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I'm trying to learn how to use AutoPillock, and it's been really tough trying to figure it out. In order to cut down on the amount of programmable blocks I'm using in a ship, I'd like to ask a question: can AutoPillock's management of advanced dampening, gravity drives, and ripple/salvo firing be used while the ship is being manually controlled? If so, how?
I'm using the reference control module https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891606222 and updating the script in it.
What I'm finding is that the dampening doesn't seem to work, it just wont kick in and when I toggle damp-when-idle on or off it seems to make no difference.
Can you please let me know what I'm doing wrong?
@DazDaazDaaaz i think you misunderstood something there WC target provide is used for getting target data to APck. APck it self has no WC integration in any way BUT you can still make it fire WC weapons you can find that in the user guided at the bottom.
@Syngather there is a tag you can put in the edit script called
static string GGEN_GR_TAG = ""; put the tag aka Group name you want the script to look for to only use those gens
I don't have to download and disassemble and existing build to learn how to use any other script ive used so far, their descriptions both on steam and in game and more than clear enough, this, this is like listening to my autistic brother try to explain something to me without any prior context!
What the hell is "IMyMotorStator" meant to be as a required block?! From the guide all i need is gryo, remote control, and the program, yet it keeps telling me it doesnt have it.
Thank you for your confirmation, I think I am just doing something wrong, Will try again.
Regards
Very sorry to drop in like this, I am just a little confused if this is meant for the stable game or for the new AI update?
Just want to make sure because cant find anything ingame and I am playing on stable.
Regards
How do I get the player's or camera's eye position to cast a ray from?
https://github.com/malware-dev/MDK-SE/wiki/Text-Panels-and-Drawing-Sprites
Regarding projections. There are at least two approaches, the first involves using projection matrix, and the second is more "naive" geometrical approach.
First one requires from you a decent understanding of 3d graphics/engines basics - there are some video tutorials and series of articles (direct3d/openGl tutorials).
Second is easier for beginners imo. The idea is to use VRage methods to fiind an intersection of the ray from your POV to the target with the screen plane. Look for PlaneD, RayD classes. When you find that point, all you need is to scale it to screen resolution and draw the sprite at screen XY coordinates.
So far, I've been unsuccessful finding anything explaining how Keen's sprite-based graphics works. Would you happen to know of any tutorials or of any scripts that are small, simple, and maybe have some comments?
Of course, if you'd like to share you knowledge, the holy grail for me would be if you would explain Keen's graphics API AND the projections you use to make the HUD properly align (i.e. plotting a pixel on the LCD such that it's directly between the eye of the player in the pilot seat and the other ship / missile / GPS position in the distance that the pixel is meant to mark).
Thank you for your time.
"The more you share, the more your bowl will be plentiful" - O.P.A. proverb
Unless you know how to reproduce the issue, I'm afraid I can't do anything because it's something specific to your set up or use case (I have not experienced things you mentioned personally, otherwise I would've already fixed them).
@ink_gai, через аргумент никак - только через тег rank. Времени пока нету для русской версии, но как-нибудь надо заняться.
When using the wingman function, the wingman sometimes crashes into the lead ship when moving to its initial position and if trying to use 2 wingmen, they sometimes crash into each other when attempting to cross to initial positions on opposite sides. Is there anything I should be doing to prevent these collisions?
I also can not for the life of me figure out docking to a grid that isn't running the script. I have tried every variation on infer-task to get the required vectors that I can think of and they all either cause an error or just add another wait-for-signal to the task list. The specific use cases I'm looking for are to have the ship dock up to a base that isn't running autopillock and to have it dock up to NPC trade stations to make trading more painless.
RWC script is not released yet, there is an outdated version somewhere on my WS (a vtol ship with a big gun on top), but it might not work with the current APck and TGP.