Space Engineers

Space Engineers

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HudDog - dogfight tracers, lead, autoaim
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1.350 MB
2021 年 11 月 3 日 下午 2:32
10 月 4 日 下午 1:30
9 项改动说明 ( 查看 )

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HudDog - dogfight tracers, lead, autoaim

描述
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2640122730

    Script argument reference

    See Discussions section of this page.
热门讨论 查看全部(5)
71
1 月 2 日 下午 2:20
置顶: Bug reports, feature suggestions
cheerkin
11
8 月 23 日 上午 11:56
Lots of questions regarding this mod/script and how to set it up.
Sparktite
4
10 月 4 日 下午 2:13
置顶: Script argument reference
cheerkin
228 条留言
Based_Stickman 10 月 22 日 上午 11:00 
Found the issue two scripts sending at same time my B
cheerkin  [作者] 10 月 22 日 上午 3:34 
How can it not work? It is the same text panel block class but different subtype and model. But it would not have very precise projection as the code was tuned to work with normal transparent panels (their surface and texture size are slightly different).
Based_Stickman 10 月 21 日 下午 10:33 
huddog doesnt work with holo lcd right or is there a custom data change i need to do
cheerkin  [作者] 10 月 20 日 上午 3:19 
Yeah, it should work as if they were vanilla guns added to a custom group (i.e. you no longer need to add timers and you add WC guns to that group instead). The ripple does not work only if you are using timer triggers.
Based_Stickman 10 月 19 日 上午 11:32 
Thanks for posting the updates to WS does ripple work with wc custom groups?
cheerkin  [作者] 10 月 4 日 下午 3:31 
cheerkin  [作者] 9 月 2 日 下午 2:12 
To clarify, target cycling feature is implemented but not released here yet.
cheerkin  [作者] 9 月 2 日 下午 2:11 
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 9 月 2 日 上午 8:07 
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  [作者] 2 月 13 日 上午 3:52 
Congrats on making fool of yourself, everything you said shows you are incapable of reading instructions.