Regarding VolcaneR's chaincannon, what happens if you use cobble to create variable-length feed belts?
cobblestone generators have an unstable rate of cobblestone generation, which will lead to a loss of speed instead of a gain...
but if you have a stable, hi-speed (works on a clock faster than the one used in the vid), working cobblestone generator. i would really love to see it...
and variable length? could be used to create chaincannons that have multiple shots and need to be hidden... (where you can't use sand)
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"The secret to creativity is knowing how to hide your sources" -A.E.
Regarding VolcaneR's chaincannon, what happens if you use cobble to create variable-length feed belts?
Unless we have a fast cobble generator, it will be slower than a sand fed cannon, but the cannon will have a much lower profile and can most defiantly be used to create a variable length feed for autoreload cannons!
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I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
cobblestone generators have an unstable rate of cobblestone generation, which will lead to a loss of speed instead of a gain...
but if you have a stable, hi-speed (works on a clock faster than the one used in the vid), working cobblestone generator. i would really love to see it...
and variable length? could be used to create chaincannons that have multiple shots and need to be hidden... (where you can't use sand)
I do not, but the unstable one I do have should fulfill the "random spread" request quite nicely.
But what I actually meant to suggest has nothing to do with cobble in particular, "variable-length feed belt" referring to the following configuration:
This would result in the cannon firing progressively closer, covering quite an area.
Killahamsta here. My old account is forever lost... so I made a new one and a new cannon!
SC-04 Feng Long II MDCS (Multi-Directional Cannon System)
Stats:
Dimensions: 15m x13m x22m
Engine/Charge: 96T MAX (3x 32T autoload, 1x 64T and 1x 32T autoload, 1x 96T)
Projectiles: 24T
Field of fire: 180 degrees
Crew: 1-2
Gun Range: 500m
Description and Features:
I wanted to make a safe, neat, easy to use and very ergonomic cannon with decent range and field of fire as small as possible. I have achieved this... This cannon is basically a semi circular cannon that can lob a round anywhere half a circle up front at a max range of 500 meters. The variable trigger mechanism can let you shoot out 3 salvos at 200m before reloading again(NO SAND!!!), pretty nifty when it comes to fast action. I highly urge you to test this cannon out for the sole reason of me wanting feedback. Features right below:
*Frontal Water Shield - defense against TNT cannons
*Fast piston reload - custom monostable circuit enables faster piston movement during reload
*Variable TNT Load - lob out either 3 short range salvos or a long range single salvo before reloading again
*Variable Timer - 3 repeaters cleanly postioned in the gunners room enables delay tweaking
*180 degrees field of fire - loosely based on EthosLab's 360 cannon, 180 degree shooting can be achieved through the circular nature of the cannon itself
Walkaround:(READ THIS ONLY IF YOU WANT TO USE THE CANNON)
Upon spawning in the world, you would most likely see the outside of the cannon. There should be an opening for you to enter the cannon. Navigate your way to the center in which is the gunner's nest, let me explain the gunner controls later on. Go up the ladder to the topmost floor, that would be the Loading room. You will then see a slit with TNTs, an indicator, and a button. The press the button to load up the batch of TNTs and fill up the slit with new TNTs, repeat this process till the pistons can't push anymore-indicating that the load is full. The clear to load indicator has to be on in order to safely load up TNTS, this will be crucial when multiple crew are present. Now, we should load up the projectiles. Go out into the cannon trench just outside, you will see a ring around the pool, fill it up with TNTs anywhere around it and under it(do not put TNTs on the corners). Now get in the gunner's nest and you will see 3 buttons at the left, and the variable timer at the right. The cannon is divided into three charge sectors namely low mid and high, each having 32T when fully loaded. The leftmost button will trigger only the low sector, middle button will trigger the low and mid sector, the rightmost will trigger all sectors. TNT is fired upon a button press. Mind you that pressing the rightmost button will require you to reload again.
I do not, but the unstable one I do have should fulfill the "random spread" request quite nicely.
