#Missile/Tracker Mod

1 messages · Page 2 of 1

rigid stag
#

The wizard hath appeared!

half garnet
#

Hmm.. I guess that's doable

misty zealot
#

could get mouse click and if change block then have it valid, else deslected block

#

when holding ctrl add to array when valid

#

and reset the array when deselected
HappyCat now more than 1 selection

rigid stag
misty zealot
#

chirpo ok I will make simple mod that gets multiple blocks selected

rigid stag
#

Also willing to test beta versions of missile mod (I have years of programming experience and am somewhat good at debugging, although i used lua like years ago for scrap mechanic once)

half garnet
misty zealot
half garnet
#

The selection system is already chaotic enough

misty zealot
rigid stag
half garnet
#

Eh?

rigid stag
#

Rewrite code so less flaming garbage and more just garbage

misty zealot
#

missile mod v2

rigid stag
rigid stag
#

Which i may, but will abandon due to adhd motivation issues and sleep deprivation

rigid stag
misty zealot
#

missile mod v2 = missile mod update
2.0

half garnet
half garnet
half garnet
#

gone (it was a stray missile from before, so the camera is not yet where i wanted it)

astral laurel
misty zealot
half garnet
#

simple

astral laurel
#

some smort stuff i dont understand

misty zealot
#

well, assuming you've set it to track a set position value then it should be simple if you still have access to the structure data, adding the target's velocity divided by missile's velocity onto the target position

astral laurel
#

that probably

half garnet
#

It ain't that simple

#

You also need to consider distance between the two and direction of target movement compared to missile

marble pagoda
half garnet
#

I can just use the wonder of dot product, the problem is merging all together

astral laurel
#

bruh

half garnet
#

leaked leading target math

odd vigil
#

gasp

#

quick, copy it so we can make an off brand version

half garnet
#

we thank wolfram for solving the rquation for H, cause i would have definetly made some mistake

odd vigil
#

I made Chilli con carne in food tech today

#

Soz, bit off topic

half garnet
#

i am about to attempt the most nonsensical thing you could expect and put an if statement into a table

#

or not... vscode already tells me it won't work

#

i'm a moron, none of that is needed, there is a simple way

surreal ice
# half garnet or not... vscode already tells me it won't work

it won't because an if statement is a statement, not an expression (something that can be evaluated to a value). You can only put values on tables, expressions can be put but are evaluated instantly to a value which is what gets put into the table (functions are values on lua, which is why you can also put them on tables). Closest thing would be using a ternary expression (A and B or C, which is equivalent to B if A is true else C)

half garnet
#

yeah, as i said, i'm a moron

#

when i could have just had

if bool then
Tab[Key]=Value
end

surreal ice
#

you can also do tab[key] = bool and value or tab[key]

half garnet
#

oh.. didn't know that, i do have quite a few things to put in there, so it's gonna be cleaner with an if statement anyway

#

any comments about that clean looking yet inintelligible leading math

surreal ice
#

i haven't looked into the math for it, so no idea

half garnet
#

it's quite a good one honestly, using the cosine rule and the missile speed i got 2 ways to calculate the distance of the final impact, then i just have to express them based on the time passed and i can extrapolate myself H (H is the time)

#

saves me from using all this

astral laurel
#

i love how numbers just disappear from math

half garnet
#

me: hmm, the traking doesn't seem to work

#

also me: forgets to turn it on

#

oh... it's half past midnight, that explainst it

half garnet
#

@astral laurel

#

you up for some testing?

astral laurel
#

sure

half garnet
#

gimme just one more moment. comparing 2 version of it

#

oke, great, i wasted the last 15 minutes, it already worked fine

#

well, made a server

astral laurel
#

alr whats the name

#

and pw

half garnet
#

my name, pass Beans, gonna have to reset tho, cause i forgor to activate mods

#

you know... kinda... important

astral laurel
#

maybe

#

could be useful

rigid stag
#

Epic update, however I see some things with the mines that could be optimized for different uses:
Mines should be able to explode on other blocks such as (configurable ofc):

