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There is not currently a way to set remote fire to only consider missiles of a specific name tag.
Wham Version:170.22.2
Fire control group name = SmallFireControl
Missile group name tag = SmallMissile
Optional reference block name tag = Reference
Small Missile WHAM(custom config):
Missile name tag = SmallMissile
Missile number = 1
Fire control group name = SmallFireControl
Detach thruster name tag = Detach
As you can see the missile number is duplicated. Still, as we talk about two different LAMP systems with distinc names I would assume they would work separetely, launching only missiles with expected names. It doesn't work this way, and LAMP with large missiles config launches also small missiles making the entire system a bit fucked up( My large ballistic missiles can now decide to autolaunch at a rover, that's a bit overkill ^^'').
I want to create 2 different LAMP and WHAM networks.
The idea is simple.
1: One network with LARGE missiles , remote fire on, will only be launched manually by a crewed ship.
2: One network with SMALL missiles, remote fire on , auto fire on also, and as such a network of multiple vehicles and bunkers can shoot small missiels automatically with restrictions.
This worked well, or so I though, as it seems both networks work as one unit. I will provide the config below.
Large Missiles WHAM(default config):
Missile name tag = Missile
Missile number = 1
Fire control group name = Fire Control
Detach Thruster name tag = Detach
Large Missiles LAMP( default config):
Fire control group name = Fire Control
Missile group name tag = Missile
Optional reference block name tag = Reference
[Names]
Auto-configure missile name=True
Missile name tag=M
Missile number=1
Fire control group name=lamp
Detach thruster name tag=DT
[Delays]
Guidance delay (s)=1
Stage 1: Disconnect delay (s)=0
Stage 2: Detach duration (s)=5
Stage 3: Main ignition delay (s)=0
[Homing Parameters]
; Valid guidance algorithms:
; ProNav, WhipNav, HybridNav, QuadraticIntercept
Guidance algorithm=ProNav
Navigation constant=3
Acceleration constant=1.5
Max aim dispersion (m)=0
Topdown attack height (m)=4000
[Raycast/Sensors]
Use cameras for homing=True
Tripwire range (m)=10
Minimum target size (m)=0
Minimum warhead arming range (m)=100
Ignore friendlies=False
Ignore planets=True
Ignore target ID for detonation=False
[Fuel Conservation]
Conserve fuel=False
Max speed (m/s)=300
Angle tolerance (deg)=2.5
Camera raycast. Point directly at the target while looking through your camera and it will acquire and lock the target. If LAMP does not say that you have a target lock, then you do not have a target lock.
You can start your world in single player, hit F11, and enable debug draw to see where your camera raycasts are going.
Very nice, i would consider myself a satisfied user!
btw. the guide is awesome and nicely formated
Thanks for making Whiplash141
Mayhaps lol
"btw is there an example missile out there?"
An example launch platform with missiles is available: https://steamcommunity.com/sharedfiles/filedetails/?id=3207356939
Feel free to disassemble, pillage, and customize :)
The orange circles indicate where the raycast impacted something. Those small orange sphere should be appearing on the surface of the ship you are targeting. If they are showing up on your ship instead, they are being obstructed.
Alternatively, you can leave a link to your ship and i can diagnose the issue you are having quickly.
This is a "fun" quirk of how merge blocks work. When you unmerge two grids, you are essentially deleting the blocks of the smaller grid and respawning them in place as their own grid.
The custom turret controller identifies blocks by their entity ID, when the smaller grid (your camera subgrid) is respawned in this manner, the entity ID changes and thus the camera linkage breaks. The fix is to just add more blocks to that camera subgrid. I added like 50 blocks in a stupid pole and launched the missiles and the missiles were the grid that got remapped/respawned.
The other solution is to move the camera off of the grid that unmerges from the missiles.
(I haven't seen this game quirk in like 5+ years and I forgot it was a thing haha)
@inno16: You have to manually designate the target for camera homing to establish lock. You *can* initially fire in beam ride, then switch to camera homing mid flight, but the missiles can't automagically just detect targets on their own.
I have gotten it to function, however upon successful hit, the program crash and needs to be Recompiled.
EXCEPTION:
System.InvalidOperationException: Nullable object
must have a value.
at
System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource
resource)
at Program.BroadcastTargetingData()
at Program.GuidanceProcess()
The only change to the code is that i use the WC api to populate the _targetinfolist with a MyDetectedEntityInfo when it has a target. (And yes, im verifying that the target variable isnt null before passing it :P
Have been troubleshooting a bunch, but i only have like 5 characters left after i minified the code, so im a bit short on space (and ideas)
Do you have any idea what could cause this issue?