Stormworks: Build and Rescue

Stormworks: Build and Rescue

Shillelagh Oct 8, 2021 @ 4:52am
Stop artillery cannon shells from despawning
This is rather annoying. I've got all the math figured out but cannon shells can only go so far (only like 2km) before just being despawned. I was trying to get an artillery computer working but both the high and low arcs take too long and the shell simply despawns. It's quite annoying they call it an artillery cannon since it can't fire any distance. A distance increase or just plain not despairing the shells would be great. The funny thing is the artillery cannon has a theoretical max range of like 140km or so and we're allowed to use 2km of it, and only in direct fire.

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Showing 1-15 of 22 comments
SNJ Oct 8, 2021 @ 5:52am 
What are you shooting at? If whatever you're shooting at is more than 2.3km away, that target isn't loaded/spawned anyway? Or do the enemy AI vehicles stay spawned beyond this range?

and btw how do you know your shells despawn? Maybe the impact just is beyond the visible/rendering range?
RiftHunter4 Oct 8, 2021 @ 6:48am 
Originally posted by SNJ:
What are you shooting at? If whatever you're shooting at is more than 2.3km away, that target isn't loaded/spawned anyway? Or do the enemy AI vehicles stay spawned beyond this range?

and btw how do you know your shells despawn? Maybe the impact just is beyond the visible/rendering range?

This is why I haven't bothered doing long-range weapons. The game's draw distance is short.
SNJ Oct 8, 2021 @ 7:04am 
Originally posted by RiftHunter4:
Originally posted by SNJ:
What are you shooting at? If whatever you're shooting at is more than 2.3km away, that target isn't loaded/spawned anyway? Or do the enemy AI vehicles stay spawned beyond this range?

and btw how do you know your shells despawn? Maybe the impact just is beyond the visible/rendering range?

This is why I haven't bothered doing long-range weapons. The game's draw distance is short.

But what if.. you had a radar guided missile vehicle and you launch the missile at a target 5km away. Your missile will fly towards the target but it is still part of your missile vehicle so it will stay spawned beyond the 2.3 km range. Question is though, will the fact that your missile is closing in on the target not spawn the target ? (lets say the missile does travel that 5km to the target so it will get within 2.3km of your target)
ElfBossHogg Oct 8, 2021 @ 7:15am 
Originally posted by SNJ:
Originally posted by RiftHunter4:

This is why I haven't bothered doing long-range weapons. The game's draw distance is short.

But what if.. you had a radar guided missile vehicle and you launch the missile at a target 5km away. Your missile will fly towards the target but it is still part of your missile vehicle so it will stay spawned beyond the 2.3 km range. Question is though, will the fact that your missile is closing in on the target not spawn the target ? (lets say the missile does travel that 5km to the target so it will get within 2.3km of your target)

What you will have to do is Teleport to the target location in order for the impact to take effect. The only problem I'm finding is that not all of the damage is "lingering" on the target. If you exit the 2km and then return you may find that the vehicle is still oriented in the same way but all of the basic blocks may be completely undamaged.
Shillelagh Oct 8, 2021 @ 8:26pm 
In multiplayer it won't matter, the people I'm shooting at will keep their own stuff spawned.
I got all the math figured out for the artillery computer and it's very frustrating the game is the only thing preventing me from doing it.
On a side topic, anyone know the velocity of the rocket after the motor thrust cuts out? I couldn't get an accurate reading.
SNJ Oct 9, 2021 @ 3:24am 
I guess it totally depends on the weight of your rocket, the amount of fuel, burn time etc? Maybe you can measure this with some sensors buuut idk

Btw what does your artillery computer do and how does it work exactly? Sounds interesting
Shillelagh Oct 9, 2021 @ 8:37am 
I mean the rockets from the rocket pods, but I might get it to work with actual blocks. Right now the computer works as such: Select a point on a LUA map, it gets the distance between you and that point them uses some ballistics math to point the barrel at the right angle based on the velocity of the shell, the uses regular ol trig to point the barrel at the right heading.
lost Oct 9, 2021 @ 10:02am 
Yeah, the devs really dropped the ball with the arty cannon. You literally cannot use it as an artillery cannon. Like, at all. It must be shot directly at the enemy just like any other cannon. If you try to shoot it like a high-arcing artillery cannon, the apogee of the shell's trajectory will be high enough that the shell will despawn before starting its decent even if your actual target is only 1km away. Seriously, you can test this yourself super easily. Unless an update since last night has fixed this, you can just slap an artillery cannon on a movable platform pointing straight up, take it outside with no roofs overhead, and shoot a round straight up. It will not fall back down to the ground, even with wind set to 0. It will literally just despawn before reaching it's apogee.

I'm noticing the same trend with this DLC as many people did with Carrier Command 2; it isnt finished. However, unlike CC2 which felt unfinished because they ran out of time, this DLC just feels like they couldn't be bothered to make the necessary changes and additions to make sure the DLC felt fully featured, so instead they just released a paid DLC that feels like it is missing some things, and other things are not working properly.

