the maximum displacement should be about this: v = muzzle velocity (had a bit of trouble pinning this down from the video tbh, so no exact number is here) O (stand in for theta) = the angle of the shot g = gravity, which i found online to be around 22 m/s/s, but you should test this if you plan on relying on it d = horizontal displacement (aka distance the shot goes) (V^2 * sin[2*O])/|g| = d note: the bars surrounding g here are meant to mean take the absolute value of g, although not everyone knows that symbol. P.S. 1.4 is a better approximation of the sqrt of 2 than 1.5, and this difference may be exaggerated at longer ranges. also, this is all based on real life and not on how they coded it, so it still might not work if the math is good.
If you dont know what part are in ehat places like the gun breach on the "whole"in the middle i recomend to watch a build video of a model kit that will show what parts are where better that pictures somethimes , love the buils mate keep it up !!!!!
For shooting on a diagonal, use Pythagoras Theorem
diagonal distance is sqrt((x2-x1)^2 + (z2-z1)^2) where cannon is at (x1, z1) and target at (x2, z2)
For better angle calculation try plotting your known data points in Desmos and then fitting some kind of sine curve to them
And for simple 45 degrees (so perfectly diagonal) use sqrt(2), or x*1.41 = diagonal length
@@FierceFire14 what is sqrt?
@@psi_snipurr square root, the inverse of power of 2/squared
@@ThunderSphun ah so √?
@@psi_snipurrcorrect
Now time to construct either Bismarck or yamato
In qarsan event yamato lost the battle ingame
Only the best will do, Iowa class or bust
how about both?
@@annonimity276 Those are not the best lol
Hell yeah
"Hans there'z a Tank get the Panzerfaust"
"Hans did you get da Panzerfaust"
"Nein.... I brought the Gustav Cannon" 💀
“HANS NO!”
“HANS YES!!!”
Immediately removes an entire hillside… behind the tank.
@@BaDArxzbehind the tank 🤣😭 real
fr that is literally just the gustav gun
The schwerer Gustav was bad at aiming at moving targets it was desingt to destroy the maginot line. Aiming worked by moving it along a circel of 2 Tracks. It also needed to be transportet on multipil diferent trains to the destination. Then it needed to be asembeled. So all in all it is not good to use it against a tank.
But it is still a good joke.
Sorry for bad english.
@@Tosterbrosterpoint is that it was intended to cause massive damage to the enemy’s general location. If you wanted precision, you’d send a squadron of dive bombers.
You NEED to start building highway systems for your vehicles connecting everything important alongside your railways, it would be extremely handy long term for you.
Eisenhower about to completely ruin the USA forever:
And build a Peterbilt 379 for any bulk freight movements not connected by rail (or as a surplus to the rail).
Glory to Schwerer Gustav i might need the schematic for something that I can't explain
💀💀
What can I just have fun with it
let the intrusive thoughts win
Sbeev hitting us with the cinematic shots
And back
agreed
absolutely love that each of these IRL military build have to be upscaled because they feel small when every thing work with a meter^3 grid XD (im sure if i saw a gustav irl it will feel huge same for tanks)
Considering that you probably arent 2 meters tall and a meter wide? Yurp.
Next build the mighty yamato
The smoke that comes through the barrel is just dust flying from the recoil of the shot :)
Man, i found this series and literally i went into a +15 hours marathon, i love you style mate.
Now, i dont know if you gonna read this but: 3 VIDEO IDEAS OR VIDEO ARC IDEAS:
THE GOLEM FACTORY: maybe located on the south between the viallge and you colony, a terminator-style factory were the create mod makes the golems, moves them around and pushes them into the GONDOLAS that transports them to special places of the colony (there they are forced out). Maybe use a rqndomizer to determine the place.
THE COLONIAL EXPANSION TO THE NETHER
Here you could make a 2nd settlement and be able to crate a new themee of said village, adpating your build style toba more mystical/demonic. Even hsing new transport methods there or even having an interdimendional vehicles (i recomend INMERSIVE PORTALS)
THE GREAT OVERWORLD EXPANSION: basically expand your colony to the 2 villages you have around, each with a tavern, ~3 builders, universities and maybe some specifications (like more fihserman than th central one, etc)
That would mean you would need more defences, but we all love those (and more reason to make the ammo aseembly)
Please peopl, help me get this to him! Love the series
We getting out Eastern Berlin with this one 🗣️🔥
It's a^2 + b^2 = c^2 for triangles.
It's not that useless, huh? What do you say about that now, alpha gen?
