BossConstructor

BossConstructor

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How to use the autoaim joint.
By BossConstructor
This guide explains how the autoaim joint works and how it can be used to great effect!
It explains what the module does, how it can be integrated into an existing ship design and provides some examples.
   
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Preface: Writing guides.
Before I start this guide, let me share some undocumented features which might be useful for you if you are interested in making your own guide in the future:
  • The "Pause"-key pauses the game in missions. Use this to freeze the action and line up the perfect screen shot using the free camera mode.
  • "Control-F11" hides all UI elements as well as the Pause-overlay. (Starting with patch #38)
  • "F12" takes a screenshot using the Steam API.
  • "Control-F12" takes a screenshot bypassing the Steam API. It is saved in your My Games/BossConstructor folder. Useful if you want to edit the screen shot before putting it into your guide.
  • If you want, you can disable the background by going to the settings menu, pressing "F8" and turning on "hide BG". This can be useful if you want to highlight your ship.
Adding the autoaim joint to your ship.
The autoaim joint is used to connect two separate ship parts. Therefore there need to be modules 'behind' and 'in front of' the module.

Correct placement: One fireball module.


Incorrect: No module attached to the joint.


Incorrect: Modules to either side of the joint belong to the same ship part.


While valid, some designs may be problematic in battle.
Three fireball modules can only be rotated by 45° in each direction.


Problematic: The laser module can hardly move.
Technical Details.
Prior to the latest patches, you would need to build a separate energy generation and storage system for each ship part connected by the joint. Fortunately, this is no longer the case! There are two reasons for this:

First of all, energy is automatically transmitted along the joint. In each simulation step, the joint will transfer energy from the ship part with the higher energy level to the ship part with the lower energy level. The maximum transfer rate is currently 5 GW, which is sufficient to support energy efficient modules like the fireball. Second, each ship part now has a base energy capacity of 5 GWs regardless of how many batteries and command centers it contains. Both energy generation and storage can be improved by adding storage and generation modules to the attached ship part.

Some aspects to keep in mind
  • The connected ship parts collide with each other as they would in the real world. This implies, that they can get damaged if they hit each other.
  • The torque, which is the strength exerted by the joint, is limited. Therefore, if you have a lot of stuff attached via the joint, the aiming can be very slow. You may have to slow down in order for the joint to catch up.
  • Since your ship is floating around and space and is not attached to anything, the joint works in both directions. This can make your ship hard to steer.
  • The autoaim joint will target all objects, including asteroids, mines etc.. It does prioritise enemy ships, however.

Examples
Example ship 1: Basic ship with 4 sword modules.


Example ship 1: Action!


Example ship 2: Ship with several laser modules and a lot of energy storage.



Example ship 2: An accurate depiction of me trying to carry too many shopping bags at once.



Example ship 2: Show those asteroids who's the boss!
Energy system
Note: While energy is automatically transmitted inbetween ship parts connected by joints, every ship part has its own energy storage. If no battery or command center exists on a ship part, it starts off with a base storage of 5. While this may be sufficient for many purposes, some modules (e.g. the resonance cannon) require more stored energy to activate.

If you notice weapons not firing, adding a battery module might help.
Final Thoughts.
I hope this guide was a good explanation of what the autoaim joint does and how it can be used. If you have questions or if you are interested in more guides of this kind, please let me know what you would like to see in the comments. Cheers!
8 Comments
BossConstructor  [author] 28 Nov, 2016 @ 2:23am 
@Julian: This may be related to the energy system. Adding a battery might help.
Julian 25 Nov, 2016 @ 3:22pm 
somehow I can't shoot the attached weapons :(
luckz 16 Oct, 2016 @ 6:15am 
This lacks a friendly fire warning. :)
BossConstructor  [author] 30 Sep, 2015 @ 3:48am 
@[32nd] Rct Naga-Boss
It should be possible as long as they are positioned correctly. If it doesn't work, please make a screenshot and post it in the bug section. :)
Arcadian Phoenix 25 Sep, 2015 @ 7:35am 
Is it possible to use shield arrays and armor with them?
Dazenith 1 Feb, 2015 @ 8:33am 
Wow. Interesting. I have used them but not to this effect.
Those huge laser beams are cool.
johnyjimbo 30 Dec, 2014 @ 4:24am 
good job dude :)
Wilit 29 Dec, 2014 @ 4:06pm 
Very helpful. Keep up the great work mate.