Space Engineers

Space Engineers

Whip's Turret AI Slaving Script
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Uppdatering: 3 jun, 2021 @ 13:32

Version 121.3.5
  • Fixed slaved turrets checking tolerance angle in degrees instead of radians. I hate you toed.

Uppdatering: 2 jun, 2021 @ 1:16

Version 121.3.4
  • Fixed bug where "setup" argument would need to be run twice to capture new group changes

Uppdatering: 1 jun, 2021 @ 11:39

  • (Minor) fixed date format (05 instead of 50 lol)

Uppdatering: 1 jun, 2021 @ 11:32

Version 121.3.3
  • Added screen manager. Now version and a simple animated graphic are drawn on screen when the code is running. This can be disabled in custom data
  • Cleanup of dead code
  • Fixed place where NRE could occur in StopRotorMovement()
  • Modified intersection checking for perfornance
    • Made IFF intersection checking a sphere check to simplify computations
    • Inlined block space intersection checks since profiler hits were too damn high
  • Intersection checking will only start once the gun is on target. This will reduce unnecessary computations when the target is not within the accepted firing tolerance
  • Fixed issue where timer actions were not working as expected. May still receive some tweaking in the future.

Uppdatering: 22 feb, 2021 @ 17:48

Version 120.1.5
  • Made IFF processing prioritize duplicates with larger bounding sphere radiuses

Uppdatering: 20 feb, 2021 @ 22:29

Version 120.1.4
  • If the turret breaks and an automated setup call fails, it will be marked as inoperable and will not initiate setup again until 'setup' is run manually
  • Fixed bug where slaved ai turrets did not properly check angle tolerances before firing

Uppdatering: 22 dec, 2020 @ 17:31

Version 120.1.2
  • Improved custom data formatting for timers. Now you can specify the trigger condition explicitly

Uppdatering: 22 dec, 2020 @ 9:42

Version 120.0.8
  • Added support for triggering timers on idle
  • Added support for drills

Uppdatering: 6 dec, 2020 @ 15:59

Version 120.0.7
  • Fixed bug where projectiles affected by gravity would not compensate for drop when aiming at a non-accelerating target and using a non-accelerating projectile

Uppdatering: 28 nov, 2020 @ 21:13

Version 120.0.6
  • Changed trajectory estimation result to output a corrected impact point that only includes the lateral portion of the aimOffset that is computed. With very high velocities (ie: the speed of light) the trajectory estimate would blast way past the target and cause the resulting corrected vector to have a very large backwards result. Thanks to discord user halipatsui for finding this bug.