The part is true where rail had to be pulled and replaced to accommodate the turning, but it also required (iirc) 4 locomotives to even move it. It was also supposed to hit Britain from Mainland Germany, and the thing had to be put under makeshift rail bunkers to hide it from Allied air almost constantly.
If I am correct you can add more chambers to extend the length without needing additional muzzle velocity
30:30 brother, you need the pythagorean theorem.
HE DID IT THE MADMAN DIDIT
lets gooo the schwerer Gustav is one of my favorite railway guns and also the fact the vid dropped on my bday the 27th and i just turned 19 just makes this even better to watch :D
this is a really video sbeev
no im not a bot im just another folk from chicago
happy birthday bro!
Happy birthday!
Square root of 2 is diagonal
I was about to say something like that
Danke shcön, my friend
Danke schön heißt das mein lieber freund und zwetschgen röster
Yo mate thanks for the support of the concept! ❤
@@roblosplayer0133 we made it together
@@roblosplayer0133 but we need a new thing now
@TaklacıGüvercin1923 hmmm how about a apache helicopter or IJN Yamato
20:22 The real thing was placed on Purposely build traks, laid in a slightg curve, to break it after firing.
fod diagonals instead of 1.5 you need to multiply by sauare root of 2 which roughly equal to 1.414
0:10 im in a Video :D
Yes, yes you are, good for you!
You arent? :(
@@pokeDINO2260 no?
30:20 YOU MULTIPLY IT BY THE SQUARE ROOT OF 2!!!! ITS PYTHAGOREAN!!!!!!!!
He finally got enough break through for this research
Götterdämmerung moment
I've made it my goal a few months ago to build the gustav- never could figure out the twin track function- but this will greatly inspire me.
Great work as always speev and amazing building techniques :)
At the end there.
That was litterally bracketing fire.
Shoot long, Adjust, Shoot short, Adjust, Hit!
Real artillery principles displayed in Minecraft
Excellent work
Next build a USS York Town Aircraft Carrier
Truly the most German of artillery. 80cm barrel diameter with 3.6 meter long shells. Said shells could weight 4800kg for the "normal" HE shell, and 7100kg for the bunker buster shell. AKA the AP shell.
Wouldn't that be considered ap-he?
@GavinLowry-on4fr nope, the two shells are different. AP for artillery is for hardened structures that the standard HE can't deal with. This notably can apply to killing tanks.
In the Gustav's case "only" 250kg of the total 7100kg weight was explosive filler for it's AP shells.
I love this series so much. Your attention to detail is next level
Also good to see the schwerer Gustav DID articulate
assume x1 and z1 are the cannon position, and x2 and z2 is the destination position. the angle for the diagonal is the square root of ( x coordinate#1 - x coordinate#2 )^2 plus ( z coordinate#1 - z coordinate#2 )^2
That is one mighty Tronk! :O
"HANS, FIRE THE 125MM ON THAT VILLIGER HANS"
If I’m not mistaken the Gustav Cannon fired an 800mm round… imma go double check actually.
Update: yep I remembered correctly, it does fire an 800mm round.
According to the model located In the Bundeswehr Military History Museum, scwher Gustav turned by having two 20 wheel train carriages in the front and two 20 wheel carriages in the back that each rotated independently allowing it to have its weight distributed evenly across the specially made tracks it drove upon.
You can calculate the diagonal distance with vectors. With x1 and z1 is the tank position and x2 and z2 the target point the distance is: squareroot((x2-x1)²+(z2+z1)²)
Can you explain this one because it looks like some weird amalgamation of the Pythagorean Theorem ( sqrt[a^2 + B^2] ) and the equation for figuring out the slope of a line. ( [Y1 - Y2] / [X1 - X2] )
Hey there sbeev! I tried to improve the positioning system you set up.
I plotted the data you had onto excel and used an approximation and it seems to fit the data pretty well. this is the resulting equation, y = -0.0001x^4 + 0.0259x^3 - 2.4577x^2 + 83.252x + 403.41 where y is distance and x is angle. Input the distance you'd like to fire and solve for the root to find the firing angle. From the coordinates you provided it seemed to work pretty well, from (3621,−4445) to (4196,−5023) for the crater i got 61 degrees as the firing angle (2 degree difference from what you had used). I'm not sure how the mod calculates the firing distance from so you might need to do more testing (from the tip of the barrel or the breach). oh and you can use the pythagorean theorem to find the distance you'd like to hit on a diagonal. Hope this helps!