But what I actually meant to suggest has nothing to do with cobble in particular, "variable-length feed belt" referring to the following configuration:
This would result in the cannon firing progressively closer, covering quite an area.
interesting... but the distance of the shot will be growing if this configuration is to work... and if we do use a cobblestone generator then the cobblestone will get stuck and disallow anymore tnt to be pushed... however, the random spread can work if we place pistons in the following configuration at the top of the cannon:
now activating any piston would block the whole row from pushing and going into the cannon "Random spread"...
now about the cobblestone generator i have this idea:
this is a cobblestone generator that works @"6 ticks" speed, however, it uses a "12 tick" clock, one side is the inversion of the other...
the lower 3 pistons are sticky pistons, the ones on the sides are used to pull the generated cobblestone downwards so that one side will get pushed by the piston next to it, while the middle lower one gets activated from both clocks (the pluse is shortened there)
and its almost stable, except that it can only generate until the middle-lower cannot push anymore, and won't work before cleanup... (the upper pistons are used to make it easier to clean up...)
interesting... but the distance of the shot will be growing if this configuration is to work... and if we do use a cobblestone generator then the cobblestone will get stuck and disallow anymore tnt to be pushed...
The schematic would keep the current sand system, and replace the current initial position of
This is completely unrelated to my cobblegen idea, which is:
Don't go for a stable one, instead use an unstable 8-or-something tick that works 3/4 of the time, giving the cannon 3-6 tnt per side per shot. Possibly with a pair of counter-phase sand gravity feeds so there's always at least one drive TNT (and further spread).
This is completely unrelated to my cobblegen idea, which is:
Don't go for a stable one, instead use an unstable 8-or-something tick that works 3/4 of the time, giving the cannon 3-6 tnt per side per shot. Possibly with a pair of counter-phase sand gravity feeds so there's always at least one drive TNT (and further spread).
listen, sand fed cannons can only get to the speed demonstrated in the vid... for sand to fall in place currently, it needs at least 4.5 ticks...
if i want to make the cannon faster, i cannot use sand...
and that cobblestone gen is already a fantastic performer, it slowed down in one out of ten, making its stability about 90%...
and it is no problem if the cannon slows down on an ammo belt and puts the shot in place, the next ammo belt would be there within less than 10 ticks... meaning that it could even cause random spread...
These are some great ideas for a spread range cannon!
However, we still need a spread angle cannon. The best way to do that in my opinion is to make the repeater cannon Multi-Railed and have a multi-shell cannon.
2 shells
2 side loaders (and a optional third middle gravity loader)
In optimal theory, you would fire 12 or so fuel charges from the middle rail (while firing 2 TNT shells at a time) then you would fire all 12 or so fuel charges from the left rail, then fire 12 or so fuel charges from the right rail. If this uses your all's range randomizers then we have a full spread cannon. Just food for thought.
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I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
well, it would work if you invert the order...
where it will become something like:
Of course, you could even do both for an increasing-then-decreasing shot distance.
listen, sand fed cannons can only get to the speed demonstrated in the vid... for sand to fall in place currently, it needs at least 4.5 ticks...
if i want to make the cannon faster, i cannot use sand...
Which is why the sand would be a belt running at half speed, out of phase with the other side's one(clarification: a belt being meter-wide chain of tnt/blocks, not the whole feeding mechanism. Is this correct usage?).
and that cobblestone gen is already a fantastic performer, it slowed down in one out of ten, making its stability about 90%...and it is no problem if the cannon slows down on an ammo belt and puts the shot in place, the next ammo belt would be there within less than 10 ticks... meaning that it could even cause random spread...
The "2=>1" approach should work as well for sand, if your chief concern is speed; presonally, I want to use cobble precisely for the instability. If you overclock your gen down to 70-80% production, shots would vary from using 3 to 6 :tnt:(and occasionally <3), influencing range accordingly(the random spread you mentioned).
[quote=zerker2000;/comments/8091027]
These are some great ideas for a spread range cannon!
