Stormworks: Build and Rescue

Stormworks: Build and Rescue

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ZE Artillery Ballistic Calculator
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Microcontrollers: Calculation, Microcontroller
Tags: v1.12.5
File Size
Posted
Updated
66.917 KB
Jun 4, 2022 @ 6:31pm
Oct 11, 2024 @ 5:17pm
15 Change Notes ( view )
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ZE Artillery Ballistic Calculator

Description
Calculates the turret rotation and elevation angle to hit a stationary target based on its GPS coordinates.
  • Calculates projectile trajectory for all types of mounted guns and rocket launchers.
  • Indirect (mortar) fire mode is available for rockets and cannons with shell projectiles.
  • Complete air drag correction, vehicle tilt correction, and wind correction for both direct and indirect trajectories.
  • Precise angles adjustment to compensate for weak pivots.
  • Limits for rotation and elevation angles for both robotic and velocity pivots.
  • Outputs projectile travel time and indicates if target is out of range or out of angle limits.
  • Minimum target distance for indirect fire mode is 100 meters.
  • Pivot turn speed is calibrated for default gear ratio 1:4. If you need to change their speed, i recommend to do it only with the corresponding slider in controller properties.
  • Set all target coordinates to 0 to reset the turret position.
  • Cannon orientation on vehicle spawn can be any, like forward, backward, left or right.

Designed to hit only stationary targets, has no tracking prediction logic, and requires a couple of seconds for pivots adjustment after every change of target coordinates. Any additional tracking controllers will be ineffective.

Demo example
Partially based on Inverse Ballistic Calculator by FN-20
171 Comments
Nick Name Jan 27 @ 4:19am 
Ah, thats a shame.
Uran_Wind  [author] Jan 27 @ 3:46am 
Hi, im too done with this game and dont want to make any fixes and add new features, probably another controller capable of indirect fire would be more accurate.
Nick Name Jan 27 @ 2:03am 
hello ?
Nick Name Jan 7 @ 7:04am 
and nearly at the same spots, nearly no spread
Nick Name Jan 7 @ 7:03am 
The issue is, i've fired a large group, and it consistently overshoots, it doesn't undershoot, or go left nor right
Uran_Wind  [author] Jan 7 @ 12:22am 
Indirect fire mode has a very large imminent spread, with projectile flight times about 30 seconds.
Nick Name Jan 6 @ 5:36pm 
using the demo btw
Nick Name Jan 6 @ 5:35pm 
in indirect fire it seems to tend to overshoot or undershoot by a bit, shooting a fairly large group to take spread out of the equation
Secret176 Jan 4 @ 10:35am 
Yeah well it handles the same I managed to somehow fix that using function -0.04 and -0.02 depending on distance
Uran_Wind  [author] Jan 4 @ 9:40am 
Make sure your GPS sensor is placed at the same altitude as the cannons. Also if target altitude is set to 0 or its node is not connected, it is counted the same altitude as vehicle GPS sensor.