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My goal is to create GPS waypoints of targets for the faction which are constantly updated to make those targets also visible for the fleet.
In order to do that I have to calculate the absolute position of contacts. Since I assume that you're doing the inverse, calculating relative coordinates/vectors from absolute positions this will mean that if I succeed (or anyone else), a [radara] extension has to be created delivering the absolute coordinates. Because otherwise it's just a waste of CPU resources, calculating absolute coordinates in relative ones and back.
Something else that has changed since I first created this mod is the creation of a text block. I'm hoping that Keen will add progmatic access to it. If so, then I plan on using it to report lists of targets in the next (alternate) version of this mod. By alternate, I mean that it will actually be a different mod, but the sucessor to this one.
On a display the spherical coordinates are best (for pilots). They are the most intuitive but I realised that if you can't place the sensors in the same direction as the cockipt, you'll have to transform the angles. It is easier then to use the GPS coordinates with the calculation you do in the mod, especially if you want the spherical coordinates based on a turret instead of the sensor.
Currently this is more or less a demo with a lot of text-processing.
- Creating a list of all contacts found by all the scanning sensors
- Display the list on up to two textpanels using contact labels reflecting the sensor settings
- Select a target from the list. The selected target is tracked by a dedicated sensor cloning the scanning sensor with the target (could as well be the one on a torp connected to the ship).
- Lock the target by locking the tracking sensor
- Aiming a turret at the tracked/locked target with movement compensation (target leading) now that the API for turrets is available. The movement compensation was done with own calculations since the according API of the turret is currently bugged [1.072]
Adjusted and tested the movement compensation on the small ship gatling gun and the small ship autocannon turret.
In a quick test the autocannon turret hit a small block from 1000m while accelerating backwards (not too fast). Accelerating forwards the target was missed by ca. 1m.
The code for the movement compensation is simple, I can post it in the forums if there's interest. Atm. people seem not to be very interested in this though.
Disadvantages:
- You may hit your own craft since the turret doesn't stop firing at the target if your own craft is in between (in contrary to the AI).
- You can shoot at friendlies now and if the target switches you may hit something you don't want (currently I have no filter excluding friendly/neutral targets from target selection).
Possible improvments:
It would be maybe better to sort targets according their appearance instead of their distance or to give them a label with consecutive numbering to avoid unintended target switching.
Awesome mod, BlueG !
It's not really working at the moment, though not because of your mod-that works fine.
It's a gun fire control system, used to aim multiple guns at a target with the proper convergence and deflection.
By the way, this is easily the best radar mod I've found on the workshop. Great job.