However, we still need a spread angle cannon.
If the idea works as described, we wouldn't: the amount of "range" would be random per side, so the cannon would generally fire off center by varying amounts(though less so than if all the was on one side).
Hah, i didn't realize there was a thread like this.. But hello! i'm currently working on a model of Zirum's champion cannon, that is for download.. my model differs slightly, but it's main idea comes from his video.. The cannon is known as the Tincan Array and you can find all info on it Here if anyone from this topic would like to help build, send me a pm!.
But anyway, i'm glad this thread exists, does anyone still work on cannon science, i didn't think it was still that mainstream to have 72 pages!
Hello. I've been playing minecraft for awhile and have tinkered with cannons a little myself. So far I have made a cannon thar can shoot 12 Tnt at s time effectively. Currently I have decided to attempt something I have heard of nobody trying so far, a cannon that moves with pistons. Ideas on wiring this? I got the basic idea set up on paper. :happy.gif:
By this I mean one that moves side to side, since forward and back is impossible for now.
I'd recommend you have a look at the self-propelled vehicle thread, whence you should borrow e.g. the rail wiring idea. I have no idea how you'd move the water, however.
(When I do experimentation on TNT cannons, I usually base my concepts on the standard TNT cannon)
Now I have developed (it's a concept, and was tested once but online where I built the prototype) a cannon that might've gotten some people curious: How do I add more propellant (the TNT sitting in the trough with water, though most probably know that though) without making the cannon too long to fire correctly? Well, I created a prototype to show how.
Now, most know that the more propellant there is, speed and range of the projectile (the TNT or column of sand sitting on the slab) is increased. But this only allows people to make a standard TNT cannon about 5 blocks of propellant and the 1 projectile. I've created a TNT cannon that creates a vertical going column of troughs of TNT (my prototype went up to three, but it can probably go as high as it can go) and instead of having just 5 propellant charges, it had 15. When I did my measurements, the single 5 propellant launched the TNT 48 blocks, and at normal speed, then when I added the two extra propellant troughs, the TNT went 65 blocks, and went 2-3 times faster than the average cannon (and it might've gone even farther, but another experiment I conducted with 3 different standards launched the projectile at widely varying ranges). So I developed a vertical-propellant TNT cannon, and it can have 15 like mine, or it can have as many as your heart desires. I plan to do more engineering tests but that's what I have so far.
I'd recommend you have a look at the self-propelled vehicle thread, whence you should borrow e.g. the rail wiring idea. I have no idea how you'd move the water, however.
Ok, I can't find where that is though, my idea for the water though is that there along the line of travel and if you go in front of one a bud switch will open an individual gate, then when you go over or back the bud switch will reactivate, closing it. I've seen a few setups for bud switches which could make it the water work, only prob for the water is how to wire each individually without interraction. -.-
(When I do experimentation on TNT cannons, I usually base my concepts on the standard TNT cannon)
Now I have developed (it's a concept, and was tested once but online where I built the prototype) a cannon that might've gotten some people curious: How do I add more propellant (the TNT sitting in the trough with water, though most probably know that though) without making the cannon too long to fire correctly? Well, I created a prototype to show how.
Now, most know that the more propellant there is, speed and range of the projectile (the TNT or column of sand sitting on the slab) is increased. But this only allows people to make a standard TNT cannon about 5 blocks of propellant and the 1 projectile. I've created a TNT cannon that creates a vertical going column of troughs of TNT (my prototype went up to three, but it can probably go as high as it can go) and instead of having just 5 propellant charges, it had 15. When I did my measurements, the single 5 propellant launched the TNT 48 blocks, and at normal speed, then when I added the two extra propellant troughs, the TNT went 65 blocks, and went 2-3 times faster than the average cannon (and it might've gone even farther, but another experiment I conducted with 3 different standards launched the projectile at widely varying ranges). So I developed a vertical-propellant TNT cannon, and it can have 15 like mine, or it can have as many as your heart desires. I plan to do more engineering tests but that's what I have so far.