  • trackers (counter-missiles)
  • flares (when mines are used on missiles)
  • targets (i'm guessing this is obvious).
    Other suggestion: Allow finite mine lifetime.
    For a niche use-case, I want to be able to give mines a finite lifetime, so they don't require backspacing so often when using as AA bullets. This can be configured like a flare, where it has a lifetime, after which it explodes.
#

There is also a lack of sound when explosions are spawned.

astral laurel
#

if you want a finite mine lifetime, you could have the missiles propellent deactivate so they just fall

#

or have dynamite activated on a delay

rigid stag
#

Let me show you:

#

This is the first AA canon using mines that I know exists

astral laurel
#

also problem with tracking the other trackers, the mine block doesnt know if the tracker is on the same missile or a different missile

rigid stag
#

Then how do trackers determine which flares are "other players"?

#

I'm guessing its that the architecture stores the player id of the tracker and the flares, so it can determine what to track.

astral laurel
#

the flare is its own structure, every structure has its owner

misty zealot
#

huh, just repaired a structure I forgot to save, and the colour was kept, probably because that block didn't break

half garnet
#

I see a bunch of confusion

kind prism
#

regular missle mod shenanigans

half garnet
# rigid stag ***Epic*** update, however I see some things with the mines that could be optimi...

The mines DO work (at least last time I checked) on flares and targets, I won't have them work on trackers cause that makes the tracking a bunch more annoying (you can always just put a target on the missiles, if it's multiplayer), the lifetime can't be done, I'm already using all 3 colors (i could by limiting one a value, but ehhh), lack of sound i should be able to fix, i never noticed cause i always pairee it with tnt

half garnet
half garnet
half garnet
#

hehe, new bug discovered.... :(

kind prism
#

yippie

misty zealot
half garnet
#

at least the fix is easy

#

i just forgot to modify the code i copied from the targets, weird noone noticed any weird behaviour till now

opaque quartz
half garnet
#

Makes sense, that code never got any change, tho I noticed just now

clear mica
#

so is it just me or does the mod stop working from time to time? might just be me switching from controller to KBM tho

hollow summit
#

Mine just tends to throw the missiles in random directions

inland agate
#

what's the difference between 'force' and 'torque'?

half garnet
#

Torque rotates, force moves

inland agate
#

ty 👍

storm plinth
#

Where exactly is the eye supposed to be on torque, and should there be canards/stabilisers?

inland agate
#

that's what's best for me

half garnet
#

Location doesn't matter that much, especially if you got stabilisers which I extremely recommend (not much to stabilise rotation, but to avoid drifting)

tawny fiber
#

Proximity fuze is crazy

kind prism
#

Jess did you make the "front" or like the nose of the Tracker paint itself blue? or is this just game bug

#

cuz it seems intentional but idk

half garnet
#

No... I shouldn't even have control on that, seems more like something the Devs did (making part of the texture blue on accident/purpose)

kind prism
#

yea i just checked it, the blue is always on the top of the block even if i rotate it

#

its odd

inland agate
#

is there a specific strength that has the best tracking? would there be much of a difference between 1000 and 100,000?

kind prism
#

i usually dont use past 500 for much

inland agate
#

alr thanks

#

i'll test that

half garnet
#

it very much depends on the missile size, the heavier the more force needed

#

(too much force makes it twitchy)

inland agate
remote wasp
#

So for the past month or so I've been making my own missile mod and if you want the more realistic leading calculations (no airodynamical forces tho but acceleration) I can give it to you @half garnet :).

