Space Engineers

Space Engineers

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HudDog - dogfight tracers, lead, autoaim
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File Size
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1.350 MB
3 Nov, 2021 @ 2:32pm
4 Oct @ 1:30pm
9 Change Notes ( view )

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HudDog - dogfight tracers, lead, autoaim

Description
The idea
Immersive HUD weapon lead/pip ballistic calculator for three types of weapons, capable of gyro-override glue-to-target assist, operating with or without lock, with virtual bullet tracers simulation feature.

Version 1.1 is out. See full changelist here. - Bomb sight with smart bombs - Built-in support for WeaponCore targeting and weapons





Distinctive features:
  • Three output implementations - projector offsets, sprites on transparent LCD, streaming to other script
  • Three supported ballistic models - gatling, rocket, inertial (rotor cannons), free-fall (bombsight)
  • PMW visualization for bombs, proximity fuse, proximity timers, auto-drop, auto-aim
  • Locking by AI turrets, with raycast confirmation, or from external script data link
  • Automatic target filtering (currently includes frontal cone filter and size filter, requires cameras for raycast check)
  • Lock-less prediction track for 3 distances accounting for gravity, ship velocity, target velocity
  • Control takeover by gyros - autoaim when nose close to prediction marker
  • Virtual tracers for gatlings - uses in-game proven ballistic model - immense help for shooting up to 800m without a lock
  • Simple damage analyzer of functional blocks
  • Weapon type auto-switch
  • Ripple fire with cycled weapon origin

Building guide
  1. Code goes to PB. Make a group containing that PB.
  2. Add cockpit and include it to the group. If tracers and marker seem to be misaligned vertically, you need to adjust offset values, see command reference. Default values are good for stock, non-dlc, non-fighter cockpits
  3. Add transparent LCDs in front of the cockpit, add them to the group.
  4. Optional: add cameras and include them to the group.
  5. Optional: add sound block and include it to the group. Choose the sound and loop it to max duration, disable the block.
  6. Optional: add projector and include it to the group. Projectors orientation matters. Choose blueprint for your lead maker.
  7. Optional: add gyro and include it to the group. Gyro orientation matters.
  8. Optional: add turrets for designation, add them to the group. Check turret targeting options.
  9. Optional: add gatlings and/or rockets and (surprize!) group them into "coaxial-weapons" group.
  10. Optional: add rotors or hinges and add them to the group. Place them so their zero mark is pointing towards main forward axis. The script would try to rotate them so that weapons placed there would be focused on a single point (default 600m)
  11. Optional: for bombs see the guide.
Read the Change notes discussion for more info about new features (e.g. support for modded weapons), the steps above are very basic.

HUD layout description (outdated as of v.1.1)
  • FFz - free fall zero distance, default 1000m, change with double tapping Q
  • T-base - size of target, determines the width of prediction pavement at certain distance (if the target of that size fits, then you are good to shoot)
  • T-ext - size of currently locked target grid
  • CTRL TKVR - contol takeover enabled, if flashing red - then it's currently engaged
  • AUTO TGR - auto weapon trigger at optimal conditions
  • Top right corner - damage report, full bar means you have no functional blocks left, congratulations! Empty is good. Percentage means how many blocks of that type are destroyed or fell off, zero is what you want to see there.
  • In locked mode there are small dots that appear around PIP marker. The more the dots, the closer you are to your target.

    PIP mode, no lock, virtual tracers, prediction track for 200, 400, 600m



    PIP mode, locked, autoshoot and autoaim engaged


    Reference builds

    Small grid glass cannon fancy cockpit: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2640122730

    Script argument reference

    See Discussions section of this page.
Popular Discussions View All (5)
71
2 Jan @ 2:20pm
PINNED: Bug reports, feature suggestions
cheerkin
11
23 Aug @ 11:56am
Lots of questions regarding this mod/script and how to set it up.
Sparktite
4
4 Oct @ 2:13pm
PINNED: Script argument reference
cheerkin
223 Comments
cheerkin  [author] 4 Oct @ 3:31pm 
Version 1.1 is out, pushing more than 2 years of improvements!
More info: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2645141226/3180111663688243430/#c601917139265589696
cheerkin  [author] 2 Sep @ 2:12pm 
To clarify, target cycling feature is implemented but not released here yet.
cheerkin  [author] 2 Sep @ 2:11pm 
It's been a while, my dev version is much ahead and targeting works very differently there. There is a special command to clear raycast targets and target cycling feature.
Looking at the relevant revision I think you are right, unfortunately it takes the first tracked target from the list, so if you cast another one, you would still engage the first (unless tracking is lost). So the only option would be turn away from the target for a few seconds so it gets stale.
IRON & WOOD 2 Sep @ 8:07am 
One small problem, I used "command:fw-cast" to lock onto a target and everything worked fine, "CTRL TKVR" worked perfectly.
However, if I find a more threatening target and want to lock onto it, I have to completely destroy the current target first.
I tried to turn off control takeover using "toggle:aim," but I can't use "command:fw-cast" to lock onto another target. Turning control takeover back on re-locks the original target.
Am I missing something? Or is this just how the script works?
cheerkin  [author] 13 Feb @ 3:52am 
Congrats on making fool of yourself, everything you said shows you are incapable of reading instructions.
Mischief_Master 12 Feb @ 8:43pm 
Shit mod, doesnt detect any of the WC guns I have, most the commands and keybinds dont work and the CCIP (or PIP as you call it) is horridly inaccurate and runs at like 2 fps
cheerkin  [author] 30 Dec, 2024 @ 7:39am 
Не совсем понял. Напиши подробнее в Feature Suggestions.
BigStar 29 Dec, 2024 @ 1:08pm 
Хотелось бы облегченный вариант скрипта, где просто захват и ведение цели без расчёта траектории, это было бы полезно для разных систем.
cheerkin  [author] 11 Nov, 2024 @ 4:17am 
Thanks!
I've tried and it works for me (controlling through RC while sitting in a cockpit - not subgrid cockpit though but should not matter).
Make sure your RC is added to script group, and you are looking through appropriate camera when RCing. Tried in that shuttle mentioned on this page.
zen 10 Nov, 2024 @ 11:02pm 
Excellent script, Can't seem to get it to function for my specific use case though.

I control my ship from a subgrid cockpit via a remote control for aesthetic reasons

Got an idea how I could trick it to work?