#AI Gunner/Turret as Part of the Aircraft Building

1 messages · Page 1 of 1 (latest)

wispy valve
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Firing at enemies automatically, just like how enemy AI is targeting us, I think it's possible to implement this as part of building our aircraft.

The idea is:

  1. This part consist of an operator with their weapon (operator 3d model can be toggled to displayed or hide them to improve performance).

  2. There are variation, like mounted mg with limited aim (aim angle can be adjusted in settings) or turret with 360 rotation (rotation can be limited in settings).

  3. Weapon Properties Customization, total amount of machine gun (single/twin/quad), damage, rate of fire, bullet spread, ammo, range.

native sapphire
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this tbh is what i've wanted on simpleplanes for so long instead of having to do some crazy stuff just to have mid AI gunners, it fr was so annoying having to do so much complicated stuff for gunners

harsh needle
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it already exists but people who don't have mod access can't use it

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we can use (((TargetHeading - Heading) + (rate(TargetHeading) * ((TargetDistance) / 2000)))/ 180) * clamp01(TargetDistance < 20000) * clamp01(TargetSelected) and TargetSelected?(atan(((pow(2000,2)) - (sqrt((pow(2000,4)) - (9.81 * ((9.81 * pow((cos(TargetElevation) * TargetDistance), 2)) + ((2 * ((sin(TargetElevation) * TargetDistance))) * pow(2000,2)))))))/(9.81 * (cos(TargetElevation) * TargetDistance))) + rate(TargetElevation) * (TargetDistance / 2000)) / 90:0 - PitchAngle for the Gunners

but it can't shoot automatically

rare jungle
woven pagoda
harsh needle
native sapphire
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something integrated already into simpleplanes 2 for ai turrets would be nice though and less complicated

hushed estuary
flint python
wispy valve
wispy valve
thick plume
rare jungle
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There are no modded weapons that have even tried to do multi tracking, so again, what gives that were suddenly bringing it up as a limitations for guns when its the same for every other weapons.

wispy valve
# rare jungle There are no notes in this post about multi tracking, even missiles in game dont...

I'm not talking about this post, I'm talking about your video, the limitation of gunner system that tuned with FT. What I want to say is, such a system needs dependencies on the "target locking" for tracking, which means limited to one target unit, let alone multiple tracking, which is not supported natively.

The idea of this post is to suggest that the automatic gunner part can be implemented, where each gunner entity can decide to fire at detected enemies in its vicinity autonomously, without dependencies on the target locking.

rare jungle
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Or, be very unreliable, most turrets arent ball turrets, most ball turrets dont fully rotate on its trunnion, to simply tell an AI which would most likely work with a single coord point as its reference point whilst compensating for this would be very complicated unless its limited to that one model.

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Unless there would be more points of reference like a dedicated family of parts solely for AI use, a seperate gun part, seperate cannon part, seperate unguided rocket part, seperate rotator part, etc.

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Or, if it does get fully implemented, how balanced is it? Would it be a bad shot, or would it be xX_ultragamersniper_Xx levels of tryhard, will there be options to limit these or no?

wispy valve
woven pagoda
wispy valve
woven pagoda
stable shore
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i dont think sp2 will be like wt

sudden egret
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Peak game used as example.

Call to Arms: Gates of Hell - Ostfront. What the hell is a stable frame rate and an optimized game?!

twin solstice
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Honestly. Getting turrets without needing lots of funky trees stuff would be great

There’s lots of bombers out there and even some funky turret fighters.

You could get allot of quality of life if you could just have a “create gunner option”

assign pivots to a gunner. Give it a camera, assign it a weapon and go.

You’d save HOURS of guesswork and adjustment.