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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2232655829&searchtext=flight+control
used to work fine on my airfield, then stopped working somewhere down the line
If so, I have to figure out where I've buggered myself, cause its not working, lol
Suggestion: Adding a "range <meters>" argument would be super helpful, letting us manually set (reduce) the scale to take a closer look at nearer targets, and another argument like "range default" for switching back to default auto-scaling :D
But, i noticed that i get an Enemy signal on the my Radar screen even without your script, wich should not be possible because its over 6km away and i only use weaponcore weapons. Maybe they included whatever your script does into WC itself now?
Sorry i have no idea about Scripting, just writing what i think lol.
I'll look into it
I guess I can try and install Okim Grand Weapons for the targeting turret and just not use any of the other blocks in my game, and see if that works ;-)
I play on the Sentis Project project, I installed a radar and this script, but the turrets do not want to show the enemy in any way.
I imagine the world in which I tested these scripts
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2784928403
It's all good, at least you gave a very detailed report, so it was easy to figure out!
And rather one report more than less, to be honest!
Ah! that's why the radar didn't detect weaker targets. I'm sorry for my wrong report.
In my testing it works fine. Are you sure you have set the minimumThreat variable as described on the page? The default value will only show ships with an equal or higher Threat value aka. sgrids that are stronger relative to the grid the PB is on.
I also tested other turrets as a radar unit such as BR-RT7 "Punisher" Burst Cannon and AC54 Chord from Aryx Weapon mod, Autocannon turret from WeaponCore - Replace Vanilla Weapons, XP1 - Laser Turret from MWI - Weapon Collection 2. No difference from Maxwell Radar unit was observed.
I tested weapons; Aryx Weapon Enterprises, MWI homing weaponry, Paragon industries Blaster Pack, MWI Weapon collection 2, WeaponCore - Replace Vanilla Weapons, MA weaponCore Weapons, and I reproduced the problem. Adding other different weapons to the same grid usually broke the radar system, but sometimes made it worked.
This bug seems complicated but I hope you could fix it...
I probably identified the problem. The reproduction of the problem was really hard to find.
I also checked the scripts and other mods I used, but they were not related to the bug.
When I tested in Creative mode with WC(ver 2.2), Defense shields(2.0), Aryx Weapon Enterprises, I reproduced the problem. The world I reproduced this problem is available here
I used Maxwell Radar unit from Aryx Weapon mod as a radar(turret), LCD, Battery, 2 Programmable blocks for whip's script and this addon. After setting up, I tried to add some weapons or to change the turret used as a radar unit.
If you put 2 or more different WC weapons on the same grid, the radar will be broken as I previously described after copying the grid, reloading world, or simply when the grid is reloaded.
Thanks for the detailed report, I'll check it out later!
Hi
Bug report
I'm not sure if it is because of my environment or something. I'm using WeaponCore mods like "Aryx Weapon Enterprises" and "MWI homing weaponry" mods. in Creative mode, I set up a radar using Maxwell radar in Aryx Weapon mod according to installation. it seemed working, but I noticed the radar started to detect only friendly ships with the radar script after I attached the other WC weapons. no enemy and no friendly without the radar were detected. This always happens when I copy a ship with a radar and WC weapons.
I hope this will be helpful.