Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Bahasa Indonesia (Indonesian)
Bahasa Melayu (Malay) BETA
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem















Because for many many years, the bounding box returned was that of the targeted block, not that of the grid. Idk when it changed, but I've updated it in v35.7.1.
May I ask you why don't you use targetInfo.BoundingBox to get enemy radius (better send squared for performance) and send 0 instead? That will be really helpful for scripts those read IGC_IFF_PKT
I guess performance wise.. but valid data is missing
Currently I use fixed value (50m like sensor radar) to set radius of the target to filter positions so longrange AI block radar targets do not overlap with your radar
Also, if I could, I would make a suggestion. It'll great to see max weapon range circles on a radar (a bit more transparent than middle circle, could be optional) and also some kind of config to set custom circles to set range like for fixed weapons.
I will look into you broadcasted radius field, if it sends for all turret based targets then we could listen broadcast, collect and filter out untyped(grid type) targets if they in typed range, so there will be no "dots" Inside fully detected target.