Np, I've used that setup once, but it's definitely the better way of getting long range out of cannons. That's what I used in my 12 shot cannon. :biggrin.gif:
Then watch the vid on the original post.
After all, when you mix these three, you get a cannon builder.
Otherwords,
cobblestone generators have an unstable rate of cobblestone generation, which will lead to a loss of speed instead of a gain...
but if you have a stable, hi-speed (works on a clock faster than the one used in the vid), working cobblestone generator. i would really love to see it...
and variable length? could be used to create chaincannons that have multiple shots and need to be hidden... (where you can't use sand)
"The secret to creativity is knowing how to hide your sources" -A.E.
Unless we have a fast cobble generator, it will be slower than a sand fed cannon, but the cannon will have a much lower profile and can most defiantly be used to create a variable length feed for autoreload cannons!
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
I do not, but the unstable one I do have should fulfill the "random spread" request quite nicely.
But what I actually meant to suggest has nothing to do with cobble in particular, "variable-length feed belt" referring to the following configuration:
This would result in the cannon firing progressively closer, covering quite an area.
SC-04 Feng Long II MDCS (Multi-Directional Cannon System)
Stats:
Dimensions: 15m x13m x22m
Engine/Charge: 96T MAX (3x 32T autoload, 1x 64T and 1x 32T autoload, 1x 96T)
Projectiles: 24T
Field of fire: 180 degrees
Crew: 1-2
Gun Range: 500m
Description and Features:
I wanted to make a safe, neat, easy to use and very ergonomic cannon with decent range and field of fire as small as possible. I have achieved this... This cannon is basically a semi circular cannon that can lob a round anywhere half a circle up front at a max range of 500 meters. The variable trigger mechanism can let you shoot out 3 salvos at 200m before reloading again(NO SAND!!!), pretty nifty when it comes to fast action. I highly urge you to test this cannon out for the sole reason of me wanting feedback. Features right below:
*Frontal Water Shield - defense against TNT cannons
*Fast piston reload - custom monostable circuit enables faster piston movement during reload
*Variable TNT Load - lob out either 3 short range salvos or a long range single salvo before reloading again
*Variable Timer - 3 repeaters cleanly postioned in the gunners room enables delay tweaking
*180 degrees field of fire - loosely based on EthosLab's 360 cannon, 180 degree shooting can be achieved through the circular nature of the cannon itself
Walkaround:(READ THIS ONLY IF YOU WANT TO USE THE CANNON)
Upon spawning in the world, you would most likely see the outside of the cannon. There should be an opening for you to enter the cannon. Navigate your way to the center in which is the gunner's nest, let me explain the gunner controls later on. Go up the ladder to the topmost floor, that would be the Loading room. You will then see a slit with TNTs, an indicator, and a button. The press the button to load up the batch of TNTs and fill up the slit with new TNTs, repeat this process till the pistons can't push anymore-indicating that the load is full. The clear to load indicator has to be on in order to safely load up TNTS, this will be crucial when multiple crew are present. Now, we should load up the projectiles. Go out into the cannon trench just outside, you will see a ring around the pool, fill it up with TNTs anywhere around it and under it(do not put TNTs on the corners). Now get in the gunner's nest and you will see 3 buttons at the left, and the variable timer at the right. The cannon is divided into three charge sectors namely low mid and high, each having 32T when fully loaded. The leftmost button will trigger only the low sector, middle button will trigger the low and mid sector, the rightmost will trigger all sectors. TNT is fired upon a button press. Mind you that pressing the rightmost button will require you to reload again.