I got burnt by trusting Geometa to ensure CC2 was ready and working on release, and I bought this DLC with the hopes that it would be different. My hopes seem to have been misplaced, and no amount of promises to continue to improve and fix the DLC can change the fact that we have already paid for the DLC. I can understand not having every single solitary bug fixed and feature included at launch because that would be unreasonable; it is only $10. But the DLC is missing core features and has bugs and issues that affect its core functionality. We have gotten really tired of that crap with the free updates, and its entirely unacceptable with a paid DLC, just as it was with CC2. I hope the devs can learn that us players are paying customers, and it is not okay to use us to test and diagnose very basic, very easy-to-find bugs after launch. Not all issues can be fixed before launch, but most bugs and issues that affect the core functionality should be fixed. If they can't be fixed, then its not ready for release if its a paid DLC, simple as that.
SNJ Oct 9, 2021 @ 10:06am 
Originally posted by Shillelagh:
I mean the rockets from the rocket pods, but I might get it to work with actual blocks. Right now the computer works as such: Select a point on a LUA map, it gets the distance between you and that point them uses some ballistics math to point the barrel at the right angle based on the velocity of the shell, the uses regular ol trig to point the barrel at the right heading.
cool, so you used some physics formulas for that and experimented with the values like velocity and mass of the rockets to make it work?
Shillelagh Oct 9, 2021 @ 10:56am 
Originally posted by SNJ:
Originally posted by Shillelagh:
I mean the rockets from the rocket pods, but I might get it to work with actual blocks. Right now the computer works as such: Select a point on a LUA map, it gets the distance between you and that point them uses some ballistics math to point the barrel at the right angle based on the velocity of the shell, the uses regular ol trig to point the barrel at the right heading.
cool, so you used some physics formulas for that and experimented with the values like velocity and mass of the rockets to make it work?
The only value I need is velocity since acceleration is constant, yup.
NASA has some pretty good material on it.
Shillelagh Oct 9, 2021 @ 10:59am 
Originally posted by PITSteelers:
Yeah, the devs really dropped the ball with the arty cannon. You literally cannot use it as an artillery cannon. Like, at all. It must be shot directly at the enemy just like any other cannon. If you try to shoot it like a high-arcing artillery cannon, the apogee of the shell's trajectory will be high enough that the shell will despawn before starting its decent even if your actual target is only 1km away. Seriously, you can test this yourself super easily. Unless an update since last night has fixed this, you can just slap an artillery cannon on a movable platform pointing straight up, take it outside with no roofs overhead, and shoot a round straight up. It will not fall back down to the ground, even with wind set to 0. It will literally just despawn before reaching it's apogee.
Yup, I agree with everything here.
The arty cannon has a max theoretical range of 160km and a theoretical max altitude of 73km (literally past the Karman line lol) so it's a little disappointing it's only direct fire.
I'm just wondering if the rockets have a higher despawn time, which combined with their lower velocity means they can actually be used, but not sure right now.
Shillelagh Oct 9, 2021 @ 11:07am 
Testing with the rockets... They explode in the air so this won't work with them either. I might just make an actual rocket made of blocks so I don't need to worry about all this stuff
SNJ Oct 9, 2021 @ 3:07pm 
Originally posted by Shillelagh:
Testing with the rockets... They explode in the air so this won't work with them either. I might just make an actual rocket made of blocks so I don't need to worry about all this stuff
but with the rocket pods at least you can do a small ballistic trajectory right? even if they explode 5 seconds after firing, just make sure they land within 5 seconds which would still allow for accurate firing within a couple of hundred meters?
helpdaren[HUN] Oct 9, 2021 @ 3:28pm 
Originally posted by Shillelagh:
The arty cannon has a max theoretical range of 160km and a theoretical max altitude of 73km (literally past the Karman line lol)

The Kármán line is on 100km.


Okay, so this is another fine example of the devs not delivering.

I am really sorry if you guys bought the game and the DLC because of the promises the devs posted about the boom-boom, but maybe your disappointment will open the devs eyes that no matter how they tried to sell the DLC for the core gamers, we've had legitimate concerns about it when we asked to fix the core game first and do not implement features that the game engine can't handle.

I hope they'll fix lots of things, but they said from the beginning of the development of the DLC, this game isn't fit for it, so it's gonna be what's gonna be.
I don't know why they made the artillery cannon with the knowledge the game won't be able to handle it, but to be honest I'm not surprised that they developed something that doesn't work as intended. Half of the new features within the last year or so is the same.

There was a few Q&A's where they said that they know the engine isn't fit for many things they want to do, but they'll do it nonetheless, even if it won't work at all, because they don't want to develop a new game with a new engine, because "that takes time", yet, they spent a year on the Weapons DLC, and it just doesn't work.

Anyway, I hope everyone learns from this and consider buying anything from this team in the future, because right now, they don't even deserve that $10 for the DLC.
Ra-Ra-Rasputin Oct 9, 2021 @ 3:29pm 
Keep active blocks on every physics grid should do it. The longest shot i managed with fair accuracy was 12km using that.

I had an UAV spotting target location and i was firing the cannon from elsewhere.
Last edited by Ra-Ra-Rasputin; Oct 9, 2021 @ 3:30pm
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Date Posted: Oct 8, 2021 @ 4:52am
Posts: 22