Space Engineers

Space Engineers

HudDog - dogfight tracers, lead, autoaim
Showing 1-8 of 8 entries
Update: 25 Apr, 2022 @ 2:37am

1.0.64

Fixed crash when trying to cycle empty Ballistic Models list (i.e. having no weapons yet).

Update: 22 Apr, 2022 @ 7:40am

1.0.62

TargetOffsetManager, [hd-custom], [hd-coax]
set values:
"raycast-range", "turret-ai-cone", "squared-offset-filter"
toggles:
"aim-to-center"
commands:
"enable-inertial-pmw"
"tom-src"
"remove-offset"

Update: 4 Apr, 2022 @ 5:04am

1.0.54

Raycast lock improvements.

Update: 4 Apr, 2022 @ 3:53am

1.0.53

TurretAiTargeter fix.

Update: 29 Mar, 2022 @ 5:26am

1.0.51

W2 weapons support, ripple fire, custom weapon groups, MFD (TrajectoriesTracker, raycast snapshot), ITargeter.

DataLinkTargeter, TurretAiTargeter, TurretControllerTargeter, RaycastTrackerTargeter, RaycastSingleTargeter, GPStargeter.

Update: 16 Nov, 2021 @ 6:20am

1.0.46
AzimuthGunRotors, HUD color and cockpit screen to commands, scanlock bracket, animated intro.

Update: 8 Nov, 2021 @ 12:58am

Fixed crash when changing to weapon type you don't actually have on grid.
Top script constant for changing HUD colors to your preference.
toggle:angular-eval lets you disable lock-less velocity evaluation.
Fixed NaN% for damage report on blocks that did not exist.
Weapon midpoint is projected now for all HUD modes (previously only for pip-road).

New feature: triangle shows direction to TLI if it's not inside main screen area.

Update: 3 Nov, 2021 @ 2:32pm