PICS:
DOWNLOAD WORLD:
http://www.mediafire.com/?d1cpki84rggpoc7
interesting... but the distance of the shot will be growing if this configuration is to work... and if we do use a cobblestone generator then the cobblestone will get stuck and disallow anymore tnt to be pushed... however, the random spread can work if we place pistons in the following configuration at the top of the cannon:
now activating any piston would block the whole row from pushing and going into the cannon "Random spread"...
now about the cobblestone generator i have this idea:
this is a cobblestone generator that works @"6 ticks" speed, however, it uses a "12 tick" clock, one side is the inversion of the other...
the lower 3 pistons are sticky pistons, the ones on the sides are used to pull the generated cobblestone downwards so that one side will get pushed by the piston next to it, while the middle lower one gets activated from both clocks (the pluse is shortened there)
and its almost stable, except that it can only generate until the middle-lower cannot push anymore, and won't work before cleanup... (the upper pistons are used to make it easier to clean up...)
"The secret to creativity is knowing how to hide your sources" -A.E.
This is completely unrelated to my cobblegen idea, which is:
Don't go for a stable one, instead use an unstable 8-or-something tick that works 3/4 of the time, giving the cannon 3-6 tnt per side per shot. Possibly with a pair of counter-phase sand gravity feeds so there's always at least one drive TNT (and further spread).
Any chance I could get a save/schematic?
well, it would work if you invert the order...
where it will become something like:
listen, sand fed cannons can only get to the speed demonstrated in the vid... for sand to fall in place currently, it needs at least 4.5 ticks...
if i want to make the cannon faster, i cannot use sand...
and that cobblestone gen is already a fantastic performer, it slowed down in one out of ten, making its stability about 90%...
and it is no problem if the cannon slows down on an ammo belt and puts the shot in place, the next ammo belt would be there within less than 10 ticks... meaning that it could even cause random spread...
of what?
"The secret to creativity is knowing how to hide your sources" -A.E.
However, we still need a spread angle cannon. The best way to do that in my opinion is to make the repeater cannon Multi-Railed and have a multi-shell cannon.
2 shells
2 side loaders (and a optional third middle gravity loader)
In optimal theory, you would fire 12 or so fuel charges from the middle rail (while firing 2 TNT shells at a time) then you would fire all 12 or so fuel charges from the left rail, then fire 12 or so fuel charges from the right rail. If this uses your all's range randomizers then we have a full spread cannon. Just food for thought.
I learned that if there’s a loophole, someone’s going to drive a truck through it, and the people in the truck will get paid better than the people under it. –Scott Adams
But anyway, i'm glad this thread exists, does anyone still work on cannon science, i didn't think it was still that mainstream to have 72 pages!
By this I mean one that moves side to side, since forward and back is impossible for now.
Now I have developed (it's a concept, and was tested once but online where I built the prototype) a cannon that might've gotten some people curious: How do I add more propellant (the TNT sitting in the trough with water, though most probably know that though) without making the cannon too long to fire correctly? Well, I created a prototype to show how.
Now, most know that the more propellant there is, speed and range of the projectile (the TNT or column of sand sitting on the slab) is increased. But this only allows people to make a standard TNT cannon about 5 blocks of propellant and the 1 projectile. I've created a TNT cannon that creates a vertical going column of troughs of TNT (my prototype went up to three, but it can probably go as high as it can go) and instead of having just 5 propellant charges, it had 15. When I did my measurements, the single 5 propellant launched the TNT 48 blocks, and at normal speed, then when I added the two extra propellant troughs, the TNT went 65 blocks, and went 2-3 times faster than the average cannon (and it might've gone even farther, but another experiment I conducted with 3 different standards launched the projectile at widely varying ranges). So I developed a vertical-propellant TNT cannon, and it can have 15 like mine, or it can have as many as your heart desires. I plan to do more engineering tests but that's what I have so far.
Ok, I can't find where that is though, my idea for the water though is that there along the line of travel and if you go in front of one a bud switch will open an individual gate, then when you go over or back the bud switch will reactivate, closing it. I've seen a few setups for bud switches which could make it the water work, only prob for the water is how to wire each individually without interraction. -.-
Nice.
Thanks! :tongue.gif:
Np, I've used that setup once, but it's definitely the better way of getting long range out of cannons. That's what I used in my 12 shot cannon. :biggrin.gif: