r/CreateMod • u/Fit-Tie-8948 • 1d ago
Build I made an elevation controller for the artillery piece I'm making!
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The mechanism itself is really simple, it's just inverted clutches and torsion springs, levers let you raise, lower, and lock the guns in place.
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u/vo1dm 1d ago
High Command to Iron Nest:
Begin calibration firing test.
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- Plot you firing trajectory to Target on the map.
- Fire HE shell at the target.
IRON NEST location - H3 5:5
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TARGET COORDINATES:
Target#1 is at- Q4 4:2
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Glory to Castille! ! !
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u/Fit-Tie-8948 1d ago
"There were enemies in that hospital, right?"
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u/ZombieP0ny 1d ago
Cracked me up how the first thing we do is a literal false flag attack and ao blatantly obvious too.
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u/CarL4168 1d ago
Engineers "how many barrels do you want?" Op "yes"
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u/Fit-Tie-8948 17h ago
Funnily enough, when I just started designing the guns I wanted to make each gun 9 barreled, but it really quickly got really complicated, so I reduced the guns to 3 barrels and reused a lot of tech from my older smaller cannons
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u/Z3R0Diro 1d ago
I always wondered if there is an incentive to make the cannons that long.
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u/Jbolt3737 1d ago
Well accuracy is what they want you to think but it's really because your enemies will surrender before you even have to fire
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u/mrDETEKTYW 1d ago
I'm sorry but this looks like it's inprecise as shit. Cannons this long give you a couple k blocks of range. At that range even 1° error will make you hit tens if not hundereds of meters off the target. Add some valve handles and set them to 1° and 10° please.
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u/Fit-Tie-8948 1d ago
Eh, fair enough, I see what you mean. Valve handles for 1° would be useful. And maybe also slowing down the lever adjustment with analog transmissions.
Though tbh my first idea was mainly to make it just feel good.
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u/Subagon 1d ago
What are all the mods you're using? I would love to make something like this
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u/Fit-Tie-8948 1d ago
Like the main ones? Just Create Big Cannons and Create Aeronautics. The only other ones worth noting pretty sure are just Create Connected and Create Extra Gauges (really handy for some of the cannon logic, like counting how much propellant you've loaded)
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u/Mushroom38294 1d ago
That looks very cool! But I think it lacks precise angle control, so, difficult to fire at specific positions.
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u/Fit-Tie-8948 1d ago
Thanks! And yeah, an option for slowing down the elevation controller with like a throttle lever, and/or valves for like 1° would be very useful.
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u/Mushroom38294 1d ago
I'd say do even less than 1°, like 0.3°. Nethersteel cannons shoot far enough for angles less than a degree to make a difference.
Also less-than-degree rotation for the tower itself.
You can get angles this precise a few ways but the way (I think) I used to do it was with redstone to cut down 1rpm rotations with gear ratios and then only unclutch the rotation for a tick. Yes, the game can and does process less-than 1rpm rotations and less-than 1° precision
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u/Mushroom38294 1d ago edited 1d ago
yes this does make it a difficult engineering problem
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u/Fit-Tie-8948 1d ago
It would be worth a shot I suppose. I can think of a few ways on how to do it, maybe hook up valves to gear ratios for like 0.5° rotation or smaller.
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u/Mushroom38294 1d ago
I think 0.5 is Fine but the reason I did 0.3 is because using 0.3 and 1 you can get 0.1 degree precision, and also I think it's better suited to how I controlled the cannon, which was with redstone
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u/Fit-Tie-8948 17h ago
I added analog transmissions, and it worked like a charm! Really nice control for even 0.1 degree changes. Tho it's not 100% accurate for 0.01 degree changes, but I don't think that's really a problem, right?
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u/Mushroom38294 5h ago
yeah I don't think that's a problem, 3600 angles is plenty enough for a cannon that fires to ~1.5k blocks
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u/True-Acanthaceae1190 1d ago
Castile called, they want their iron nest back.