Stormworks: Build and Rescue

Stormworks: Build and Rescue

No hay suficientes valoraciones
DAIM UL-Balcomp Usage Guide
Por Daimonfire
Due to me running out of space in the description, and the sheer amount of things really cluttering it I have decided to make a guide on how to use my Ballistics Computer as well as better descriptions of the logic nodes and tooltips :D
   
Premio
Favoritos
Favorito
Quitar
Input Nodes
  • GPS X,Y and Z
    These inputs come from a GPS sensor and an altimeter placed as close to the barrel as possible, these define where the ballistics computer thinks the bullets origin is
  • Main GPS X, Y and Z
    These inputs come from a GPS sensor and an altimiter as well, however, those should be placed on the main vehicle grid instead of on the gun. They are used by the ballistics computer for figuring out your own speed and acceleration. Ideally, they should be placed close to the turret
  • Windspeed and Winddirection
    These inputs come from a wind sensor placed on the main vehicle grid, NOT on the gun. If the gun faces another way than forwards, e.g. left, then place the wind sensor with the same initial orientation
  • Compass
    This input comes, as the name implies, from a compass sensor on the main vehicle grid, NOT on the gun. Same rules apply as for the wind sensor, if the gun faces another direction on spawn, the compass should too
  • Tilt Left, Forwards and Up
    Those inputs come from three tilt sensors placed on the main vehicle grid, NOT on the gun. Same rules apply as for the wind sensor, if the gun faces another direction initially on spawn, the tilt sensors should too
  • Turretturn
    This input comes from either a large pivot or a compass on the rotating base of the gun. In the tooltips of the microcontroller you can set wether it is coming from a pivot or a compass, doing so is important
  • Target Data
    This input comes from a radar to coords controller of your choice (mine pls?). Note that the targets coordinates should be as accurate as possible. I will also be pushing an update with a larger amount of filtering soon, but until then, please refrain from calling my ballistics comp out for inaccuracy if you aren't inputting somewhat accurate coords
    Target X should be on channel 1, Target Y on channel 2, Target Z on channel 3, all coordinates should be global
  • Seat Data
    This input comes from a seat, you can use WASD to control the turning of the gun
  • Extra Data
    This input comes from any boolean to composite microcontroller of your choice. It houses a few practical extra-functions which you will need to unlock first by enabling the tooltip "Disable Smartaim". Doing so will result in the gun not automatically aiming at given coords anymore, instead you can manually define wether the gun should be moving, and if there is an actual radar target. Current functions are:
    CH1, Bool; Enable Autoaim
    -Makes the gun automatically aim if there is a radar target present and overrides all manual controls. If this is off and the tooltip "return to 0 on idle" is on, the gun will return to its starting position
    CH2, Bool; Radar Target
    -The second stage of autoaim, if this is false while Smartaim is turned off, the gun will not aim at given coordinates, but will NOT return to its starting position if the setting is enabled
    CH3, Bool; High Arc
    -Turning this on while having a battlecannon or above selected will result in the ballistics computer trying to aim in a high arc instead of the commonly used low one. Note that this will not work with the autocannons as the projectile despawn time is too short
Output Nodes
  • Elevation
    This output goes to the pivot controlling the guns elevation. Currently, it only works if you are using a robotic pivot
  • Rotation
    This output goes to the pivot controlling the guns azimuth. Depending on the setting of the tooltip, this can either be a velocity pivot, robotic pivot or a turret ring
  • Extra Data
    This output is a composite signal outputting a few different informations, those are:
    -CH1, Bool, Out of range
    Outputs true if the current target is outside of the maximum range
    -CH2, Bool, In NoFire Zone
    Outputs true if the gun is currently within a limiter zone which has the nofire variable set to true. You can change all these settings in the LUA script
    -CH3, Bool, Autoaim enabled
