Space Engineers

Space Engineers

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HudDog - dogfight tracers, lead, autoaim
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Nov 3, 2021 @ 2:32pm
Apr 25, 2022 @ 2:37am
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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.





Distinctive features:
  • Three output implementations - projector offsets, sprites on transparent LCD, streaming to other script
  • Three supported ballistic models - gatling, rocket, freefall (does not work as a bombsight yet, unless blocks are speed-uncapped)
  • 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

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)

HUD layout description
  • 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://steamcommunity.com/sharedfiles/filedetails/?id=2640122730

    Script argument reference

    See Discussions section of this page.
    https://steamcommunity.com/workshop/filedetails/discussion/2645141226/3154202776533709806/

    For those who read through all this page I have a bonus - check the top part code for boost parameter that would make your LCD refresh in 60Hz in local game, giving smooth fast graphics like on those gifs and videos. Your world must be in offline mode, otherwise a server would still limit sprite updates.
Popular Discussions View All (5)
59
Mar 23 @ 12:19pm
PINNED: Bug reports, feature suggestions
cheerkin
9
Jan 20, 2023 @ 4:21am
Lots of questions regarding this mod/script and how to set it up.
Sparktite
3
Jan 19 @ 3:32pm
PINNED: Script argument reference
cheerkin
211 Comments
cheerkin  [author] Mar 23 @ 7:56am 
I've just made a ship, put CTC in the group, and it works (shows CustomTurretTargeter as data source), so that's something on your end.
Continuing this convo is pointless, as here on the main page it is just a false claim.
If you want to be constructive, report in pinned Bug Reports discussion with more info, repro steps, maybe a video.
LeNi Mar 23 @ 7:42am 
Works fine for the front, not for the turrets tho. Goes blank.
Put it all in the same group, Controller and everything, nothing.
So unless there are some extra steps, cant get this to work at all on custom turrets
cheerkin  [author] Mar 23 @ 6:51am 
It does work.
LeNi Mar 22 @ 9:49pm 
This doesnt work for custom turret fyi
cheerkin  [author] Sep 10, 2023 @ 12:55am 
Works for me, both this (1.0.64) and 1.0.71 RC
TheNightOwl Sep 8, 2023 @ 2:51pm 
ok since the recent update i think this might have broke
cheerkin  [author] Jul 8, 2023 @ 12:59am 
I don't know anything about WC radar converter, doubt it would work. I'm talking about "APCK Weapon Core Targeting" script.
Like I said, to fix misalign you have to figure out vertical/horizontal offset parameters for your cockpit by trial and error. Then you leave them as custom data commands so they get in effect automatically.
The reason - it's impossible from a script to know players' head position and it's different for most cockpits/seats.
THE EXE DUDE Jul 7, 2023 @ 11:46pm 
cheerkin i have tried using the script of the WC radar Converter and it didnt work 2 the weapon is getting identified by the script but the lead is missaligned and im pretty sure the cockpit is the issue since my setup is a consty pilot seat with a subgrid canopy which has the hud but idk how to know when its aligned even tho the view looks centered
cheerkin  [author] Jul 7, 2023 @ 4:39am 
Hi! WC messes up vanilla so this script would likely have problems in WC worlds. There are some workarounds though. You likely have 2 WC-related issues:

- HD does not know about modded weapons and can't just control them out of the box. It can't trigger shooting and can't get ballistic parameters (velocity, range, etc). You can work around that using custom weapon trigger feature (with timer block and grouping)

- WC messes up both raycast and turret targeting

One guy made an adapter script that would pass WC targeting data and fix those issues, it works with AutoPillock, though I don't know if anyone tried applying that to HudDog. Also I'm in the middle of reworking all related scripts, HudDog would be updated too in the near future.

About lead misalign, two possible reasons. One, the weapon is not detected properly (likely because of WC). Two, you use some non-standard cockpit which has different astronaut head position, so you need to adjust offsets (read those guides).
THE EXE DUDE Jul 6, 2023 @ 11:54pm 
Hello im having 2 major issues 1 lead indicator is missaligned and cant lock using cameras im Using WC so turrets are broken i have a WC radar turret but doesnt seem to work i also have 4 cameras and the lead indicator is very far from correct worth noting im on DS if u need the ip of the server is
IP: 131.226.242.83:27010

There should be 2 planes i made with the script the world has lots of mods and WC overrides if u need more info send me friend request an ill be happy tov awenser