Space Engineers

Space Engineers

HudDog - dogfight tracers, lead, autoaim
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cheerkin  [developer] 29 Mar, 2022 @ 5:32am
[IMPORTANT] Change notes, guide for newer features
The main description page has limits, so extended info regarding new features goes here.
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cheerkin  [developer] 29 Mar, 2022 @ 6:01am 
1.0.51 is out
Summary: W2 weapons support, ripple fire, custom weapon groups, ITargeter providers.

W2 weapons support

Add vanilla weapons to the coaxial-weapons group, as before. New ballistic models are implemented: heavy ballistics (arty, аss-cannon), light ballistics (gats and autocannons), rail (railguns). Implemented simple bullet drop correction.

Ripple fire

Slow firing weapons can benefit from new fire control behavior called ripple fire. The controller would cycle through weapons, changing aim reference point, so each shot would go exactly into aim point (instead of firing all at once, where shots would travel in parallel and mostly miss the aim point).

Heavy ballistics and rails get this by default. This behavior can be toggled by "toggle:coax-ripple" argument run.

Custom groups can enable this by having [ripple] tag in group name.

Custom weapon groups

Organize weapons into group with [hd-coax] tag. Example:
'coax custom [hd-coax][ripple][v=500][r=1000]'

You must provide v and r tags that define muzzle velocity and range.
[ripple] tag enables ripple fire behavior.

Weapons should support IMyUserControllableGun interface. You can try it with mod weapons, chances are they may support it too. Just add appropriate range and velocity tags.

ITargeter providers

There are following implemented targeting provides as of 1.0.51:
GPStargeter
TurretControllerTargeter
RaycastSingleTargeter
RaycastTrackerTargeter
TurretAiTargeter
DataLinkTargeter

They are checked in the order defined above. I.e. if you have active point for GPStargeter, all subsequent targeters are ignored.

GPStargeter - run "command:gps:X:Y:Z" (or place this command into CustomData to activate it on every recompile or world load).

TurretControllerTargeter - add turret controllers (with camera or weapon) to the main group, enable AI on them.

RaycastSingleTargeter - run "command:single-cast" looking through unobstructed camera, range is limited to 5000m.
You need to have at least one camera in "raycast" group. Add there cameras that would be used for tracking, they should not be blocked by glass or grid superstructures.


RaycastTrackerTargeter - run "command:fw-cast", range is defined by "raycast-range" set-value.
You need to have at least one camera in "raycast" group. Add there cameras that would be used for tracking, they should not be blocked by glass or grid superstructures.

When you see a big circle, you can execute a massive scan burst covering area in the circle. If you happen to catch the target in the crosshair, the burst would be spared.
At the bottom you can see stats about raycast subsystem - how many range your cameras had accumulated, charge delta (it can go down if you are tracking too many targets at long range).
Hitting the target with raycast precisely would add local target offset (small red diamond). You can cycle through them double tapping Q.

TurretAiTargeter - add turrets to the main group, enable AI on them (same as before).

DataLinkTargeter - integration with AutoPillock/TGP targeting network.
Last edited by cheerkin; 29 Mar, 2022 @ 6:07am
cheerkin  [developer] 22 Apr, 2022 @ 8:41am 
1.0.62 is out
Summary: custom/modded/complex weapons support, turret AI improvements, target offset manager.

Custom/modded/complex weapons support

Create a group named
"your dakka name [hd-custom][v=500][r=1000][d=5][fwO=10]"
where
v - projectile velocity - required
r - projectile max range - required
d - deviation threshold, i.e. accuracy in meters (how far from the point the weapon triggers)
fwO - forward muzzle offset in meters (that is added to your reference forward block)

That group needs to have at least a welder, or a timer, or both. If there is a welder, it is considered weapon position and forward reference. Otherwise, the timer is considered weapon reference.
When the reference block is aligned towards a target point, the script would trigger the timer and activate welder (if present).

Target offset manager

Target offsets are local points in target coordinate system. They can be added by TurretAiTargeter (auto) or RaycastTrackerTargeter (by user).

"command:fw-cast" works as before, adding offset if raycast hits the same target once more.
"command:remove-offset" removes last raycast offset.

Double tap Q cycles offsets (it no longer changes zero-range).

"command:tom-src" - changes offset collection from raycast to ai-turret and vice versa.

Other changes

Inertial ballistic model is no longer added by default. Use "command:enable-inertial-pmw" if needed.

New set values:
"turret-ai-cone" - cone from 0 to 1, default 0.85 (dot). Higher value means narrower cone.
"squared-offset-filter" - min distance between offsets (squared), default is 16 (4 m)
toggles:
"aim-to-center" - false, if set then targeter would just aim to the center.
commands:
"enable-inertial-pmw" - add Inertial ballistic model
"tom-src" - changes offset collection from raycast to ai-turret and vice versa.
"remove-offset" - removes last raycast offset.
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