#

Also my mod is way too heavy on the CPU that i need help with optimization. If someone wants to help.

half garnet
#

Missile mod already causes performance drops, so i think I'll keep it as it is now, also lack of top speed might cause the missile to track less effectively (as of now if under top speed most time it points further away from the target, that's likely gonna cause it to point closer to the target meaning the missile would come more from behind)

remote wasp
#

ok. It isn't any bad its just a quartic equation. My getting of the blocks is very heavy.

regal shard
remote wasp
#

Ok weekend it is.

low marten
#

@half garnet Can you set multiple tracks as followers at the same time? Normally green is used for the follower and blue for the target, so can you set the 2nd color choice as a team?

half garnet
#

no, team is entirely based by who spawns them

low marten
#

like this

half garnet
#

also i currently don't have any more storage on the tracker second color, perhaps in the future i can add it together with the storage block

low marten
#

What are these settings used for?

half garnet
#

respectively:
priority the trackers have on flares over targets
Pid values (they change how the missile behave) https://apmonitor.com/pdc/index.php/Main/ProportionalIntegralDerivative#:~:text=The three tuning values for,derivative time constant τD
max cone the missile can detect an enemy in
if you can edit a thruster's power

inland agate
#

is it normal to crash 3 times in 10 minutes on a multiplayer server using the mod

half garnet
#

no... not really

inland agate
#

hm

winged wyvern
#

id really just recommend youd clamp values to something sensible cuz weve just had 4 lobbies where they just input crazy numbers and basically got people to crash

#

not that id be surprised, by any means

half garnet
#

Ahhhh, seems i couldn't trust people to just... Not

rugged siren
#

is this common?

half garnet
#

Oof, I sure hope not

#

Could you send the log

rugged siren
half garnet
#

(in the mods section of the pause menu press open mods folder, then find the file named missile mod"numbers".log)

rugged siren
#

ahhh okay

rugged siren
#

guessing thats the issue?

half garnet
#

Shouldn't be, leave that folder and look for a file named "Custom Missiles Mod3084520196.log"

half garnet
#

Should be right outside that folder (if that folder is inside one named "mods")

#

Yes, perfect

#

Send both just in case

half garnet
#

Thank you

rugged siren
#

np! :P

half garnet
#

If you put this in C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods\Custom Missiles Mod\ it should work, at least for now, there might be a second problem given the other log

rugged siren
#

could me using complexity mod have smth to do with it?

half garnet
#

Don't think, these folders are empty, right?

#

Btw, in the list do you have one or 2 missile mods?

rugged siren
half garnet
#

Try the top one

rugged siren
half garnet
#

(btw, I don't know why you have 2, but that explains the 2 different logs)

rugged siren
#

sorry for wasting your time..😭

half garnet
#

Nah, just doing that from the start wouldn't have worked... And now I know there is a weird bug, so np

#

Also, your mod won't update if I ever make some changes :(

rugged siren
#

is there a way to fix it?

half garnet
#

Rn I can't really say, but I think there is an issue with your setting save file (I can ping you in a while once I check where that is)

surreal ice
half garnet
#

That much I know, yes, but they already ran the manually installed one before I gave the main file (by looking at the sent logs), so my question is why did that folder appear

half garnet
half garnet
#

@rugged siren no hurry, but if you send the main.lua in
C:\Program Files (x86)\Steam\steamapps\workshop\content\585420\3084520196\

and the settings file in
C:\Program Files (x86)\Steam\userdata\[SteamId]\585420\remote\Mods\3084520196\data_dynamic
(you will have to replace [SteamId] with yours, or just open the folder with tons of numbers)
i can try and understand what's the other issue

#

again, no hurry, it's more just so i can understand what's wrong

half garnet
#

Same...

half garnet
# rugged siren hope this helps

this should be the last time i harass you, but, if you delete that settings file from the folder you got it does the mod work? (the second one in the list)

rugged siren
#

the settings file in
C:\Program Files (x86)\Steam\userdata[SteamId]\585420\remote\Mods\3084520196\data_dynamic ??

half garnet
#

Yep

#

Then run the bottom missile mod

rugged siren
half garnet
#

No

#

Just refresh the mod if it was already active

rugged siren
#

the second one

half garnet
#

Great

rugged siren
#

also while im here, is it normal for me to have to reset the explosion size for yelow eyeball proxy fuse every time i repair/ respawn?

half garnet
#

Try editing the creation after you change the settings in there (moving/ colouring/adding a block) and see if it still resets

#

Any block

rugged siren
#

okayy

rugged siren
half garnet
#

Nice

#

It's an annoying bug I can't fix, whenever I make a proper tutorial video it'll be explained

olive ermine
#

Am I missing a setting or do the force missiles seem to only have an effective range of 200m or so

half garnet
#

I can do some checks tomorrow, but the range should be unlimited

olive ermine
half garnet
#

Honestly I got no clue on what exactly it's doing, especially with force, I just trust my wacky pid implementation to work

tepid flint
#

the missile spins around the point there released from, any idea why?

half garnet
#

Pointing at where it was released or not?

