Stormworks: Build and Rescue

Stormworks: Build and Rescue

Pennies-aimbot V-2 modular targeting/CIWS system
292 Comments
8PenniesDeep  [author] Aug 27 @ 10:44am 
studio620 Aug 27 @ 9:19am 
if i were to use a weapon from this pack, i would obviously need a targeting system. ive already added the newest of your targetting systems, but i litterally got no idea which microcontrollers i also need to place on my own vehicle, for the guns and system to work. ive tried looking at whats connected to what, but with all those different connections in this setup, its as good as impossible to figure out myself lol, so could you point me in the right direction`?
Sherbug Roger Aug 3 @ 3:49am 
I have joined the server
8PenniesDeep  [author] Aug 2 @ 1:52pm 
https://discord.gg/VQPNdgWq i need to see this in person
Commando TEF Aug 2 @ 12:49pm 
it locks and then de-lock on the target that the FCS is targeting, it also has leading problems, and it locking on to aircraft doing small turns by just 400m away from the weapons makes it struggles to lock and lead, and also all of the weapons are inaccurate. the loops and turns are not tight turns they are pretty wide me and my friend tested it and it just has problems to lock to a medium size plane even a fighter aircraft, small ships even.
8PenniesDeep  [author] Aug 2 @ 12:03pm 
i need a more detailed description of the problem because i dont see any wierdness
Commando TEF Aug 2 @ 9:11am 
at least take a look?
8PenniesDeep  [author] Jul 31 @ 12:37pm 
thats a qurk the stormworks radars always had
Commando TEF Jul 31 @ 10:21am 
YEAH! IT BRUH KEN ERRRRGGGGG ))))
Sherbug Roger Jul 31 @ 10:17am 
So, one of the new updates broke this FCS and even on the original platform it can't hit a prop plane. You may need to take a look at it since its not the only system that got broken.
Commando TEF Jul 31 @ 10:00am 
:Submarine:
8PenniesDeep  [author] Jul 7 @ 1:15pm 
true on channel 1 bool
Tyen Jul 7 @ 12:03pm 
Can you help? Basically im giving the calculator XYZ coords to ch1,2,3 from new radar, but it doesn't want to turn to the target.
Pinsonneaultn Jun 25 @ 8:15am 
it also struggles when multiple targets are in the same general area
Pinsonneaultn Jun 25 @ 7:49am 
it appears it only moves the turret away from the target when it is moving and more than 600m away
Pinsonneaultn Jun 25 @ 7:23am 
the guns wont elevate and when i lock it moves the turret away from it
8PenniesDeep  [author] Jun 23 @ 8:45am 
you could just grab the one from the boat
mikehayes43 Jun 22 @ 1:12pm 
Or add a drop down menu for camera controls?/
mikehayes43 Jun 22 @ 12:38pm 
Any chance you could upload a set like in your skyburners oath boat? I love the setup with all in one controls but can't find the correct channel to change.
8PenniesDeep  [author] Jun 22 @ 5:22am 
change around the channels on the control panel composite
mikehayes43 Jun 22 @ 3:51am 
How can I switch control of the camera to Left/Right Instead of A/D?
8PenniesDeep  [author] Jun 16 @ 12:11pm 
aimbot v2 is easier to modify

balistics is in the controller called Pennies aimbot calculator (Gun) V2
in the lua brick on line 26 multiply the 800 by the stretch of the gun
Secret176 Jun 16 @ 9:56am 
Or I should use the latest turret thing you posted
Secret176 Jun 16 @ 9:52am 
Ok I haven't checked the micro for the turrets but where is the ballistic computer exactly just so I know where to search
8PenniesDeep  [author] Jun 16 @ 9:00am 
that sould be fine and yes, and for xml maxhine guns multeply the bulet velocety by the amount that you streatched the gun
Secret176 Jun 16 @ 7:25am 
Also I guess all turrets have some radar lead right even the laser one cuz I wanna use them for my UNSC battleship. [And about ballistics do they have integrated ballistics computer cuz I need one for heavy autocannon, and one with ballistics that could work with xmled machineguns]
Secret176 Jun 16 @ 7:17am 
So I did something to the deprecated designator, I cut the radar that sits vertically and merged it with the turret part that goes up/down, I disabled the yaw node of that radar, does it decrease reliability or it should be exactly the same, cuz I had to modify the turret to work with my sarh guidance.
8PenniesDeep  [author] Dec 29, 2024 @ 1:35pm 
mcdingus101 Dec 29, 2024 @ 9:13am 
how would i take the targeting system from this and connect it to my own turret?
8PenniesDeep  [author] Dec 28, 2024 @ 7:07am 
you can input a constan 1 into the radar fov to fix this its becouse of a delay in rotation and a small fov
Paradoxicc70 Dec 27, 2024 @ 11:38pm 
First off, I really do appreciate you posting this on the workshop, you are a lifesaver Pennies!