    Outputs true if the gun is in automatic or semi-automatic mode. If smartaim hasn't been disabled via the tooltip, this will always output true as the autoaim is always on
    -CH4, Bool, Locking Target
    Outputs true in the first 10 ticks after locking a target. This is the time I have given the script to collect the needed speed and acceleration data
    -CH1, Number, Elevation
    Elevation output to the gun
    -CH2, Number, Rotation
    Rotation output to the gun
Tooltips
  • Gun Selected
    Pretty self-explanatory, here you can select which gun the ballistic computer should calculate the rotation for. Rocket launchers are currently NOT supported, but will be in the future! :D
  • Tick Delay
    An offset to how far in front of the target the gun aims. Due to logic, tick delay is always present, if the gun seems to always lag a bit behind or in front, consider adjusting it with this value, recommended range: 5-20
  • Amount of Ballistic Recalculations
    How often the ballistics computer recalculates the current aiming point. Increasing this value does NOT effect responsiveness, it only increases accuracy, but at the cost of more performance in SW
  • Bottom Pivot Type
    Here you can choose wether the guns azimuthal pivot is a velocity pivot or a robotic pivot
  • Velocity Pivot Speed Multiplier
    The speed multiplier for the velocity pivot, note that this is the multiplier BEFORE the PID, I might get rid of this soon as it isn't really required anymore. This does not change anything if a robotic pivot is selected
  • Upper and Lower Yaw Limit
    How many degrees the gun is allowed to turn clockwise and counterclockwise. Keeping both values at 0 results in there being no limit and the gun being able to rotate freely over 360°, if a velocity pivot is selected that is :p
  • Max Gun Depression and Elevation
    How many degrees the barrel is allowed to be raised or lowered. Note that values in the limiter zones that aren't between the two values get capped so this limit is never exceeded
  • Max Turnrate and Pitchrate
    How fast the gun should be allowed to yaw and elevate at maximum. This is calculated in radians per tick becuz I am lazy, but Imma change it some other time, Lol
  • P-Gain, I-Gain and D-Gain
    For maximum accuracy I have included a whacky af PID for controlling the yaw pivot. It works like a regular PID as you'd expect :D
  • I-Windup Limit
    The maximum and minimum value the Integral Gain is allowed to reach
  • AD Dividend
    By how much the seats A/D axis is divided within the microcontroller. There is no WS dividend as that one is automatically aquired through the maximum pitchrate. For a velo pivot at the bottom it ain't that easy tho .w.
  • Acc Limiter
    To prevent some wobbling at higher ranges, I have added a limit to how much the acceleration of a target can change per tick within the script. It will soon be followed by a velocity limiter as well to improve targeting with noisy data
  • Disable Smartaim
    Enabling this setting causes the gun to cease automatically locking at a target when data is given, but will also stop it from unlocking when trying to slew it whilst it is in a lock. If this setting is enabled you will have to supply extra data to channel 1 and 2 of the extra data input node
  • Azi Sensor
    Here you can choose between wether the turretturn input gets its data from a large pivot or a compass ON the rotating base of the gun
  • Rest at 0
    If this is enabled and smartaim is disabled, the gun will move to its starting position if the autoaim input is false, otherwise it will just hold its rotation
4 comentarios
Daimonfire  [autor] 5 OCT 2022 a las 3:17 a. m. 
currently, it cannot handle coordinates with noise very well, hence why I am using the old radars to get accurate coordinates. However, I am working on a version right now with improved filtering so you can look forwards to that!
O-Da-G 4 OCT 2022 a las 5:40 p. m. 
YES THANK YOUUUUUUUUUUUUUUUUUUUUUU
Elijah1 4 OCT 2022 a las 12:53 a. m. 
Id like to know about what the other guy said too
Id also like to know if its possible to mount the radars onto the turret rather than a seperate thing
Dark Spirit 2 OCT 2022 a las 8:50 a. m. 
I have a question about your radar to coords controller. I guess is the "DAIM Rad to Coord" in your example, right? Could you explain a bit about how the inputs and outputs should be done with all sensors and pivots and the main controller? Your example uses the old deprecated radars and not the new ones.
Thank you a lot for helping.