Space Engineers

Space Engineers

BlueG_Radar Homing Example
5 Comments
F-16D Block-60 FemboiDILF 16 May, 2015 @ 7:32pm 
Okay. I need help, I can calculate the minute of angle of a projectile's deviation in my head but when I read C# my brain melts. Your comments are helpful and I'm getting a little bit of a grasp on how this all works but what I'm trying to do is make your script write the target xyz in a specific format to a text panel's public field so that I can use Alysius' Cruise Missile script to take over the actual flight dynamics.
BlueGM  [author] 22 Feb, 2015 @ 8:46pm 
cookiehunter's example is probably much better suited for a turret, if you can figure out how to incorporate the math. That's because my torpedo does not try to lead its target. If you want to aim at ships, you'll need to lead your targets. Well... maybe not... if they are stopped or moving straight towards or away from you, then you wouldn't. At a 10km range, like you were suggesting in your other comment, you'll need to be precise.
Baleur 22 Feb, 2015 @ 3:21pm 
Oh my god you already did what i commented to ask about in the radar mod page. Sorry :D
Must try to adapt this for turret usage.
SEMTEX 9 Feb, 2015 @ 5:33pm 
Nice one :D I have used the script on my own torpedo desing and it works fine about the accuracy i can say ok. if have tested this only on Ranges about 1000+ and on non moving objects but the most tested torpedo desings (1 -5 forward thrusters) i have test hit it in the first try. Next i try cookiehunters script but first i have to learn a little bit about C# with the cookihunter script i got an error that something is missing but we will see if i can figure out my own way
Lynnuxx 28 Jan, 2015 @ 2:03pm 
One comment/hint to detect enemies: The sensor has to have ownership "Me" and "No share" or "Share with my faction" and the beacon has to have ownership "Me" with any of the three specific settings.