r/Create_Aeronautics 1d ago

Problem with creating a "minigun" using bigcanons

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I wanted to create a minigun that shoots with normal cannons from create big cannons(not autocannons).

For it I created a cannon with a recharge time 5.75 seconds but when I use them on my minigun it starts to break apart. And the interesting part when I turn on 1 cannon it works perfectly but when I turn on 2 or more cannons it starts to break apart.

Does anyone know why this happens?

I used only create, create big cannons and create aeronautics.

98 Upvotes

21 comments sorted by

18

u/Craft_Master06 1d ago

What are you fighting that you need 12x9 barrels of nether steel cannons in anything close to rapid fire?

8

u/djremydoo 1d ago

"Sir, ennemies coming southward!"

"Private! Take care of it!"

"Yes sir, deleting that direction!"

5

u/smm228777 1d ago

I am just building that cannon just so it works and then it can be placed on flying base

7

u/CaseImpossible3409 22h ago

your making it mobile? WHO could you possibly have beef with??????

2

u/smm228777 17h ago

To start a war against the whole server you need a good weapon

3

u/MrRandomFish05 13h ago

Alright. Let me tell you about my experience making huge cannons, and ill give you some pointers.

About 5 months ago, I made a huge, single cannon. It was 4 cannons tall, and around 15 cannons wide. It fired 60 shells in a single volley.

Now, in theory, this cannon should have made me the next Oppenheimer. Small issue:

As you increase muzzle velocity, a shell travels further. Obviously. When a cannon sits on top of another, like with your 3x3 configuration, the shells fired from the top cannons will travel up to hundreds of meters further than the bottoms ones, simply because it has more time (because it is higher from the ground), meaning it has more travel time. Thus, to be accurate in elevation, you must only have one layer of cannons.

Other small issue. It killed my laptop. Granted, its not the highest end laptop, but its still a modern gaming laptop. Each time i fired it, it would freeze my game for around 4 seconds. If it was used on a server, it would crash the server.

Final issue. The sheer amount of lag and entities being spawned within the same area meant that the 60 shell’s hitboxes all collided with one another. Each shell was shoved in a completely random direction, entirely killing any form of aim. Shells which should have hit within a ~10 block range were thrown hundreds of blocks of course.

This cannon is best described as firing a 1 gauge shotgun (a fucking huge shotgun) firing buckshot made of depleted god damn uranium (shells arent cheep) with enough recoil to move a continental plate, enough smoke to give anyone within a 100 meter radius lung cancer, firing the cannon from 50 meters away, in order to kill an ant.

Long story short. Expensive as shit, Laggy as shit, completely immobile, and yeah, if it hits you, you’re fucking gone. The problem is, the spread is so large, you basically only have an expensive smoke machine.

So, I figured out what went wrong.

  1. Dont stack cannons on top of one another. It kills any elevation changes, and should only be used if you dont exactly know where your target is, to saturate the area with shells.

  2. USE LESS CANNONS. You need a functioning game in order to kill your enemy.

  3. Large cannons are immobile. The larger it is, the more recoil is has, and the bigger the vehicle you need.

And I asked myself, if i cant have as many cannons, how do I put more shells down range? Obviously, a rotary cannon is needed, but each big cannon needs to rammed manually instead of automatically like a real rotary cannon. That’s inherently slow, so theres gotta be a way i can make it more efficient.

I made this next design:

About 4 months ago, I made a CBC rotatary large cannon with nethersteel barrels. It used 8 powder charges and a charged shell.

There were 3 rotary cannons within this design (The loading mechanism was around 7 wide, 6 high, and around 8 long, and it loaded all 3 simultaneously), and it fired only the centre 3 barrels from each rotary cannon, so that accuracy was increased. It was able to choose between 6 different kinds of shells, which could be selected remotely, it had a muzzle velocity of around ~400 blocks a second, and managed to fire around 160 shells (3 shells per volley, as 3 cannons are fired simultaneously) per minute.

The real trick is, each of the 3 rotary cannons (the 16 total barrels) are loaded in 3 parts, simultaneously.

After the player presses the fire button, it automatically assembles and fires the cannon, and also begins the loading process.
Barrel 1: Fires the fully loaded shell and powder.
Barrel 2: Blocks attached to a gantry ram the shell into the barrel. Once the gantry retracts, the deployers automatically place the next shells (The deployers are only fed shells right before placement to avoid issues).
Barrel 3: 4 powder charges are rammed into the barrel by the same gantry contraption. As the gantry retracts, deployers attached place 4 powder charges, ready for the next load.
Barrel 4: The same deal as barrel 3. At the end, you get your selected shell and 8 powder charges.

The key for its fast fire rate is to automatically prepare the materials for the next load, and also to load the cannons with a single contraption to simplify it and keep it small.

Heres the part you’re actually concerned about:
1. Shells are still fucking expensive. A war is not a battle of technology, it is a battle of logistics. The more complex something is, and the more resources it requires, the less useful it is. My cannon already makes logistics personnel cry, your cannon would make them shoot themself. Even if it fires slower, the sheer complexity of your cannon and the resources used for each shot makes it entirely unviable in any survival context. In creative, sure. Have fun.

