A tip for creative mode: if you press space and shift at the same time, you can place against containers without flying up or down. Useful for placing lines of hoppers or such without needing a scaffolding block to stand on. I saw you were flying down when placing the creative crates, and thought you might not know
@@navi2davi170 Yeah looked into nether steel, in theory you can go more than 1000 blocks but its just not practical for everyday use with render distances so low
Text has not loaded on signs when i placed the schematic, is there any fix or anywhere else i can get the data? Edit: I improvised and copied from the video but when I sent the message to fire it said cannon fired but did not fire. Edit 2: After some further testing i found out that the cannon would jam due to the machine only loading 2 charges, any way to fix this? Final Edit: Fixed all issues by adding a repeater to extend the signal that activates the deployers.
Yeah, it’s not built in but if you stop the main computer and list the files (I think with ‘Ls’) there should be a cannon data file, just delete that and it should ask you again
@@Turtlebot1 is there no way to determine the computer's local coordinates, its heading, and then use that to calc the cannon coords? Its not like the cannon's offset would change with one setup
It works really well but just one problem. Every time after using the cannon system, you have to keep rebooting the top computer because it has an error after firing the cannon once, in order to fire again.
@@darth_dan8886 For some shots, it will be right on the block. For others generally within 5 blocks? However this error in precision is due to how it calculates the cannons pitch by running a simulation in the main computer. If I write a better simulation script it can be every shot, within half a block precise. This is because the firing computer gives the aiming computer a pitch and a yaw, and it can get to that pitch and yaw to within 0.05 degrees. It’s just sometimes its calculated pitch is off.
For example actually in the first clip. I told the cannon to fire right in the middle of the castles main room, and that was from about 300 blocks away. It was within 2 blocks
@Turtlebot1 It's ever been my issue with aiming systems. The fact that I end up having to simulate and then dial it in, rather than solving for pitch and yaw... Is there a specific reason why your simulation is imperfect? Is it not one-to-one with the processing in the mod code?
@ so yeah it is simulated on the code I could find with create mod big cannons, with a gravity per tick of 0.05, muzzle velocity of 40m/s*charges. However from the experiments I performed, sometimes the big cannons mod rounds certain numbers depending on certain angles and from what I could gather from others in the community sometimes the first tick of a shell life isn’t calculated properly, this could introduce an error of 40m/s*0.05 of non calculated time. I’m not too sure if that’s what affected it? I’m also not 100% if the cannon shell spawns at the base of the cannon or at the tip? Meaning a high pitch shot could possible add a few extra ticks of flight time? Decided I was close enough with my shots that this would do for now. If someone developer a precise function though which just outputs a yaw/ pitch and how many charges are required then that could easily be swapped into this code. Another observation I made, mainly with nethersteel cannons is sometimes shots would go left and right of the barrel? Even if the barrels facing dead center, so there might be a bit of randomness involved aswell? Didn’t observe that on this size cannon though
@@Turtlebot1 There is definitely randomness involved. In fact, there's a setting that controls the randomness of cannons. When I wrote my aiming script I turned it to zero just to verify that my simulation worked, and I got the cannon to hit any block every time.
A tip for creative mode: if you press space and shift at the same time, you can place against containers without flying up or down. Useful for placing lines of hoppers or such without needing a scaffolding block to stand on.
I saw you were flying down when placing the creative crates, and thought you might not know
Finally aim rewok tysm!
love your work
nice work working on my own version rn
Omg that’s insane
😮 my brain was still processing the first version
Yoo, i would put that on my aircraft carrier and mess around with my friends. Cool build
idk if that will work cause you have to set coordinates in a computer where the cannon is
i'm curious if you can haven even more range by using expansion packs to the cannon mod
@@UnrealPlane make it nethersteel for more range
@@navi2davi170 Yeah looked into nether steel, in theory you can go more than 1000 blocks but its just not practical for everyday use with render distances so low
Can you make a version of it but with a NETHERSTEEL cannon?
hi bro, thats really nice. do you have de code just for the auto aim sistem somewhere? i was looking for it but couldnt find.
Text has not loaded on signs when i placed the schematic, is there any fix or anywhere else i can get the data?
Edit: I improvised and copied from the video but when I sent the message to fire it said cannon fired but did not fire.
Edit 2: After some further testing i found out that the cannon would jam due to the machine only loading 2 charges, any way to fix this?
Final Edit: Fixed all issues by adding a repeater to extend the signal that activates the deployers.
can i somehow change coordinates of barrel to put it on train?
Yeah, it’s not built in but if you stop the main computer and list the files (I think with ‘Ls’) there should be a cannon data file, just delete that and it should ask you again
@Turtlebot1 okay thanks
@@Turtlebot1 is there no way to determine the computer's local coordinates, its heading, and then use that to calc the cannon coords? Its not like the cannon's offset would change with one setup
It works really well but just one problem. Every time after using the cannon system, you have to keep rebooting the top computer because it has an error after firing the cannon once, in order to fire again.
@@ZestyZaza15 what’s the error you are getting?
@@Turtlebot1 nvm it works entirely good now. Ima let you know if it happens again
tablet dont load text. can uc copy it here?
and 1 more what if i have bugged cabels(they just little cubes(replace dont fix it)
wow
That sht look like gustav
So how precise is it, really?
@@darth_dan8886 For some shots, it will be right on the block. For others generally within 5 blocks? However this error in precision is due to how it calculates the cannons pitch by running a simulation in the main computer. If I write a better simulation script it can be every shot, within half a block precise. This is because the firing computer gives the aiming computer a pitch and a yaw, and it can get to that pitch and yaw to within 0.05 degrees. It’s just sometimes its calculated pitch is off.
For example actually in the first clip. I told the cannon to fire right in the middle of the castles main room, and that was from about 300 blocks away. It was within 2 blocks
@Turtlebot1 It's ever been my issue with aiming systems. The fact that I end up having to simulate and then dial it in, rather than solving for pitch and yaw...
Is there a specific reason why your simulation is imperfect? Is it not one-to-one with the processing in the mod code?
@ so yeah it is simulated on the code I could find with create mod big cannons, with a gravity per tick of 0.05, muzzle velocity of 40m/s*charges. However from the experiments I performed, sometimes the big cannons mod rounds certain numbers depending on certain angles and from what I could gather from others in the community sometimes the first tick of a shell life isn’t calculated properly, this could introduce an error of 40m/s*0.05 of non calculated time. I’m not too sure if that’s what affected it? I’m also not 100% if the cannon shell spawns at the base of the cannon or at the tip? Meaning a high pitch shot could possible add a few extra ticks of flight time? Decided I was close enough with my shots that this would do for now. If someone developer a precise function though which just outputs a yaw/ pitch and how many charges are required then that could easily be swapped into this code. Another observation I made, mainly with nethersteel cannons is sometimes shots would go left and right of the barrel? Even if the barrels facing dead center, so there might be a bit of randomness involved aswell? Didn’t observe that on this size cannon though
@@Turtlebot1 There is definitely randomness involved. In fact, there's a setting that controls the randomness of cannons. When I wrote my aiming script I turned it to zero just to verify that my simulation worked, and I got the cannon to hit any block every time.
We gonna play REDCON: ONLINE with this one!🗣️🥫🔛💥🔥💥🔥💥🔥