Or maybe we force you to make a whole fleet locked in your room for a week, Yamato, Bismarck, HMS Hood, Jean Bart, all of them
Now make Bismarck
Or Maybe just the Z20 karl galster (with torpedoes if possible)
Or maybe the battle cruiser
Hms Repulse
Personally I'd like to see IJN Takao
whatever you do do not fail this guys art class
he needs to make a panzer battalion
You could add a "Muzzle brake" in the post cannon barrel part, realistically would help decrease the recoil and would shot the expanding gases out right there.
Great project! One thing though, while calculating the distance you only took the angle of the barrel in consideration. In real life mortar/artillery firing you also have to consider the amount of charges used. If you mix and match both the amount of charges and the angle of the barrel, you can pretty much hit any block you want
Since a diagonal track is likely to always be a 45 deg angle across the blocks, that means the direct line is the hypotenuse of a right triangle between the x and z coordinate differences. You can then apply Pythagorean theorem to get the exact distance of the hypotenuse with the formula: distance squared = (xDif squared) + (zDif squared) where xDif and zDif are the distances along the corresponding axes. (A squared + B squared = C squared)
The drag model used is pretty basic and is just linear wrt velocity. A more realistic drag model would take variable air pressure at altitude into account and be related to the square of velocity. In the current model the optimal firing angle goes closer to 0 as velocity increases. Irl max range firing angles end up above 45 degrees for very large cannons due to lower drag at high altitudes due to lower air pressure.
Bro cooked the hardest edit like it’s nothing
As Nano once said: "I have an idea! Lets fire a car out of a cannon!"
He came to the Gustav rail cannon in *Metal of Honor: Above and Beyond*
Hanz ve need vetter tranzmition.
Bigger Kanon?
Goddamn it Hanz.
Oh... Battleship Kanon!
YA HANZ! GOD DAMN GENIUS!
Dude is building all the things I thought I’d build in minecraft as a kid.
Screw all the Axis builds, create the polish armored train no. 53
you can use the pythagoras theorem to calculate the difference in blocks
so take your 2 axis put them in the theorem like √ ([y distance in blocks from canon]^2 + [y distance in blocks from canon]^2)
so the thing of moving of the gustav cannon it could not move around corners matter in fact it wasnt really designed to move it was taken to smaller pieces that got transported to a frontline where first they assembled such train tracks and then was build on it so u already improved it to self transpoting and going in corners
YEEES i was hoping you'd make this!
i don't care how many grey hairs i've found, that godDAMN intro turned me into a teenager again
the damn camera angles, the bass drops, the VIBE
The cannon was taken apart when transporting and put together again when at its destination it would have taken weeks to rebuild and alot of man power so it would not have turned on curved rails (ik it would be impossible to do that in Minecraft)
Make the Landkreuzer P. 1000 Ratte
Hey sbeev. I want more minecolonies please. How about you make evry third or forth episode about the village and upgrade. Keep going you make great content ;)
BIG BOOM BOOM!!! 🤣
new sbeev vid is how you know it’s a good day 🔥
edit: also you should make a cargo plane or a WW2 bomber or something (if the bomber is possible)
You should build a museum to hold your Gustav and other cool stuff
Yall is this the new tank tussle meta
Trajectory maths is not as easy to calculate here because irl it takes into account the curvature of the Earth, wind and elevation but in MC, it should be pretty standard. Seems the devs of the mod added quite a few variables which is awesome from a gameplay point. Your Gustav is looking quite stylish btw
bringt eine träne ins auge
"ve aim for ze stars but ve keep hitting london"
Man, gotta love the Gudtav. Just need to find a good ise for it in minecraft now. XD
Those villagers watching you fire a rail gun near their village:
Love it, Yamato battleship would be cool but I'm not sure how well would Create Mod and Minecraft handle such monstrosity
30:00 Pythagorean theorem (a2 + b2 = c2) should work for this because you're calculating the diagonal of a rectangle between your coordinates and target's coordinates
To achieve a more precise estimation of shooting distance based on angle, it’s beneficial to conduct multiple trials. Each shot you take will serve as an individual data point, encompassing both the distance and the corresponding angle. Once you have collected this data, you can input it into Excel to create a graph that visually represents your findings.
In Excel, you can then add a trendline to this graph, which will help to illustrate the relationship between the angle and distance. Aim to adjust the trendline so that it closely follows the pattern of your data points, reflecting the trends more accurately.
With the trendline established, you can derive a mathematical function from the trendline that describes this relationship. This function will enable you to input any angle and calculate the expected shooting distance. Remember, the more data points you gather, the greater the precision of your function will be.
Mad he has so much creative things to make I can't believe it
Awesome Job! Was realy fun to watch!
