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u: 3546.9 means that your ship is doing ram sequence, we know that already. Maybe antenna on the other ship somehow echoes message back, or some other weird stuff. I've never experienced anything like that under normal circumstances.
It all depends on grid setup at the moment of initialization. I'm currently experimenting with mass-launch weldable missiles, it's actually quite tricky to auto-startup them without APck being greedy on other grids' references and such.
1. Pasted Draugr with TGP and stock Beluga.
2. Executed command:connect-all on host, toggle:broadcast-vectors.
3. Executed command:bc:command:force-wp:ram on host. Beluga switched to ram waypoint.
4. Raycasted the target, Beluga went off normally. Host remained idle.
What im trying to do is make carrier where I can hit a button and all the drones deploy and attack. But, I want to stay out of the enemy turret range. I only need it to be able to target at about 1.5km. If you give some tips on how to do so. It would help out alot
I cant seem to find where this script is posted ether. So i can setup my own drone easier.
Thanks
What happens when you do raycast command on TGP block? You can hit alt-F11 and enable Debug Draw to see how all that goes.
Reasons I can think of:
1. coaxial-cam isn't warmed up (you have to wait a bit untill it can scan longer away).
2. The cockpit is misaligned with coaxial-cam and you actually miss your cast (the cross is displaced). I recommend to always try placing camera and your flight seat aligned at one line.
Autopillock is a programmable block, named a-autopillock in this build.
4. Optional. If you want your drones to attack a distant target, you have to toggle:broadcast-vectors on host. Vectors should be provided to host by its' TGP script, or by GPS coordinates command.
That's a really nice idea, and I have such implemented in my old missile builds (it's like real-world SACLOS guidance type). Would be cool to guide drone squad towards enemy area. I'm going to add this to my TODO list.
I love the complexity and flexibility of the script. It would be nice to have maybe have a more performance friendly version or different scripts that are specifically focused for certain tasks. kind of like how in Rdav's Fleet Command MKII, he has different modules for each class of ship.
I did mange to get the raycasting to kind of work.. seems like raycasting is bit hit or miss. Maybe Keen borked raycasting in someway last patch?
Some performance problems are in the nature of SE, for example, gravity drives cause bigger impact. So it depends on grid and the amount of time it actively moves around.
Had some raycast stability issues too recently, so who knows... I've just switched to PGNP locking for drone testing purposes to focus on other features atm.
I did some experiments and I can confirm with sadness that there is a memory leak issue on TGP side when checking for AI Turret targets. Trying to figure out the exact problem spot.