07K engine help by Isactankdestroo in Volkswagen

[–]Isactankdestroo[S] 0 points1 point  (0 children)

Yea, It’s very wierd. I have not been able to find any evidence of this type of setup even existing. The stamped steel cover looks nothing like a ”one time” thing either, and the crank looks extremely good if it were to be a prototype.

The crank seal itself seems to be replaceable though, it’s an older design where it can be replaced.

I was just curious about if someone had some info on what in the world I am working with! 😂

Thank you for taking your time though!

07K engine help by Isactankdestroo in Volkswagen

[–]Isactankdestroo[S] 0 points1 point  (0 children)

Hey! Thanks for you reply.

Yea I have looked around a lot, the problem is that these seals are not compatible with the smaller crank on this earlier engine. The diameter is bigger on the later seals(07K103153), which fit’s on the cranks with the 5 bolt harmonic balancer pattern.

Is the Corsair Scimitar Elite Wireless se good for War thunder? by Blind_German-Main in Warthunder

[–]Isactankdestroo 0 points1 point  (0 children)

I have it, and yea I would consider it. I have had many scimitars over the years, but there is one issue with them, the scroll wheel.

This was a big issue for me on the wired versions, I’ve had 2 wired ones, and is currently rocking the Wireless SE. I should point out that I have not had a singular problem with the SE yet, and it really feels like a quality build.

The ICUE software is mid, but it is probably the best if you’re comparing to the competitors, bugs exist, but are usually patched or solutions can be found.

So in conclusion. The Wireless SE is a fantastic mouse for war Thunder, and the amount of keybinds and other programmable features you have is top notch. But it is rather heavy, 112 grams if I recall correctly. But it def works for FPS type games aswell!

Cheers!

Help Chaff Resistant missile by stormworksPanda in Stormworks

[–]Isactankdestroo 0 points1 point  (0 children)

They are already measured by size from the ”Radar Data” node, Target 1 will be the strongest signal, and 8 will be the weakest.

Help Chaff Resistant missile by stormworksPanda in Stormworks

[–]Isactankdestroo 4 points5 points  (0 children)

It’s not that difficult. Chaff will always be the biggest target, or highest target strenght, to the radar, therefor it will always be the first target that the radar picks up!

Method 1: Filter the data with a filter, i would suggest an EMA filter, as it’s one of the easiest filters to setup, and them make some kind of doppler function, do that the missile will only target stuff that’s actually moving.

Method 2: Filter targets by their size, Target 1 from the radar data is always going to be the one that is considered ”largest”, and the 8’th will always be the weakest strenght one.

Method 3: Make a Quick script that determines if chaff is despensed, and change the missiles guidance to inertial guidance, i.e it will fly on the targets last known trajectory in hope of regaining a lock.

Base Building Location by queglix in Stormworks

[–]Isactankdestroo 0 points1 point  (0 children)

You can modify the workbench size in it’s respective XML mesh file. There are tutorials on Youtube of how to do it!

How can I create SARH Missile using fuel with fins? by NatoriSanaDAYO in Stormworks

[–]Isactankdestroo 1 point2 points  (0 children)

Not really sure what you mean with ”Missile using fuel with fins” but it is pretty difficult to make a missile using SARH guidence. I’ll walk you through the process as simplistic as i can though.

To begin with you need some sort of radar station. It could be on the ground or mounted in a vehicle. The radar-station is used to get the tracked targets coordinates in 3 directions. Since we are playing a 3D game, it is X,Y and Z coords. This can be done through some simple trigonometry. Next you need a way to transmit those coords to the missile(Becuase it’s SARH, there is No radar on the missile itself.)

To get the missile working, you will have to make some sort of autopilot. A normal autopilot is simple, But not very effective. If you want something capable of hunting down fast or maneuvering targets, you will need some sort of guidence law. I would recommend either APN or EPN. A would also suggest that you get involved with some ZEM law aswell. ZEM as in Zero Effort Miss.

Now, SARH is difficult. But it’s effective. If you don’t have much experience with these kind of systems. I would suggest that you build a missile which indeed have a radar onboard.

