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Ehhhhhhhhh maybe? Not sure how hairy that could get
"Here's a left-fielder for you: Does this work for the purposes of constructing a hopper boom, like for a combine? I have a mining truck I want to be able to dump its spoils into my main base, and the boom arm has 4 azi-el joints, for space and stowing concerns."
I would hazard a "no". That seems a bit more complex than the turret layout that this script (and the CTC for that matter) intend to support. However I think there is a script out there called MARMOS that is designed for complex mechanical arms and does a bunch of fancy pants inverse kinematics to turn crazy multi joint monstrosities into a controllable arm.
I noticed you said 2 turrets; does *each turret* have a distinct TCES group?
And is your intent to bind 2 distinct turrets to a single CTC?
I set the Azimuth and Elevation to negative in the CTC, but because the script isn't picking them up as "inverted" in the PB display, it's only trying to slave one turret to the other when it's looking at a point it's incapable of looking at.
Also what script version?
I'm not able to have the script recognize that the azimuth or elevation are inverted.
It's really messing up the turret slaving as the second turret only moves when trying to follow the first going an impossible direction. Please help.
My custom turrets with TCES are completely bugged :(
For example: if your target is 1000m away and has a radius of 50m, the script would compute the max deviation angle as atan(50/1000) or roughly 2.9 deg. If your guns are not firing with that setting on it is because the guns are not aiming within 1 target radius of the target. (they are likely not tracking precisely enough)
You can of course turn this off, but you will likely be wasting ammo as a result.
I'm now interested in what the angle deviation calculator does and where it is best applied for future builds. What benefits does it have over static deviation values and what weapons or situations does it best work for?
I've uploaded the tank. If you fire the cannons with the toolbar it will fire the right side cannons a second time after reload. Doesn't look like it does this if it's the ctc firing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3456773193
Any other scripts running? Also what version of TCES?
Ps: If you at some time want to make a Weapon Core Patch or addon script, I found a scripting template for those weapons and more here on the workshop.
https://steamusercontent-a.akamaihd.net/ugc/36694476724297503/3C2F0768F71D5E5B9D684B3F909A3569CF708B4B/
What issue were you seeing?
Would left the Moded weapons on the Vanilla Framework and why those do not work. Maybe its a World Problem.
I uploded both options:
https://steamcommunity.com/sharedfiles/filedetails/?id=3428891930
https://steamcommunity.com/sharedfiles/filedetails/?id=3428890191