#

Anyhow, check both if the eye is pointing the right direction and if you are not targeting yourself

tepid flint
#

it points at where its released from and I think is pointing in the right direction and not targeting it self

half garnet
#

I mean, in the targeting section of the mod, is there a target enabled that would be near where you launch it?

#

Btw a screenshot of the build would really help, with the blueprint I could even test it directly once home

tepid flint
#

strength = 1

#

and the booster power is 1000

half garnet
#

Try more strength

#

A bunch more, like 100/200

tepid flint
#

oke it works

#

really cool mod

half garnet
#

Thank you, btw there is a 2nd mod for missiles made by jokeri2222 if you are interested, it should be more realistic

raw plover
#

Yesterday I had the misfortune of having to run away from hypersonic missiles that turned on a dime (literally not figuratively)

#

i have no problem whatsoever, just thought i'd mention it

half garnet
#

Well, that's why I didn't place any limit

#

I'm then expecting people to be kind enough that if you say please don't they don't

glad sequoia
glad sequoia
#

Thank you

glad sequoia
#

@half garnet excuse the ping, but is there any guide to using the mines and how to set them up?

rigid stag
#

Suggestion/QoL improvement for trackers: maintain altitude/drop compensatiom.
Feature function: a toggle on a tracker that will use server PID settings to counteract missile drop. This is separate from angle tracking, in that it does it via a different methodology

How it would work: When the tracker is enabled, the tracker uses the missile's velocity(vector)as the direction the eye is pointing in, instead of the actual eye direction. This will cause the missile to, if it's being affected by gravity, point upwards and thrust downwards to keep the altitude.

Why: many missiles, especially A2A, when fired from long range simply hit the ground.

This also has the side effect that target leading becomes more accurate, as the missiles direction isnt neccesarily the direction the missile is traveling.

Potential downsides and remedies: on turrets, especially mobile turrets, enabling this option would cause the turret to not aim at the target. This can be remedied by mixing the eye angle and the velocity vector based on speed, so the faster a tracker moves, the more it accounts for speed. This mostly solves the issue for stationary turrets, but still leaks effects on mobile turrets (when turned on) and slow missiles.

rigid stag
#

@half garnet
POC gif recordings for the suggestion:
Correction OFF has the missile undershoot the target, both times.
With Correction ON, the missile tracks and hits the target precisely.

half garnet
half garnet
round lintel
half garnet
#

But the quantum rudder is wide

half garnet
# rigid stag <@494134147527475213> POC gif recordings for the suggestion: Correction OFF has...

so, while it might be possible, it's not quite that simple, just replacing the eye angle with speed vector angle doesn't work, might be solvable by tweaking the pid values, but as of now it just makes the missile spin around, lemme make an example, let's say the missile is traveling north, the target is south, the pid causes it to do a 180, but it's still traveling north, so the pid makes it spin more, at that point it doesn't even slow down and the cycle continues, irl missiles don't have this problem because of fins having a maximum angle they turn to, so either
1: i go find some pid values (requires a bunch of testing that i'm not in the proper mood for)
2: i need to incorporate some math by using the eye angle (again more testing)

#

here is the new lua, if you want to go look for the pid values, (you need to have leading enabled on the missile, it's just a quick implementation)

glad sequoia
#

Which confused me, since I thought the range setting was relative to the target block, not a player

half garnet
#

It also explodes near targets blocks (or at least they should)