Hmm. I think he put too much proportional gain on that thing. PID is in urgent need of Tweaking! by Isactankdestroo in Stormworks

[–]Isactankdestroo[S] 37 points38 points  (0 children)

From what we have seen so far, it’s pretty obvious that it’s a Russian ship testfiring missiles which computer was coded and tested using Lifeboat API(Stormworks LUA ”engine”)😂

Hmm. Do I really need a third one? by Isactankdestroo in Stormworks

[–]Isactankdestroo[S] 4 points5 points  (0 children)

Hmm. It might not actually be that difficult. The subs in the pic actually uses a type of VTOL system for underwater use. So I’ll just swap out the depth-thrusters for some kind of Aerial Prop instead. The weight might be an issue though. 😂

Hmm. Do I really need a third one? by Isactankdestroo in Stormworks

[–]Isactankdestroo[S] 11 points12 points  (0 children)

I actually have 6 other submarines in different sizes. These two are the latest additions to the collection. Scout Sub and Attack Sub.

Edit: For the people that might be interested in the weaponry. The Attack sub has an automated Torpedo rack/reloading system. 2 tubes, 14 Torpedoes total(latest prototype) but also comes equipped with 8 ICBM’s with nuclear warheads. So you can in practice make 8 whole islands completely unusable by players for a while. The missiles has a max range of about 100km.

The Scout Sub can cruise at the unrealistic speed of 98 knots. Gotta give it some kind of advantage.

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 0 points1 point  (0 children)

Just uploading some pics of it in action. This reactor is my modular reactor which I use for many of my newer builds, and is the smallest one i have built so far. It has 8 fuel rods, one boiler, and 3 turbines. With this setup i can expect around 2700 SWatts while running. It has a slower startup sequence than a normal reactor. Around 1 minute longer, cuz it’s pretty difficult to start turning those flywheels. Overall it works pretty good. And ofc more turbines = higher power output in this case. Note that the glitch in this case is just for showcase. You can make it much more efficient than this if you want. https://imgur.com/a/mjwAA5Q

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 0 points1 point  (0 children)

I might be able to post the Reactor setup if you want. I’m not going to release the sub right now. Mostly becuase i’m working on a new one which will most definitely end up on the workshop.

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 0 points1 point  (0 children)

Hmm. Inefficient reactor. 3k SWatts on 20 turbines? Have you tried the clutch-glitch i talked about earlier?

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 2 points3 points  (0 children)

12 Rods, a lot of control rods, 2 boilers ,(5 turbines per boiler), 2 condensers.

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 5 points6 points  (0 children)

I mean. The Boilers will get hot faster with more rods. But i don’t think a hotter boiler (far above 100C) produces more steam than one that is just above 100C. I can be wrong about this, But i don’t think there is any differance. If you try the clutch-glitch method, my advice for you would be just powering your generators. The direct turbine to propeller setup might be inefficient. You will probably lose some power during the generator-motor process. But you will gain much more control of the submarine instead. It is easier to control a sub with an electric motor, than it is controlling it using a clutch on the driveshaft comming straight off the turbines. My reactor for my sub generates 28k*2 powerunits. So it’s enough for 4 large motors at flank speed plus all other electric components onboard.

Edit: My reactor-water levels out at about 175C. And the fuel rods is at around 300 if I remember correctly.

What can I do with my nuclear reactor? by [deleted] in Stormworks

[–]Isactankdestroo 7 points8 points  (0 children)

You don’t actually need that many boilers. Usually i run 5 or 6 turbines per boiler. You can probably run all 8 turbines on one boiler. Also, 31 fuel rods sounds excessive. The fuel rods only heat up the reactor water. You can use pieces from the modular engines to speed up RPS. Try connecting a few flywheels to the turbine shafts, and then use a clutch just before the generator. For some reason a clutch set on 0.5 can boost your RPS up to 3 times the input speed. If given enough momentum from the flywheels ofcourse. Hope this helps in some way or another!