Wussup, my name is STORM and I’ve been a member of the Trailmakers community for 5 years now. It’s been a long ride and I have no intention of stopping. I hope to share my knowledge with the community and play some games for fun. If you see this, remember that you are important and a wonderful person, and deserve the best in life. I wish you prosperity and health, and have a great day. ✌️
Yo a way to get around using multiple sensors like this on maby a torpedo would be to make an animate or smart seeker head, with my self acquiring torpedo its a near guaranteed hit
I wish there was like a 360 degree player sensor that had a range of like 500m and you could hook it into a vertical hinge (or more) and a horizontal servo and it would act like an auto tracking AA (or anti everything) turret. And no this isn't because I have no friends, I have a lot actually but they just don't have the game, or can't be bothered to play...
i know distance sensors track any movement, and i think distance sensor can detect if the cannon is auto aiming at something, so if you can somehow have a tight placement with the distance sensor, you can make it so it fires only when its locked on a target, and so not fire at you nor people in your team, the problem is if the target is right in front be eh well
Do you have any technology/builds on accurately testing piston engines power? Also doesnt the orientation of your sensors make them send inconsistent pulses? i think thats a bug that i encountered as well a while ago. do u know of any better U-joints, i tested multiple (including from WTS) but they all cause significant power loss on lower power engines, and on higher power engines they also cause power loss but some of them just break.
This is great! Also a tip for organizing builds is to go into browse files then put builds into folders then after you exit file explorer your builds will be organized into said folders
also thank you very much for this tutorial, ive thought abt how this would work for a while and could never land on something, but now i know what to do
its actually possible to remove the jitter from the tracking version. the scanning just need to be deactivated and not interfere with tracking and also the tracking can have multiple stages for different speed responses depending on how off from the center the target is. i got a version that can maintain tracks even at the edge of the 50m. i also prefer to over engineer it and have the scan system separate from the track and gun system.
If I remember correctly distance sensors only actually sence using half of the block so would it be more efficient to put the sensors vertical instead of horizontal?
@@ProjectSTORM-qb4cnYou can get rid of the jittering by turning the servo strength to 75% and keeping the speed at 2, at least i think. There's also another more complicated turret design using counterweights and auto aim, but it's hard to explain how to do it.
@@Zane12ai the system i was talking about is a system where you have a smart cannon with counterweights on the back with a strength 0 servo on the bottom to make the auto aim effect stronger and therefore make the turret work
@@Zane12ai as much as i would like to say i invented it, i very much did not. if i remember storm had versions before i even started the journey of making them.
Plants vs zombies?? Storm is cultured. On another note, welcome back. You could have possibly improved teh system with a XOR gate so it turns the servo off and allows the tracking to controll it instead. On another note, i have a sugestion: power coupling engine. You said youd leave that to nano, but hes kinda also vanished.
@@misterx-b2x please make a video explaining it because I would love to learn :) I’m not gonna lie, I can’t do ettttt 😭. All the power to ya if you’ve made one but lowkey cannnttrttt XD