Space Engineers

Space Engineers

415 ratings
HudDog - dogfight tracers, lead, autoaim
8
3
6
3
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
463.483 KB
3 Nov, 2021 @ 2:32pm
25 Apr, 2022 @ 2:37am
8 Change Notes ( view )

Subscribe to download
HudDog - dogfight tracers, lead, autoaim

Description
The idea
Immersive HUD weapon lead/pip ballistic calculator for three types of weapons, capable of gyro-override glue-to-target assist, operating with or without lock, with virtual bullet tracers simulation feature.





Distinctive features:
  • Three output implementations - projector offsets, sprites on transparent LCD, streaming to other script
  • Three supported ballistic models - gatling, rocket, freefall (does not work as a bombsight yet, unless blocks are speed-uncapped)
  • Locking by AI turrets, with raycast confirmation, or from external script data link
  • Automatic target filtering (currently includes frontal cone filter and size filter, requires cameras for raycast check)
  • Lock-less prediction track for 3 distances accounting for gravity, ship velocity, target velocity
  • Control takeover by gyros - autoaim when nose close to prediction marker
  • Virtual tracers for gatlings - uses in-game proven ballistic model - immense help for shooting up to 800m without a lock
  • Simple damage analyzer of functional blocks
  • Weapon type auto-switch

Building guide
  1. Code goes to PB. Make a group containing that PB.
  2. Add cockpit and include it to the group. If tracers and marker seem to be misaligned vertically, you need to adjust offset values, see command reference. Default values are good for stock, non-dlc, non-fighter cockpits
  3. Add transparent LCDs in front of the cockpit, add them to the group.
  4. Optional: add cameras and include them to the group.
  5. Optional: add sound block and include it to the group. Choose the sound and loop it to max duration, disable the block.
  6. Optional: add projector and include it to the group. Projectors orientation matters. Choose blueprint for your lead maker.
  7. Optional: add gyro and include it to the group. Gyro orientation matters.
  8. Optional: add turrets for designation, add them to the group. Check turret targeting options.
  9. Optional: add gatlings and/or rockets and (surprize!) group them into "coaxial-weapons" group.
  10. Optional: add rotors or hinges and add them to the group. Place them so their zero mark is pointing towards main forward axis. The script would try to rotate them so that weapons placed there would be focused on a single point (default 600m)
Read the Change notes discussion for more info about new features (e.g. support for modded weapons), the steps above are very basic.

HUD layout description
  • FFz - free fall zero distance, default 1000m, change with double tapping Q
  • T-base - size of target, determines the width of prediction pavement at certain distance (if the target of that size fits, then you are good to shoot)
  • T-ext - size of currently locked target grid
  • CTRL TKVR - contol takeover enabled, if flashing red - then it's currently engaged
  • AUTO TGR - auto weapon trigger at optimal conditions
  • Top right corner - damage report, full bar means you have no functional blocks left, congratulations! Empty is good. Percentage means how many blocks of that type are destroyed or fell off, zero is what you want to see there.
  • In locked mode there are small dots that appear around PIP marker. The more the dots, the closer you are to your target.

    PIP mode, no lock, virtual tracers, prediction track for 200, 400, 600m



    PIP mode, locked, autoshoot and autoaim engaged


    Reference builds

    Small grid glass cannon fancy cockpit: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2640122730

    Script argument reference

    See Discussions section of this page.
    https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2645141226/3154202776533709806/

    For those who read through all this page I have a bonus - check the top part code for boost parameter that would make your LCD refresh in 60Hz in local game, giving smooth fast graphics like on those gifs and videos. Your world must be in offline mode, otherwise a server would still limit sprite updates.
Popular Discussions View All (5)
71
2 Jan @ 2:20pm
PINNED: Bug reports, feature suggestions
cheerkin
9
20 Jan, 2023 @ 4:21am
Lots of questions regarding this mod/script and how to set it up.
Sparktite
3
19 Jan, 2024 @ 3:32pm
PINNED: Script argument reference
cheerkin
219 Comments
cheerkin  [author] 13 Feb @ 3:52am 
Congrats on making fool of yourself, everything you said shows you are incapable of reading instructions.
Mischief_Master 12 Feb @ 8:43pm 
Shit mod, doesnt detect any of the WC guns I have, most the commands and keybinds dont work and the CCIP (or PIP as you call it) is horridly inaccurate and runs at like 2 fps
cheerkin  [author] 30 Dec, 2024 @ 7:39am 
Не совсем понял. Напиши подробнее в Feature Suggestions.
BigStar 29 Dec, 2024 @ 1:08pm 
Хотелось бы облегченный вариант скрипта, где просто захват и ведение цели без расчёта траектории, это было бы полезно для разных систем.
cheerkin  [author] 11 Nov, 2024 @ 4:17am 
Thanks!
I've tried and it works for me (controlling through RC while sitting in a cockpit - not subgrid cockpit though but should not matter).
Make sure your RC is added to script group, and you are looking through appropriate camera when RCing. Tried in that shuttle mentioned on this page.
zen 10 Nov, 2024 @ 11:02pm 
Excellent script, Can't seem to get it to function for my specific use case though.

I control my ship from a subgrid cockpit via a remote control for aesthetic reasons

Got an idea how I could trick it to work?
cheerkin  [author] 30 Oct, 2024 @ 1:45pm 
Glad you liked it, and I'm happy to see the vid that makes use of the script, that happens not that often. Thank you!
leoli6 30 Oct, 2024 @ 10:04am 
this is dope i have so much fun with it, im still learning tho cause ima noob with that kind of stuff. but anyway even if it took me a few hours to make it work it was worth it, the ref build help a lot mate thanks for the time u put in it :steamthumbsup:
https://www.youtube.com/watch?v=FO6axGWSIE8
cheerkin  [author] 23 Mar, 2024 @ 7:56am 
I've just made a ship, put CTC in the group, and it works (shows CustomTurretTargeter as data source), so that's something on your end.
Continuing this convo is pointless, as here on the main page it is just a false claim.
If you want to be constructive, report in pinned Bug Reports discussion with more info, repro steps, maybe a video.
LeNi 23 Mar, 2024 @ 7:42am 
Works fine for the front, not for the turrets tho. Goes blank.
Put it all in the same group, Controller and everything, nothing.
So unless there are some extra steps, cant get this to work at all on custom turrets