Space Engineers

Space Engineers

Target Lead Indicator [Obsolete]
146 Comments
WARLORD2306 6 Feb, 2022 @ 1:12pm 
was a good run thank you for all the fun you provided us until this became vanilla
Dots 4 Feb, 2022 @ 3:23am 
Interesting how this mod became vanilla
Fenex 24 Jan, 2022 @ 6:30am 
Also, as far as I am concerned: this is more likely a load order problem... just put TLI directly under TextHudAPI while TextHudAPI is on 1st place.
Blu 22 Jan, 2022 @ 7:50am 
@Sir-Triggson VII isn't this feature planned to become vanilla with Warfare2 update next month?
Sir-Triggson VII 14 Jan, 2022 @ 11:23am 
its been a couple years since the last update though this mod worked really well but for now ill keep it in my favorites till its fixed.
Sir-Triggson VII 14 Jan, 2022 @ 11:22am 
Krunces I have the exact same problem every time i try to open my cockpits inventory while im inside it or from outside it my game crashes. i basically makes the letter " i " into a kill switch whenever im flying around and want to bring up my control panel. the weirdest part is i can still store and take things out of the cockpit from other containers on the grid.
Krunces 30 Oct, 2021 @ 1:18am 
I don't know why, the mod was working just fine, but now when it's installed if I open my inventory inside a ship or station my game just crash telling me "Cannot load MWM track Models\Characters\Animations\weapon_lean_down.mwm" and all the other directions too
RichDickPeter 25 Aug, 2021 @ 5:35pm 
So my lead indicators just paint the targets, with no lead. What can I do to rest this, it used to work great!
joe lasagna 1 Jul, 2021 @ 5:31pm 
@Black_Death thats just a reactor explosion
EpicSOB 22 May, 2021 @ 7:54pm 
any chance this could be made to work with weapon core?
Fine Gentleman 16 May, 2021 @ 6:32am 
likes to randomly disable in my world,don't know how to fix it
Henry Walker 27 Dec, 2020 @ 1:38pm 
Is this any mod for exploding ship by reaching critical damage? Like on GIF
Jhoparta 24 Nov, 2020 @ 7:08pm 
Is it weaponcore compatible ?
Rekalty 5 Aug, 2020 @ 6:48pm 
Is this mod still being updated/developed? I liked it a lot when it came out, but it doesn't really play nice with the game anymore, lead indicator doesn't seem to show up in various seats, mostly the newer ones.
SOBEK 2 Jul, 2020 @ 9:13am 
Hi. This mod work with weapon core or not ? Nice to have this mod with all weapon core mods .Only you can change it.
Zóar 14 Jun, 2020 @ 11:13am 
Hi.
Is there a way to reduce the detection range of grids, but make it fixed for everyone?
Rubezagel 24 May, 2020 @ 12:44am 
sounds good! Btw. - I am having the same problem I have ssen described by someone else around here - the mod sometimes just stops working after a while. No error or anything, just no target indicator. Haven't used it on dedicated servers or singleplayer enough, but I can confirm it happening on worlds that are accessible to steam friends. I'm not sure if it happens at the same point for everyone, next ime I'll take notice
Zelious  [author] 20 May, 2020 @ 1:06am 
@BigPimpJunior Sure, so long as it states that this is the original and has a link back here.

@Jmari0 I've got a few planned features for whenever I get a chance to work on this, that is one of them.

@Raegenhere My plan for stuff like that right now is colour coding of the target indicator, like yellow for neutral and black for unpowered etc. Along with having the lead indicator greyed out when a weapon is out of range.

