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Post by Praesumo on Feb 15, 2015 1:01:51 GMT
I am not going to show you guys anything but Praesumo made a 7 round reloading catapult, and I can tell you it is amazing. I would post an attachment but I don't want to be stealing his place in this thread. I have no doubt he'll post it here though. Oh, ok... fine here it is. I've been meaning to make a better one with new parts but haven't had a chance. Credit to "Gt13614" for inspiring me to make this, and by making the base catapult, which I modded into this final product. Reloading Catapult7.bsg (46.81 KB) Holds 6 bombs in storage, and 1 in the "chamber". If you want it to be "legal" (so you can pass missions with it), just remove some of the bomb-protecting panels on the top and it will fit! (Be wary of archers, though!) Controls are: - Shift=Fire
- R=Reset Catapult
- Q=Load from left side
- E=Load from right side
- Ctrl=Give loader a little "nudge" to tip it into the basket if it's not going.
It's actually really easy to use, and while the catapult isn't going to be claiming any range-records, It'll deliver more explosives downrange than anything I've seen so far.
Here it is from the front
And here's the loader seen from the back
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Post by squatdog on Feb 15, 2015 2:00:59 GMT
Idiot-proof 12-shot rapid-reload catapult: Link: catapault easy.bsg (21.15 KB) Instruction Manual:
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Post by AJW on Feb 15, 2015 12:54:50 GMT
I've got a 43-round reloader catapult working - it just uses two keys for firing once it's set up, and it just fits within the boundary box. It needs fine tuning, and I'd like to increase the range of the catapult, but the basics are all figured out. Attachment Deleted Attachment Deleted Attachment Deleted
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Post by AJW on Feb 15, 2015 13:01:51 GMT
Screenshots of my 43-rounder - I couldn't add them to my previous post for some reason.
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Post by OldVamp on Feb 16, 2015 2:03:06 GMT
Here is my catapult its not fast reload but you get over 40 shots depending on how you cram bombs in the build box controlled from the keypad catapult cp loader ld 7 cp left forwards 4 cp left backwards 9 cp right forwards 6 cp right backwards 5 cp pull 2 springs 8 cp pull 3 strings combine for full pull firing range varied by holding one button, or both, and how long you hold before the arm hits the stop. max range is about half the distance to the sandbox raised windmill PAST the windmill. so Raised Windmill and a half. 1 ld left forwards 0 ld left backwards 3 ld right forwards . ld right backwards + ld arm forwards enter ld arm backwards 2 ld grabber release I made this loader for hauling around iron ore and liked it so I keep it around. Attachments:catapult loader40.bsg (26.86 KB)
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Post by Praesumo on Feb 16, 2015 6:28:57 GMT
My question for everyone is... "Does it pass the Archer test?"
What good is having 10, 20, 30, 40, or a million rounds... if you only ever survive for 3 seconds on a level with archers?
I've only seen one other design so far that can survive while under fire. I'm curious why more people aren't making their designs archer-proof?
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Post by AJW on Feb 16, 2015 7:06:36 GMT
Why aren't we making our designs archer-proof? Because it wasn't specified in the original post. Though personally I'm more interested in meeting my own objectives than the challenge anyway. My objectives:
Fitting the bounding box Large ammo load Simple controls Reliability Long range (preferably adjustable) Accuracy
I'm still working on the range - I may have to fundamentally redesign the catapult, but the way my machine is built should hopefully make that relatively simple. If I ignore the bounding box, fitting armour would be trivial (though it would make the problems I'm getting with frame rate worse). Armouring it while still fitting the box would certainly be possible, though I'd have to do some fairly drastic surgery, and would lose a significant part of the load.
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Post by OldVamp on Feb 16, 2015 7:29:33 GMT
Archers were not specified, but these machines can shoot so far, why would you bring them in range of the archers? Here is an older version that could somewhat be realistically explained. The bombs were hauled in on this cart and it was turned up as a shield. This works because in the levels the archers are usually so close they cant shoot over the shields. It does not shoot as far as my newer machine, but could likely be improved with more springs. Attachments:cp armored loader 2.bsg (29.01 KB)
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Post by Praesumo on Feb 16, 2015 7:43:45 GMT
Archers were not specified, but these machines can shoot so far, why would you bring them in range of the archers? Lol. "Because if you're starting in the editor box you're within their range? Also because their range is nearly unlimited?"
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Post by Avari on Feb 16, 2015 19:44:08 GMT
Here's a catapult with 47 bombs, and it's possible to double the amount. Unfortunately, FPS is very low even with this setup. Controls: (main keyboard) 1, 2, 3, 4 - move the bombs, (num keyboard) 7, 8, 1, 3 - move the machine; enter - shoot, 0 - lower the arm, left and right - load the bomb Sure it does not work as expected Attachments:
47_bombs_cat.bsg (31.76 KB)
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Post by AJW on Feb 16, 2015 23:53:21 GMT
An elegant design, but unless I'm missing something, it seems far too temperamental - you need precise timing to avoid breaking the catapult, and the loading mechanism doesn't seem to place the bomb in the holder properly. Have you managed to fire a full ammo load?
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Post by walther on Feb 17, 2015 1:01:19 GMT
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Post by AJW on Feb 17, 2015 5:11:22 GMT
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Post by ManaSeed on Feb 24, 2015 10:37:43 GMT
Screenshots of my 43-rounder - I couldn't add them to my previous post for some reason. I'm particularly interested in that reloading mechanism. Can you upload your baby?
Compact, armoured, mobile grab-a-pault: Fully armoured looks like this, but alas, frame-rate: Can you upload the fully armored version? I've yet to witness how the armored roof works.
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Post by ITR on Feb 24, 2015 10:50:21 GMT
"doesn't usually self-destruct" XD
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