Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I also tried changing the recognised tag but nothing either.
You only need a group if you want target leading. Make block group containing gun to calculate leading for, Name block group GUN_GROUP or whatever your config is renamed to.
@Vokun
Follow above instructions to enable target leading. Its intended to be used with weaponcore weapons with very long ranges, vanilla weapons dont need leading. Read command block output to confirm if its working or not.
I can't get it to show on anything other than the first screen!
@DeathKnight - make sure its on the same grid
@island - You might want to use a drone script instead
You can choose not to use a LCD. It is also low impact. It will still use the programmable block itself to draw on though. You can remove this if you wish.
The highest impact to performance is the gyroscope collection and modification. Also aiming trajectory calculation - which is done via inbuilt weaponcore code, so that is as low impact as it can get.
If the gyroscope rotation is slowed down to less than 1 tick it will improve performance but it will make your ship rotate around the target instead of on target.
I am unsure there are any PID controllers that operate slower than 1 tick.
You can use less gyroscopes (or use tiered ones) or restrict the number of gyroscopes available by grouping them to reduce the performance impact of controlling all the gyroscopes per tick.
Or even just tell me how to slow down the script so that it doesn't update every single tick?
At 1km range moving at slow 100m/s speeds, like I tried to explain to Chuchandra, aiming assistance may not seem to be working because at sub 1km range target leading may not actually need to do much at all.
There is no requirement to input the projectile data, weaponcore itself calculates this already. Sogeki's script has to calculate it because it does not have weaponcore math to do it. Turning on the camera lead indication was only a suggestion to help you realize if it was leading or not, you do not need it to use this script.
I am sitting in a cockpit, and there is a single remote control on the grid, if that matters.
So it will look like there is no leading, because its really fast, especially if the enemy is moving 100 m/s or less, and they are less than 2km from you.
The programmable block will tell you if leading is turned on or not, and which weapon it is using.
You can turn the target lead indicator on in the railgun weapon config and see for yourself where the leading dot is.
These are the railguns with weapancore.
Which cannon fixed gun are you trying to use?
It should calculate pointing with or without a turret - If you can target a grid with the mousewheel, thats all you need. If it is not working right please let me know details.
Fixed weapon, it can only capture the target, lead it, but can not, like a turret to calculate the point of shot. Maybe you can set additional settings for projectile speed, as in the script from Sogeki?
You only need to have one remote control on a grid, antenna doesn't matter. You can turn extra remote control blocks to show on HUD with an active antenna and they will pop up on your screen to find.
Getting it to target individual systems would be very difficult - likely not possible.