@TEM7 and anyone else wanting a way to use this with custom projectile speeds, that is in my list of planned features, however is at the bottom of the list since it requires the most work.
BigPimpJunior 19 May, 2020 @ 10:10pm 
Hey I have modified your file to fit the settings of the Guardian's Vanilla server and would like permission to re upload it for server use.
Jmari0 19 May, 2020 @ 9:39pm 
Can a config please be added to adjust max range of indicator? 10km is way too far for the server I am trying to add it to.
Turkeybaster 19 May, 2020 @ 1:52pm 
Predicted impact Points (PiP)s as they are called in another game I play. Since missiles in this game are unguided,does this lump them in with guns?
Rubezagel 7 Apr, 2020 @ 6:39pm 
Could this theoretically factor in line of sight as well? And differtiate between power and unpowered grids? Maybe decoys, even if they are smaller than the minimum grid size?
Any of those would be amazing, would open up a lot of strategies and possibilities for multiplayer dogfights :)
TEM7 28 Feb, 2020 @ 4:05am 
Are warhead missiles included?
doc.valentine2014 26 Jan, 2020 @ 12:25pm 
This is really cool looking, and the star wars showcase got my nerd going. Unfortunately I think it's dependency on the Text HUD API and the fact it's a mod puts it at a major disadvantage. I wonder if someone could make something visually similar to this but more like the "projector lead" script.
KhanTheMad 24 Jan, 2020 @ 12:47pm 
is it possible to edit the range max on a dedicated server for the target icons to appear on a dedicated server?
KILLFUCC SOULSHIEITTER 15 Dec, 2019 @ 6:12am 
Is this MART Compatible as it says it'd work with hotbar weapons - Wondering in the case of MART Tanks with RC or is it strictly Cockpit, if so, does it work with the 'small ship control seat' from the DLC?
SOBEK 27 Nov, 2019 @ 12:05am 
Weapon core and enemy AI , mods dont change Target Lead Indicator but hud dont work with this mods :)) , what is clue of this problem ?This is the Question :)
SOBEK 27 Nov, 2019 @ 12:02am 
Hi. Mod stop work , mayby all need must by updated to now :)
Xscreade 19 Nov, 2019 @ 3:42am 
Does it works with an enemy ai ? I can't get it to work
Scya 12 Sep, 2019 @ 2:52am 
You have my thanks! o7
DARK 8 Sep, 2019 @ 7:46pm 
Is there a block i have to add to ships for this to work ? or a hotkey to turn it on ?.
Can't get it working.
Olie 7 Sep, 2019 @ 7:39pm 
I agree with QuirkyTurtle.
Surely it shouldn't be to hard to implement a toggle button that tuns on a slider or something similar for setting a user defined projectile speed.
QuirkyTurtle 3 Sep, 2019 @ 5:18am 
can we get user-defined projectile speeds as an alternative to using that of a weapon? that way we can use this with gravity rails and such
Dusty64 27 Aug, 2019 @ 3:42pm 
Brutal.
TheTownWitchDoctor 20 Aug, 2019 @ 5:56am 
Would it be possible to make a version of this, maybe for a prog block, that calculates the impact point of a bomb/warhead like a CCIP marker. I've never been able to dive bomb something on the surface without just sitting still above it.
Latek 10 Aug, 2019 @ 4:21am 
can i use it on unmodded servers?
Syrup 8 Aug, 2019 @ 8:55am 
cool
:steamsalty:
Topher 1 Aug, 2019 @ 5:45pm 
ZKillerproxy Awesome MOD dude man.... its works as described I am reporting an issue where I am unable to make use of cockpit Automatic LCDs while Target Lead mod is active .. I have no crashes or anything like that ...
Cpt_Core 27 Jul, 2019 @ 8:54am 
This. Is. Amazing. I love this! I've been wanting something like this ever since i've started playing War Thunder. Great work!
EzaihSiX 22 Jul, 2019 @ 10:19am 
Sweet. Exactly this was missing to the game. I mean, automated turrets use lead prediction to hit moving targets anyway, I don't see why this couldn't have been there too in the beginning. :cleanfloppy:
SupremeMorpheus 21 Jul, 2019 @ 5:07am 
@Imperatoria Custodum Soon SE will become like elite, but with actually decent multicrew!
Imperatoria Custodum 21 Jul, 2019 @ 4:14am 
So, we've got KSH making a new update that's adding in contracts and faction standings, and we've got this cool target lead for HUD...

1) Awesome
2) Why do I keep getting Elite: Dangerous vibes from all this
3) This would fit perfectly with contracts for killing things in combat.
SupremeMorpheus 19 Jul, 2019 @ 5:47am 
@Zkillerproxy Thanks, that should be enough. I'm only doing a PvE world, so I doubt any drones will spawn in further than 10km away
Zelious  [author] 19 Jul, 2019 @ 5:45am 
@SupremeMorpheus Just bumped the max up to 10km, default is 1km, you can adjust it in the terminal for the cockpit you're sitting in.
Zelious  [author] 19 Jul, 2019 @ 5:28am 
@SupremeMorpheus The lead indicator is itself limited to 2km so I'm not surprised it didn’t work. If I set it to something massive then the amount of screen clutter when things get busy would be unreasonable. The lead indicator is completely independent of turret AI range as all necessary information is obtained from the cockpit and the ammo the turret’s using.

I might allow it to be set further then 2km but have it default to 2km, provided that doesn't create any issues.
SupremeMorpheus 19 Jul, 2019 @ 4:03am 
Tested again at 4.2km. No target lead indicator, projectile confirmed hit on target (which was subsequently vaporised)
SupremeMorpheus 19 Jul, 2019 @ 3:57am 
One small issue, if the AI range is less than the weapons max range, the target indicator won't show up. Is there a way to fix this? (Tested with mexpex magnetic coil cannon, AI max range of 800m, weapon max range of 40km, tested at around 3km)
spEeͥD`eͣxͫ 17 Jul, 2019 @ 2:29am 
Will try again, thanks you Zkillerproxy for being such an active workshop modder maintaining your mods. (no this is not sarcasm)
SupremeMorpheus 17 Jul, 2019 @ 1:41am 
Tried it just now with an increased velocity rocket launcher and a mexpex mk1 battery (that still doesn't do damage because the mod's borked, but oh well). Works fine, thanks for the quick fix
DeAnti 16 Jul, 2019 @ 7:32pm 
hopefully not for star wars weapons