I was thinking about testing around with a "Minigun Style" canon. With like 5 of These big barrels reloading in the rotating process. Would Like to See you building that! Guess that will be crazy fun if possible 😅
Now you gotta calculate the range of one and two less powder charges, that would help you dial in every range
The "I love trains" guy would fw this
You should definetly do Karl Gerät or Sturmtiger too
Fire intro my guy and always love your vids man highlight of my day when I see u post
Create mod/addon idea: decorative wheelsets for trains, may function, may not, but look like wheelsets that function from create
Youre too good at this dude keep it up
You could try to use Al-Kashi's theorem or Pythagorean's theorem for the distance calculation.
You take A=sqrt(B^2+C^2) and you have your distance to target. It should work (even in a straight line where B=0 and C=A).
You should end up with a formula looking like this :
Distance = sqrt ( [ x canon - x target ] ^2 + [ y canon - y target ] ^2 ).
Then you add this formula in you angle's calculation fonction.
With this formula you explain why you got a 1.5 factor on the x or y distance. If you have a 45° angle, x and y are equals, you end up with a distance roughly egual to 1,5x or 1,5y (~1.41).
Writing math calculus on TH-cam is kinda dificult. I hope it is not to hard to read.
i love this guys dedication to youtube and listening to his audience and having the patience to BUILD THIS! I respect this too much. keep up the good content!
You can use tracer tip for easier marking of the shell
I don’t know how any of this works but I’m so amazed 😭😭
The Gustav was so massive that it had to be assembled on the train track with separate parts of it being added onto it. It could not turn from my understanding on curves due to the sheer size of it. Also, after the Gustav fired a couple times the barrel would be ruined.
if you cut a couple of venting/compensator cuts around where the particles spawn at least it will make more sense.
Calling it the mighty gustav🤮🤮
Calling it the schwerer gustav🗿🇩🇪
Calling it the big boom machine 🥵❤ 😎🔥
SBEEV UPLOAD WEEEEEE!
Another phenomenal vid
Here we see a nerd in its natural habitat fascinating
That looks so cool!
so about diagonals... diagonals work by adding the cube value of the 2 shorter sides (in this case 1^2 + 1^2) then taking the square root of their value sqrt(2) so you need to multiply the distance by roughly 1.414 to get accurate shots
Next Build recommendation: the USS New Jersey BB-62 "Black Dragon"
This is the best use for Pythagorean theorem
By the way, I think you might be able to get more precise angles by using gears as well as a sequenced gear shift, so you'll have a sequence gear shift turning a small cogwheel, leading into a large cogwheel.
Day one of asking Sbeev to build the Bismarck
Correct
It could not move in real life and the rail was there to have the separate cariges, it took 3 days from setting it down until it could fire
It’s crazy to think that the engineers would have had to account for the curvature of the earth in their determinations of ballistic travel
You should totally make a certain camp with a certain name :)
For firing on a diagnal, use pythagoras theorem
If you wanna calculate angles more precisely, get tge points and put them in function equation finder
Make the P.1000 Ratte next
*ERIKA INTENSIFIES* Great build, great video, Sweet does it again!
I think there is a addon, Create:Steam and Rails I think, that allows you to make larger wheels. Also Sbeev for the love of God tell us what music you are using. You can't just find banger after banger and leave us in the dark.
I believe you can achieve sub 1° angle changes by simply using small cogwheels to turn a larger one as a divider. Allowing you go get smaller and smaller angles that are divisions of 2 (0.5, 0.25, 0.125, 0.0625, etc...)
By perfecting the data on that gun (and also taking into account elevation differences, which with the way this mod models the balistics gets rather important for long range shots due to their flatter curves), and using smaller increments of elevation you might be able to vastly improve the accuracy.
it's not a pretty answer, but if my physics knowledge from nearly half a decade ago holds true, then the maximum displacement should be about this:
v = muzzle velocity (had a bit of trouble pinning this down from the video tbh, so no exact number is here)
O (stand in for theta) = the angle of the shot
g = gravity, which i found online to be around 22 m/s/s, but you should test this if you plan on relying on it
d = horizontal displacement (aka distance the shot goes)
(V^2 * sin[2*O])/|g| = d
note: the bars surrounding g here are meant to mean take the absolute value of g, although not everyone knows that symbol.
P.S. 1.4 is a better approximation of the sqrt of 2 than 1.5, and this difference may be exaggerated at longer ranges. also, this is all based on real life and not on how they coded it, so it still might not work if the math is good.
If you dont know what part are in ehat places like the gun breach on the "whole"in the middle i recomend to watch a build video of a model kit that will show what parts are where better that pictures somethimes , love the buils mate keep it up !!!!!
This brings back memories