Modular Automated Anti Air CIWS [Target Leading] [DLC]

Vehicle, Air, Sea, Technical, Land, Mechanical, Stationary, Subassembly, Advanced, Weapons, v1.4.14


This is an example craft containing my Close In Weapon System (CIWS)
Everything you see here besides what was credited below was made by me
Feel free to use on your craft but I do want credit linked back to this post. Thanks.

Video of it working:
https://www.youtube.com/watch?v=k8sS6sFdiiI

General Info
These guns compensate for the distance and the lead of the target. Th...

Author: Vonel

Created: 21 Mar, 2022 @ 8:49pm

Updated: 1 Apr, 2022 @ 2:58pm

Subscribers: 14984


Size (unpacked) : 0.528 MB

This is an example craft containing my Close In Weapon System (CIWS)
Everything you see here besides what was credited below was made by me
Feel free to use on your craft but I do want credit linked back to this post. Thanks.


Video of it working:
https://www.youtube.com/watch?v=k8sS6sFdiiI

General Info
These guns compensate for the distance and the lead of the target. They do not compensate for sideways roll and wind speed. They do try to compensate for own craft movement too but accuracy diminishes the more YOU move.
The target can be going any speed or whatnot and it will accurately track and lead that target.
I cannot guarantee they will always hit, they can be a bit finicky especially in a target rich environment.

They target anything above 15 meters above sea level and 301+ Mass.
On the radar master controller there is an option to enable the radar to set it to lock onto targets below 15m.

The effective ranges of the guns are:
Rotary: 1000M
Heavy: 2500M
Light: 800M
Missiles: 1800M

They will not fire unless the target is within range.

There are plans to make a missile turret also.


How do they work?

They take the GPS coordinates of the target and calculate the Delta of the change in the target GPS coordinates and multiplies that delta by the bullet travel time outputted by the ballistic calculator and a set number. Somehow this worked well enough to reliably hit targets.

Any suggestions or bugs please tell me in the comments below and I will try my best to fix them. This is still a WIP as Im not done adding to this system.

Careful! The example vehicle provided here can shoot itself if a target is in front of it.



Setup Tutorial + Some Info
Current Turrets:

Rotary Autocannon
Good damage, but bad bullet spread and ammo usage. I don't recommend using this unless you use infinite ammo. Its very good at its job though. The wall of lead it throws out has the highest amount of hits out of any of the gun turrets.

Heavy Autocannon
It's the least accurate but it shoots the farthest at 2.5km. Better suited for taking down bigger targets. It's good at motivating people to not get too close and to take evasive action once they see the bullets flying by them

Light Autocannon
Perfect for sustained fire due to its 500 rnd magazine and lower fire rate, it's the most accurate gun here but it has the shortest range. It doesn't overheat due to its flip flop dual cannon setup. I recommend using this as the default gun unless you use infinite ammo, Then I recommend the rotary.

Missile Turret
Hits incoming targets reliably. It may struggle with targets with a high amount of relative bearing change though as the missiles don't turn the best. It only fires on targets between 1.8km and 550m.




DO NOT INVERT TURRETS!










This is the final version and will not be updated anymore due to me being unavailable indefinitely
As of game version 1.4.14, everything should be operating normally. If the developers decide update the game and somehow break these, then they cannot be updated


Credits:

Ballistic Calculator Simple:
https://steamcommunity.com/sharedfiles/filedetails/?id=2628490430
Radar To GPS Converter:
https://steamcommunity.com/sharedfiles/filedetails/?id=2632315001
ZE BRUH Guided Missile:
https://steamcommunity.com/sharedfiles/filedetails/?id=2782315331

=Tags=
Weapon DLC CIWS Anti Air AA Rotary AI Automated Leading Capability GPS Warship Airplane

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