#Multi-Firing Piece APS

91 messages · Page 1 of 1 (latest)

upper furnace
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When connecting more than 1 APS firing piece to a APS system, it treats the other firing pieces as extra barrels, decreasing the gauge of each firing piece by the same formula as adding another barrel to 1 firing piece, as well as all the other quirks of multi-barreled firing pieces. This allows greater barrel spacing for aesthetics, as well as redundancy. The other firing pieces will retain their gauge even if 1 is destroyed by damage so long as the gauge increaser(s) remain connected.
(if the player removes a firing piece in build mode however the gauge will change unless the desired shell gauge is already set lower than the max gauge of the entire system)

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notably, you can still have entirely seperate systems within 1 turret if you don't want to deal with the downsides of a multi-barreled system

brittle hinge
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would look nice might be hard to implement though but if they can would be cool

karmic mortar
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sounds similar to how a laser system can supply multiple turrets

frigid lintel
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Just split the loaders between two firing pieces. If you want a sustained bombardment instead of salvos, you can sync one gun to fire halfway between shots of the other.

karmic mortar
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thats what i have on my ciws and main guns, dosnt mean having 2 mantlets per system wouldnt be useful

frigid lintel
karmic mortar
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and the pain of building compact

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and the fact you cant get perfect symetry with a tripple barrel

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alot of reasons, and like was mentioned before, diffrent barrel spacing

frigid lintel
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3 guns, all with the same fire rate.

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All you need to do is make sure the area available for your guns is divisible by how many guns you want.

upper furnace
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you would be able to just do what we have now for efficient 1 firing piece tetris but account for a triple barrel gun

frigid lintel
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It would require aps code to be completely rewritten I don’t think that’s going to happen.

karmic mortar
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Ive never looked at the code so. Idk

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I might have a look tho

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See what shenanigins i can get up to

viral maple
frigid lintel
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I forgot about the magnets, thanks. However, you need one recoil absorption/s per rail draw/s. if your two guns each have half the fire rate of a single gun, they will have half the rail draw/s and thus half the recoil. You can split a railgun just fine.

viral maple
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i feel like this would be a great QoL anyways

dusk dragon
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would be interesting to see this system in a burst gun

calm lotus
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I remember suggesting this way back and being told the main issue is the firing piece being the logical center of the APS multiblock system. So when you place it down, it goes and finds all the attached blocks to calculate the stats and whatnot.

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So it would probably take a considerable rewrite to make this work, but it would be really awesome.

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If you need a core block, you could probably add a core APS block that acts as the brain of the construct, and divides stuff among the firing pieces. To maintain compatibility, you could add a core+firing piece combo (that would replace the current firing piece, they're equivalent).

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But yeah this would be super great for making it easier to build bigger APS without fiddling with the tetris for hours. You could do the same for CRAM as well.

frigid lintel
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What part of “divide the area you have by the number of guns you want, and then divide that by the area taken up by a loader cluster and round down to get the number of clusters per gun” can’t you understand?

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Alternatively, you can set up your Tetris regularly, and remove clusters until the amount left is divisible by the amount you have left is divisible by how many guns you want

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It’s not that hard

agile harness
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Respectfully, "It's not that hard if your brain is good at that sort of problem solving"

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Mine is not

frigid lintel
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Area of a 7d turret/number of guns/area of cluster, rounded down, can get a max of 3 clusters per loader.

calm lotus
frigid lintel
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Yes there is. Programming it a lot of effort, as it would have to be reworked from scratch, something that the dev team won’t be doing with their new game being focused on. It would also make aps really boring to make with 0 brain cells required rather than the 2 or 3 it currently does.

cinder hawk
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this suggestion takes effort to implement, stop having ideas that would benefit the average player likes this cmon man

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smh my head 🐢

agile harness
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It's not the number of guns/area of cluster

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It's fitting them together

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Mah brain struggles with that

frigid lintel
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More complexity is a good thing in this situation. Putting in a little effort allows you to enjoy the construction rather than just doing the exact same thing for every gun.

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A real world example would be instant cake mix. Initially, all the were was throw water in the mix and put it in the oven. And people hated it. It was too easy. So they removed the fake egg from the mixture and made the “baker” add it themselves. It was a hit and cake mix remains that way to this day

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I’m all for simplifying systems, but this is too far. It wouldn’t feel good.

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In fact my favorite turret to make was a shitty 3gun, balanced horizontal loader mixed 4 clip hybrid railgun that I spend hours trying to balance that thing and it was so satisfying when all the numbers were finally evened out from all the fiddling and calculations.

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And it was shit

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And I still remember the feeling 2 years later

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I will die on this hill

frigid lintel
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(this was duing my "new player sbb" phase that a lot of us go through)

agile harness
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And I still can't fucking figure it out

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In this instance it's actively detracting from my enjoyment.

calm lotus
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I can figure it out myself, but I realize it would be much simpler if multi-firing piece was possible

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I don't see the enjoyment in fiddling with the tetris, but if you do, just use the firing piece + APS core I proposed

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And new and less experienced players would benefit from it

native nova
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Another way to achieve a very similar thing would just be to have more ways to place APS components adjacent to each other but unable to cross-connect

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eg, autoloaders that only connect to other autoloaders or clips top/bottom and nowhere else

calm lotus
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that would make things a little simpler I suppose, but it would add a bunch of blocks and not really solve the problem in a satisfying way

agile harness
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That is the hardest part, isn't it? Solving the issue in a way that feels satisfying to use.

frigid lintel
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If that’s the case, then the system is broken

native nova
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The easiest solution of all is to accept lower density on the turret and put a metal wall between each aps gun

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that way nothing can cross-connect unintentionally

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though since recoil absorbers only have one connection point, they're a good choice to weave in into the gap where you had the wall

calm lotus
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You just made 3 barrel APS cry

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5 barrel would be crying too if he existed

vale hearth
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I think it is fine the way it is, otherwise everyone would just do that, making the multi barrels feature that already exists in a firing piece pointless in everything but the most compact builds. The trade off here is better accuracy for a more complex build and more space required.

cinder hawk
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the built-in extra barrels for a firing piece has the advantage of better cooling but gets worse accuracy, so is rarely used anyway , more physical firing pieces would increase cost and size of the weapon making it in theory a bigger target and obv more expensive, this change would just make it easier not change balancing at all

brittle hinge
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with 3 separate systems you get more redundancy as well

vale hearth
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I guess it just depends how practical it would be from the programming side of things. You would essentially need to take all the component, divide those by the # of firing pieces, and then assign accordingly and dump the modulus onto the oldest firing piece I guess. Then you have to consider if that logic would work in other situations as well, like if a player connects 13 firing pieces to a single auto loader. Every time a piece gets destroyed you either leave it the same as it was, or have to recalculate the balance, depending on how CPU intensive it is. And then the question comes up of how do you assign pieces to each firing piece? Do you try to assign each piece to the closest physical firing piece to make it similar to the separated ones like today, or do pieces just get randomly assigned to each firing piece, which would cause all sorts of interesting chaos when things start getting destroyed.

tame shadow
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youd probably need a laser-like core block instead of the firing piece being the core block

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since as it is, the attached components are connected to a single core block

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thats how all the multiblock systems work

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so for multiple firing pieces, the firing piece can't be the core block

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lasers get away with it using the multipurpose laser block, which isnt a firing piece

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old pac did it by having the output lenses use the main lens as a core block

native nova
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Hold on guys

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What if we just had a 3m-wide mantlet so we could multibarrel from one firing piece and widen the barrels out more

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3m or 5m wide mantlets would put multiple barrels in a line instead of a ring and allow for spacing them out up to the width of the mantlet

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Problem solved, in a way nobody's thought of yet

paper marsh
calm lotus
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interesting solution lol

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but it'd also have to allow you to get 500mm gauge

native nova
calm lotus
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yeah

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it has the added advantage of probably being simpler to code, and making the gun sturdier

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it would look goofy af tho lol

native nova