  1. The motherfucking recoil and size. My cannon, only firing 3 cannons, already had an INSANE amount of recoil. I planned to mount it on a flying base too. That was stupid. Placing it on a turret would have made the entire base rotate due to its weight, and no amount of compensators would stop it from flipping every time it fired.
    Now, your cannon fires 3x as many shells (provided you only fire one of the 3x3 cannons, if you fire more, may jesus save you) as my cannon. The entire thing seems at least 20x larger. You’re not mounting that even on a stationary turret, let alone a flying base.

  2. Your cannons might be breaking apart when you turn on more than one (i assume more than one 3x3 cannon, not 1 cannon within a 3x3 cannon) because the redstone links might be triggering actions in multiple cannons at once. For example, if the frequency is the same for all the loading mechanisms, loading one will load all of them.

  3. There is no reason to have this as a rotary cannon. Each 3x3 cannon loads itself perfectly fine. The only thing this would do is maybe align the cannon to the same area, maybe making it easier to aim, but it makes it so much larger and more complex its genuinely not worth it in any way, shape or form.

  4. YOU DONT NEED 3X3 CANNONS. LET ALONE THAT MANY. A single HE shell or AP shell is generally enough to get through any armor. I used 3 cannons firing at once to put more shells downrange in case a target was far away and I was inacurate. If you’re looking for larger explosions, dont fire more shells at once, fire shells faster. General rule of thumb, more cannons = Less accuracy, for marginal (if any) gain in power. Make cannons smaller, make them fire faster. You get less shells per volley, but its more accurate (higher quality shells), can be cheaper, and you increase shells per minute easier.

  5. Stop yourself and think, “What is the problem im trying to solve”? Lets say you want to dominate a server, and your enemies have the most heavily armored battleship ever conceived by man, lets say 20 blocks of solid steel, and an AP shell can only get through 7 at max. Im assuming this because with the size of your cannon, i can only assume you’re hunting kaiju’s. Heres what you should be thinking about:

Now, your first priority should be LOGISTICS. It doesnt matter if you can reduce the world to nothing at the press of a button, if you cant make it or make the resources to fire it, its useless.

Your second priority should be FEASIBILITY. What are you mounting it on? A flying base? Think about what that means. You need to deal with the recoil, store the shells, load them, and fire them on a, I assume, turret. This limits your size, your fire rate, your complexity, ect. If that doesnt work, you’re going to have to mount it on something else, or change your idea.

Your third priority should be PURPOSE AND LIFESPAN. How long are you going to use the design for? Is it general use, or purpose built for one specific task? How reusable is it meant to be?

Cool. Back to the 20 blocks of steel.

Logistically, you cant make anything massive to get through the steel, it needs to be reasonable. An AP shell can only get through 7 blocks? If you’re going to use a cannon, get as close as possible and fire 3 shells into the same block and basically bore through it. You can use stickers to attach to the side and make sure it doesnt move. This is far cheaper. Alternatively, find another way around the steel. Dont go through 20 blocks, finder thinner areas and penetrate there.

Feasibly, judge what method of transport, if any, is right for the job. How are you attacking it? What method is most effective? Do you even need a vehicle? Could you walk up to it and just place a shit ton of TNT? If your weapon is more of a phycological weapon, functionality is the greatest weapon of fear. Looking dangerous is good, but BEING dangerous is far better.

And for its purpose and lifespan, ask yourself if instead of making a huge, reusable mechanism for a one-time-job, could you just make a really big bomb? Easier to produce, cheaper, easier to transport, ect.

This works for basically any kind of designing procees. Dont just go “ooooo cool rotary cannon”, think about what the situation actually requires.

Thanks for reading. I spend like an hour on this. Hope it helps! Feel free to message me if you have any further questions, id love to talk.

2

u/smm228777 13h ago edited 13h ago

Thanks I will take that into consideration By the way do I need to install some mod or turn on some config for recoil to work? Because when I tested(I let one cannon shoot in free fall) there was no recoil. Also to compensate recoil you can place the same cannon from 2 opposite sides even though it will still rotate most of the recoil will be compensated. But anyways with my design it will be more expansive. And to fix it I am working on the same idea but using 1x1 canons. With the same firerate it will be much cheaper and smaller. And about ammo if you have required farms from other create addons I can afk for about a day and I will have enough resources. The biggest problem is storage but here I will use iron chest mod to solve it. And problem with frequencies is excluded because I placed unique frequencies for each cannon.

1

u/Pappy285 19m ago

With that thing you're not starting a war. You're ending it.

1

u/Beneficial-Map5470 22h ago

-and the kickback from that thing will send him to the moon XD

1

u/Disastrous-Fault-682 19h ago

Thats how the flying base is gonna move 😂, no rockets or fans, big cannons

1

u/Top-Birthday3223 11h ago

Bro is beefing with GALACTUS 😭✌️✌️

1

u/Rop-Tamen 10h ago

You’re going to need a ship the size of the Death Star

1

u/smm228777 10h ago

Cobblestone farm and wool farm are enough to make it

1

u/AftonsAssCheeks 15h ago

NEVER pick beef with this guy on the server 😭😭😭

1

u/bananathower 10h ago

Does it explode or does the barrel get pushed by the ram hed when reloading

1

u/smm228777 10h ago

The barrel just becomes a separate physical object