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While X speed can go up to 100 (and possibly beyond, haven't checked), Y speed is capped at 16km/h.
So if you manage to implement a system, don't get confused or think it's not working if Y speed doesn't go above that.
But that is not the point, I'm not trying to go over those values but to indirectly reproduce the Navigation Terminal behavior when inputting controls through its HUD so that I could manually tweak this behavior in-game.
31 seems really high for Y axis. You must have 80% of your ship as ballast tanks lol.
It's nothing new, I'm still working on the same submarine since May 2022:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950966394
Though this version is really clunky and outdated compared to what I'm currently working on, and the most recent upload would be the one from last month:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3045152396
But regardless, any question about this sub should be adressed through its dedicated workshop's comment section.
But it seem a bit much tangible to be reliable, so I'm thinking making a dynamic analytic of inputted velocity / position xy / velocity xy to deduce which is the desired nav input.
But, yet again, the big issues would be to compensate high helm skill, stabilization of the submarine, and all of that while not interfering/breaking auto navigation.
In the end, I came up with something similar that solve everything.
It is meant to use only 1/4 of the navigation terminal HUD to control the sub.
But I've only developed the X axis part meant for Engines, Pump and Ballast are another matter entirely that I have yet to dive in.
Do take note that it is not compatible with the auto steering feature.
And here I'm sharing the item assembly:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3107001527
Feel free to share any thoughts about tweaks and changes to be made or any kind of related suggestions/ideas.