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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.
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?
https://www.youtube.com/watch?v=FO6axGWSIE8
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.
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
Like I said, to fix misalign you have to figure out vertical/horizontal offset parameters for your cockpit by trial and error. Then you leave them as custom data commands so they get in effect automatically.
The reason - it's impossible from a script to know players' head position and it's different for most cockpits/seats.
- HD does not know about modded weapons and can't just control them out of the box. It can't trigger shooting and can't get ballistic parameters (velocity, range, etc). You can work around that using custom weapon trigger feature (with timer block and grouping)
- WC messes up both raycast and turret targeting
One guy made an adapter script that would pass WC targeting data and fix those issues, it works with AutoPillock, though I don't know if anyone tried applying that to HudDog. Also I'm in the middle of reworking all related scripts, HudDog would be updated too in the near future.
About lead misalign, two possible reasons. One, the weapon is not detected properly (likely because of WC). Two, you use some non-standard cockpit which has different astronaut head position, so you need to adjust offsets (read those guides).
IP: 131.226.242.83:27010
There should be 2 planes i made with the script the world has lots of mods and WC overrides if u need more info send me friend request an ill be happy tov awenser
cheerkin#0497
I'll release it to some hosting later, need to sync it with my other scripts changes first.
I'm using this script to control the main railgun battery on my ship. The battery consists of 32 large grid railguns, which I'm using the ripple fire mode with to snipe out power systems in enemy ships. This works quite well, and allows me to kill targets from considerable range with minimal collateral damage.
Is it possible to speed up the rate at which ripple fire functions? I'd like less of a delay inbetween shots if possible. I've looked through your documentation, but haven't been able to find anything.
Dont work. How to lock a point to fire?
in server where i play, rockets not fly on max speed at start, script can calculate non static speed of projectile like this?
sorry for bombing the comments, I didn't wanna split the conversation into multiple places in case someone else has the same issue, and will look at our conversation for help.
Oh also, please stop sНitting this thread, there is Bug Reports discussion.