I am thinking about the potential games that could be made. The RNG based game with enemies sounds a bit extreme. But here's an idea: enemies advance slowly, and you need to lead them with your shots. I saw a proximity detection tutorial on the forums somewhere. If an enemy gets too close, they shoot the artillery piece, and that's game over. But if you hit all the targets, you win. I still like the idea of getting coordinates by clicking somewhere in scene, and those coordinates are input into a "console" or simply a box that when clicked brings up a text box to input the coordinates into.
Hey, Xray, you help me out a lot. Don't think of it as telling me my gun is terrible or that you are bugging me. View it as I do: constructive help on improving something that could use some improvement. If often get no feedback from anybody else, but when I do, I typically get much more done. view each scene I create as an interactively created scene, where I submit a rough draft, and I get feedback on what to improve. The more the merrier in regards to help/ constructive criticism.
The cannon I made was supposed to be extremely accurate, or at least have a tight shot group, even over long distances, as the repeater locks for each shot. Is there a way to get my projectiles to become "explosive" a short period after the "powder" is deleted at the end of the cannon?
Okay, saving it. I HAVE FAITH IN YOU!!!! I know you can do it. The trajectories of the projectiles are parabolic, so creating a mouse following cannon that adjusts the angle so the projectile trajectory lines up should be possible without too much trouble. would you like me to create a geometry "laser" that traces the trajectory?
Good to see an upload from you again!! The simulation runs pretty well, you just need to increase sim frequency to 100 or so. The ejection system could be improved as well.
As far as the gas piston, it has some really great potential. It is more realistic, as the piston in real firearms are only used to cam the bolt lock out of the locked position. The expanding gases do the rest to cycle the action (that, or the kinetic energy of the bolt carrier flying backwards, bringing the bolt with it.)
I like this concept a lot. Do you mind if I use similar concepts in the future for my gas-operated mechanisms?
So, I have a question about the sim frequencies. I don't mind if others use high frequencies for their scenes, but I know some people think of it as cheating. A lot of my guns, almost all, depend on the more stable physics of higher frequencies. Could you tell me what you are doing to make your guns stable at lower frequencies?