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Add vanilla weapons to the coaxial-weapons group, as before. New ballistic models are implemented: heavy ballistics (arty, аss-cannon), light ballistics (gats and autocannons), rail (railguns). Implemented simple bullet drop correction.
Slow firing weapons can benefit from new fire control behavior called ripple fire. The controller would cycle through weapons, changing aim reference point, so each shot would go exactly into aim point (instead of firing all at once, where shots would travel in parallel and mostly miss the aim point).
Heavy ballistics and rails get this by default. This behavior can be toggled by "toggle:coax-ripple" argument run.
Custom groups can enable this by having [ripple] tag in group name.
Organize weapons into group with [hd-coax] tag. Example:
You must provide v and r tags that define muzzle velocity and range.
[ripple] tag enables ripple fire behavior.
Weapons should support IMyUserControllableGun interface. You can try it with mod weapons, chances are they may support it too. Just add appropriate range and velocity tags.
There are following implemented targeting provides as of 1.0.51:
GPStargeter
TurretControllerTargeter
RaycastSingleTargeter
RaycastTrackerTargeter
TurretAiTargeter
DataLinkTargeter
They are checked in the order defined above. I.e. if you have active point for GPStargeter, all subsequent targeters are ignored.
GPStargeter - run "command:gps:X:Y:Z" (or place this command into CustomData to activate it on every recompile or world load).
TurretControllerTargeter - add turret controllers (with camera or weapon) to the main group, enable AI on them.
RaycastSingleTargeter - run "command:single-cast" looking through unobstructed camera, range is limited to 5000m.
You need to have at least one camera in "raycast" group. Add there cameras that would be used for tracking, they should not be blocked by glass or grid superstructures.
RaycastTrackerTargeter - run "command:fw-cast", range is defined by "raycast-range" set-value.
You need to have at least one camera in "raycast" group. Add there cameras that would be used for tracking, they should not be blocked by glass or grid superstructures.
When you see a big circle, you can execute a massive scan burst covering area in the circle. If you happen to catch the target in the crosshair, the burst would be spared.
At the bottom you can see stats about raycast subsystem - how many range your cameras had accumulated, charge delta (it can go down if you are tracking too many targets at long range).
Hitting the target with raycast precisely would add local target offset (small red diamond). You can cycle through them double tapping Q.
TurretAiTargeter - add turrets to the main group, enable AI on them (same as before).
DataLinkTargeter - integration with AutoPillock/TGP targeting network.
Create a group named
"your dakka name [hd-custom][v=500][r=1000][d=5][fwO=10]"
where
v - projectile velocity - required
r - projectile max range - required
d - deviation threshold, i.e. accuracy in meters (how far from the point the weapon triggers)
fwO - forward muzzle offset in meters (that is added to your reference forward block)
That group needs to have at least a welder, or a timer, or both. If there is a welder, it is considered weapon position and forward reference. Otherwise, the timer is considered weapon reference.
When the reference block is aligned towards a target point, the script would trigger the timer and activate welder (if present).
Target offsets are local points in target coordinate system. They can be added by TurretAiTargeter (auto) or RaycastTrackerTargeter (by user).
"command:fw-cast" works as before, adding offset if raycast hits the same target once more.
"command:remove-offset" removes last raycast offset.
Double tap Q cycles offsets (it no longer changes zero-range).
"command:tom-src" - changes offset collection from raycast to ai-turret and vice versa.
Inertial ballistic model is no longer added by default. Use "command:enable-inertial-pmw" if needed.
New set values:
"turret-ai-cone" - cone from 0 to 1, default 0.85 (dot). Higher value means narrower cone.
"squared-offset-filter" - min distance between offsets (squared), default is 16 (4 m)
toggles:
"aim-to-center" - false, if set then targeter would just aim to the center.
commands:
"enable-inertial-pmw" - add Inertial ballistic model
"tom-src" - changes offset collection from raycast to ai-turret and vice versa.
"remove-offset" - removes last raycast offset.
https://www.youtube.com/watch?v=-hPqXRmgp1M
To make a bomb you got to have a "linker" block. It can be a merge or rotor/hinge, should be on the "bomb side", i.e. the grid which would fly away.
The linker block is tagged with [bomb] keyword and optionally with tags detonation, precision or name.
The following tags are supported:
name - custom name for UI
detonation - proximity fuse range
precision - deviation limit for auto-drop purposes
You don't have to put bomb blocks in any groups, it all starts from the linker and initializes after the bomb detaches.
A bomb can have timers with a tag which sets a distance from target to be triggered at. For example, Timer Block [150] would trigger 150m before impact (main purpose - item nukes).
Bomb can be dropped in target-less mode (in that case it would deduce detonation altitude based on your ship current altitude but that's apparently not reliable).
After 50m of flight a bomb would arm all warheads. The HUD would show its position as a green dot, and there would be a progress circle in the middle.
The HUD would show the "scheme" of your bomb hardpoints (top view), color coded (blue one is selected).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3580596256
In case of real target data the solver would show the future target position and you can align the PIP (aka CCIP) with that, or let automatics do that for you.
If you have auto drop enabled, the new "autodrop-timeout" set-value would act as a cooldown (60 ticks by default).
command:cycle-bomb - cycles hardpoints
command:drop:first - drops currently selected
command:drop:* - drops all
command:drop:substring - drops matched (linker block custom name substring)
Hardpoints are one-use from the pov of the code, there is no refresh command yet. If that could be useful, let me know.
For best results I recommend using APck in non-dampening mode (zero-g style flight in gravity) or dropping from max speed at horizontal flight to have steady PIP.
toggle:mouse-shifting to switch. Upon switching the offset is cleared.
When used, the target position would be replaced with the offset one (velocity would still be considered as usual).
The old approach of using set-values is gone, now you can use "MyIni"-style config in the specific seat CustomData in case you need tuning.
Example:
[hd-head-offset]
X=...
Y=...
Z=...
The above is the local coordinate of astronaut head in the block space. It would substitute the built-in offset if there is any for a given block SubtypeId.
You can also use command:set-value:zero-range to set it explicitly (before it was based on gun range).
"ripple-increment-interval-rail" value sets the switch time for railgun subtype. Default is 20 ticks, but lower values are possible depending on the mass/gyros of your grid (I've used 8 frames for small grid and got perfect precision).
The new WcTargeter uses GetSortedThreatsByID from WC api to deal with targeting. In case WC is detected, all other (local) targeting sources are disabled (raycast and turret ai are unusable with WC)
The HD would now use GetCoreStaticLaunchers from WC api to get all fixed weapons and would use generic action hooks to switch firing on/off (which is a bit slower). That means in most cases you won't have to deal with hd-custom group set up to make use of WC.
command:set-grid-accel:X:Y:Z can be used to tune the rotation (they represent your average estimated acceleration per axis).
command:set-selector:First|Loop|Crosshair switches the way your target is picked up.
Repeatedly running command:set-selector:Loop would cycle the targets.
For raycasting add cameras to a group "hd-raycast". Make sure these cameras have clear view with no blocks in front of them. Do not add a camera through which you are planning to look when raycasting.
command:static-cast makes a static target point via a raycast.
command:gps:X:Y:Z makes a static target point for provided coordinates.
command:cast starts a raycast tracking (dynamic, maintained, make sure you have enough cams).
command:clear-rc clears dynamic and static raycast sources.