But, I do have a small issue. With Radar Toggled/Lock on Enabled it will track a target & I can engage perfectly fine at 0-75% Zoom on the camera.
(Red Square & Distance number showing on Monitor)

But if I zoom past 75% The Radar Lock loses track even with target in it's view scope.
(Red radar brackets shown, no lock, no distance number applicable).

Can you please help me figure out what's causing this?
E-Man Dec 8, 2024 @ 2:44pm 
but i mean like adding new stuff like the v1
E-Man Dec 8, 2024 @ 9:15am 
ok
8PenniesDeep  [author] Dec 8, 2024 @ 12:42am 
If something breaks
E-Man Dec 7, 2024 @ 6:03pm 
is this being updated still?
❀ Lilac Starbloom ❀ Dec 5, 2024 @ 11:55am 
Ah, an IFF is "Identification of Friend or Foe"
Basically to keep you from shooting down your friends or your own stuff, esp on search and track mode-
8PenniesDeep  [author] Dec 5, 2024 @ 10:22am 
whats a iff
❀ Lilac Starbloom ❀ Dec 5, 2024 @ 4:02am 
Is there an integration for an IFF system, or anything?
◢◤ Jorkin DePeanus Nov 10, 2024 @ 8:01am 
Sorry I did not have time to respond, but I got it sorted out. Thank you for the assistance!

On a side note, is it a common occurrence that turrets get stuck when locked onto a target when the target exceeds the angles specified in the MC? Sometimes the if the target exceeds the yaw or pitch angle of the turret, the turret will traverse back to 0 (Facing FWD) and until the target is back in the turret's cone of fire. However, sometimes the turrets don't reset back to 0 and just stop moving
8PenniesDeep  [author] Nov 2, 2024 @ 6:11pm 
channel 33 is now the zoom
◢◤ Jorkin DePeanus Nov 2, 2024 @ 3:43pm 
Was able change the WASD -> Arrow Keys for Camera movement, but for Zoom (using a separate instrument panel) Noticed that the camera was not able to maintain a slower rotation speed for the zoomed in condition, any advice for incorporating this change? I figured Since channels 1, 2, 3, and 4 are now used there is no longer any composite outputs with +/- channels.
8PenniesDeep  [author] Nov 2, 2024 @ 6:11am 
on line 31 change AD=iN(1)WS=iN(2) to AD=iN(3)WS=iN(4)
and on line 34 change UD=iN(4) to UD=iN(33)
◢◤ Jorkin DePeanus Nov 2, 2024 @ 5:33am 
Any tips on rebinding camera movement to arrow keys instead of WASD? Tried tracing the micro-controller for Channel 1-2 to switch to 3-4, but not sure which nodes or controllers should change.
Fuzzysunnystar Oct 12, 2024 @ 6:58pm 
hey pennies, i am trying to hook up your systems into a ship of my own and the tracking is perfect however the guns will not fire no matter what I do or what mode I am in. Any help please?
8PenniesDeep  [author] Oct 6, 2024 @ 9:41pm 
The newest weapon turret system has that fixed
Thunder1 Oct 6, 2024 @ 9:18pm 
So when my ship is stationary my guns would hit the targets flawlessly but when I would move, it would not lead the target enough. Is there a fix for this?
qWeR1111 Sep 16, 2024 @ 12:27pm 
targeting camera turret tutorial?
Captain Robertson Sep 13, 2024 @ 12:30am 
It's those Gremlins again Pennies. You really should stop feeding them after midnight. ;)
8PenniesDeep  [author] Sep 12, 2024 @ 10:05pm 
Again? I fixed this multiple times now
Captain Robertson Sep 12, 2024 @ 6:45pm 
Hi Pennies, just took another look at this one before I retired for the night and found a fix for the lock-on glitch/bug on the Blue aimbot MC - the one that uses the new radar.

If you go into the MC and then open the third lua script i.e. the bottom-right one, then if you insert the following code between lines 18 and 19:

TFT=0 TAt=0

That'll stop it throwing back the error that says "57: Attempt to perform arithmetic on a null value (global 'TFT')" and allow it to lock on, track targets again 'etc'.

Best,