• Mouse Aim Turret Question
    20 replies, posted
I have built a mouse aim turret platform using this tutorial ([url]http://www.youtube.com/watch?v=lKRQZABXTGI[/url]). But when I use it it is twitchy. Even when I move the mouse and stop it flicks around. I believe the chip and wiring is good. Do you think it is the Vector Thruster multiplier or the mass of the rotating rod or something else that needs to be tweaked? If a video is required I can post one.
If your lazy like me just parent a gun to a facer then the facer to your advance pod.
[QUOTE=xroblade;19461878]If your lazy like me just parent a gun to a facer then the facer to your advance pod.[/QUOTE] BLASTHEMY anyway xro sign into steam
I think I may have a fix but it still requires tweaking. I attached 4 elastics 2 the back end of the post and the block. This serves to make the movement smother and the rail automatically realigns when you get out of the pod. As for the Facer, I can't use it because I am putting the turret on a vehicle. A Facer turret can't move. If anyone has a better method please tell me.
[QUOTE=Frigid;19474502]A Facer turret can't move. [/QUOTE] Parented facers DO move with vehicle
Ballsocket
yep, ballsocket some freakish e2 that follows your aim and put a wire turret or something on it and you're done
[url]http://www.encyclopediadramatica.com/Techno_Viking[/url]
Ill try the parented facer.
[QUOTE=Frigid;19479796]Ill try the parented facer.[/QUOTE] A lot of servers don't have the facer. I'd recommend an expression2. But if you're playing singleplayer or a special server i suppose it doesn't matter.
[QUOTE=Frigid;19460493]I have built a mouse aim turret platform using this tutorial ([url]http://www.youtube.com/watch?v=lKRQZABXTGI[/url]). But when I use it it is twitchy. Even when I move the mouse and stop it flicks around. I believe the chip and wiring is good. Do you think it is the Vector Thruster multiplier or the mass of the rotating rod or something else that needs to be tweaked? If a video is required I can post one.[/QUOTE] I'm not a fan of vector thrusters because i don't understand them but, what I can say is if its twitchy, it might be because the turret part does not have any friction to slow it down when it moves. I would suggest using 3 props instead of 2. Axis one prop onto the plate to spin parallel to the plate and axis the third prop to the spinning prop. Make sure prop 3 moves up and down. No collide as needed. Add the desired friction you want. Friction will slow down turret so it won't be twitchy. The way the video suggested in OP, ballsocketing has no friction and that might be why your turret is twitchy. Hope this helps.
[QUOTE=Cantido;19493704]I'm not a fan of vector thrusters because i don't understand them but, what I can say is if its twitchy, it might be because the turret part does not have any friction to slow it down when it moves. I would suggest using 3 props instead of 2. Axis one prop onto the plate to spin parallel to the plate and axis the third prop to the spinning prop. Make sure prop 3 moves up and down. No collide as needed. Add the desired friction you want. Friction will slow down turret so it won't be twitchy. The way the video suggested in OP, ballsocketing has no friction and that might be why your turret is twitchy. Hope this helps.[/QUOTE] if it's twitchy, just use a smaller multiplier on the vector thruster. Don't try to fix what you don't understand :V
I checked the servers I play on and facer is not supported, so I will try what you said Cantido. I will try to increase the friction some how ,but using 3 rotating props is a bit above my skill level. I'm sure it would yield a better result but I have no idea how to code it. I will try a lower multiplier but as I remember it didn't seem to improve a whole lot. We will see.
[QUOTE=Frigid;19496411]I checked the servers I play on and facer is not supported, so I will try what you said Cantido. I will try to increase the friction some how ,but using 3 rotating props is a bit above my skill level. I'm sure it would yield a better result but I have no idea how to code it. I will try a lower multiplier but as I remember it didn't seem to improve a whole lot. We will see.[/QUOTE] There is little chance that adding friction will improve it, if I remember correctly.
[QUOTE=Frigid;19496411]I checked the servers I play on and facer is not supported, so I will try what you said Cantido. I will try to increase the friction some how ,but using 3 rotating props is a bit above my skill level. I'm sure it would yield a better result but I have no idea how to code it. I will try a lower multiplier but as I remember it didn't seem to improve a whole lot. We will see.[/QUOTE] Here is a delta turret tutorial by RomaN: [media]http://www.youtube.com/watch?v=0IQdbNckMkE[/media] If you wish to make this a pod controlled turret instead of an auto turret, simply link the beacon sensor to a pod controller. Link the pod controller to a pod / chair. And poof, same difference. [QUOTE=MacTrekkie;19496354]if it's twitchy, just use a smaller multiplier on the vector thruster. Don't try to fix what you don't understand :V[/QUOTE] Bite me.
[media]http://www.youtube.com/watch?v=36uMK7Eisek[/media]
Dansk, He didn't have the forcer on his server.
[QUOTE=Cantido;19502612]Bite me.[/QUOTE] *chomps head off*
you can also use applyAngForce (eck dont flame me). it is a little more stable. but also in relation to mouse aim turrets is their any way you can make it look past a window infront of you?
[quote=inoubtudntnome;19476374][URL]http://www.encyclopediadramatica.com/techno_viking[/URL][/quote] ಥ_ಥ [editline]FUCKYOU[/editline] On topic, There are more than a few decent turret tutorials out there. Or you can go hunt and peck for an E2 turret expression. Or just use a facer and Ballsocket Linedraw.
Spawn a phx plate, easy weld 2 bars together, put a gps in the middle, ballsocket the gps to the middle of the plate, Get the no-collide tool and right click the bars, create and adv. pod controller and one vector subtract gate. Wire the A[VECTOR] to the VECTOR output of the gps and wire B[VECTOR] to Aimpos[VECTOR] on the adv. pod controller. Spawn 2 vector thrusters one with the same value as the other but negated. Wire the Mul. input to active for both and VECTOR[VECTOR] to the subtract gate, simple as that... [editline]10:34AM[/editline] Should get a video up soon
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