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I don't provide the information for bypassing it, but if you know what you're doing you'll find it.
i do remember i got it to previously work at 25KM or so, but I just wanted to reach out and see what your thoughts on the matter were.
Shoot me the link to your blueprint and I’ll run a test with it
I'm taking a look now - I will comment on your workshop page with further information :)
I'd be really grateful if you could have a look at the small large grid I have made (1) with all sufficient blocks included as per the script's demands. The reason I have made my own is I am trying to learn and understand how to implement it in my own designs starting with the basics. I just don't quite understand why it's not working whereas yours is.
I hope I have given credit correctly in the description. Thank you!
1) https://steamcommunity.com/sharedfiles/filedetails/?id=3221217939
Ahh, yes planetary use forces restrictions due to the impact raycast has in a gravity well (I force it to work slower).
As for precise targeting, the script doesn't "know" where certain blocks are (that would require a mod vs a PB script) but you can use the Manual Target camera to aim wherever you want at a target and use the "Manual Target" command to raycast where you want them to go.
But I still have a question: When I enable precise targeting, can I actually decide if the missile should target thrusters or batteries and stuff?
Easiest if you can share the bp so I can you around with it
That sounds like a different problem entirely. The script is still valid
For the missile type, it’s something you set in the missile pb script
Check the projection to make sure all blocks are built. That’s what the script uses to see if missiles are ready for use. I usually have a few random armor blocks that didn’t get welded up when that happens to me
I just tested someone else's blueprint and got everything working as intended. Their issue was that they included rotors in the block group for their "normal" facing cameras.
If you are still having issues, please send me your BP. Thanks!
You can send me your BP and I'll take a look
I was wondering if there's a git anywhere for this. I can see the code is minified to allow for more space, I'd just like to make some adjustments for my needs.
The script will display all detected grids (assuming you have the display set to do so). The issue with cameras is that they have to actually 'detect' those grids, first. Check out the Raycast for dummies discussion thread for full details on how that works.
If you want to see it in action, you can enable debug draw from the F11 menu and you'll see the raycasts being drawn as well as when they "hit" something
I was wondering if there was a way to have the script display all detected grids, not just one of each. (I don't believe this is a camera blind-spot issue, I can send you more info if needed)
You can use the "Manual Target" command to raycast from a designated targeting camera (set this in the custom data config). If the ray hits an object, it will add it to the map and attempt to track it.
Beyond that, the rotor cams are only meant to track stuff in the blind spots, not to follow them indefinitely. There should be cameras in each of the 6 axis to track those sections of space
I have a rotor cam with a Hinge Elevation component. It seems to track sections of the sky fine, but it doesn't attempt to maintain lock on the hovered target. Are Hinge components supported?
When you select a target, the script does attempt to maintain lock with the assumption that you may fire a missile at it.
What decompiler? From my searches couldn't see one. Can you send me link on pv or here?
How do i go about on "decompiling" your script?
10km is the max for performance reasons
It's all vanilla, and there isn't any room left to make any big updates like that.