#

You just have to make sure they are enabled in the targeting tab

glad sequoia
#

Yeah I believe that didn't work for me

#

I'll try it out again real quick

half garnet
#

Please tell if they don't work, imma have to fix that

glad sequoia
#

Yeah, they only blow up when a player target is near them

#

These two have the same settings

#

One on the right is set to target block only, one on the left is set to player only

#

(settings done like this just for testing)

half garnet
#

Thinking about it, I'm sure mine did explode near targets, so that's quite weird

#

Imma have to check again, but just for safety can you send a screenshot of the Targets menu tab and perhaps try with flares?

glad sequoia
#

Result of me changing it fromtargets only to players only

#

Yeah, flares have the same result as the target block

#

ie: no reaction to flares

half garnet
#

Hmm.. weird

#

Imma have to hope it also happens on my end

glad sequoia
#

Something weird is happening now

half garnet
#

?

glad sequoia
#

I think?

#

It's being weird and not blowing up when the range is clearly set to blow up

#

Maybe I put the trigger range too high just recently?

#

I think that's it

#

I had the trigger range at 1990 and it didn't go off until you were basically touching it

half garnet
#

Huh

#

Odd

glad sequoia
#

So unless there's a disparity in the mod somewhere between us, it should happen to you as well

glad sequoia
#

I know I am bombarding you with bugs, and I am sorry

#

I found another bug with the forces feature on the mod

#

Here are the parameters

#

And yes, there was only one target, and it was on the green ring

half garnet
glad sequoia
#

I see

half garnet
#

also unfortunatly you are not the only one reporting issues today

glad sequoia
#

I understand

#

Good luck with that

#

Is there a priority list to the stuff you want to add/fix?

half garnet
#

not really, i'll think about making one once i actually work on this mod again

glad sequoia
#

(also, question on the leading mechanic)

#

Alot of times, I see missiles lead, then randomly switch to pursuit

#

This only happens in specific situations, but it happens reliably enough where I felt like it was intended?

half garnet
#

in some cases, if the missile knows it can't intercept the target it will switch to pursit

glad sequoia
#

I feel like that should be a toggleable option (if it's even possible)

half garnet
#

(so basically if the missile is slower than the plane and not close enough to its trajectory)

glad sequoia
#

Because alot of times, the missile has a better chance of intercepting me if it had continued leading

half garnet
#

thing is, it works like that because else the missile doesn't know where to aim, it can't calculate the point

glad sequoia
#

So you make it get thrown into pursuit as a failsafe?

half garnet
#

ye

glad sequoia
#

Interesting

half garnet
#

i could just make it keep going straight, but then there is no guarantee that it will actually gain the speed needed to catch up

glad sequoia
#

Yeah, that's fair

#

Anyway

#

When you do sort out a priority list, I (with my almost non-existent experience with coding stuff like this) feel like the drop compensation mechanic "????" put on earlier should be higher on the list

#

Since:
A: bombs have to basically come in completely vertically to land a hit on a target

#

B: it'd help with leading

#

And maybe add an "experimental mod" thing for anyone to mess around with?

#

It could really decrease your workload if someone does code in a valuable feature

glad sequoia
#

Why's that?

half garnet
#

a big part of how i make my proprity is based on what i can add quicker, as mentioned before using the missile velocity is very unreliable because the pid doesn't get the instant feedback it gets with direction, so it's gonna need a bunch more math, math that i'd need to make up

glad sequoia
#

I see

half garnet
#

so i'll be adding the drag block first, that should just make sure that velocity and rotation are always matched, kinda skipping the whole problem

glad sequoia
#

I'm guessing that'll have it's own batch of problems?

half garnet
#

it shouldn't no

glad sequoia
#

Oh?

half garnet
#

it should avoid a bunch of the drifting of the missile, making it way more precise and avoiding it orbiting the target

glad sequoia
#

Awesome

#

I named one of my missile systems "Piranha" because of how much it orbited lol

half garnet
#

the force issue is something that should be solved tho, cause that would help a bunch with bombs

glad sequoia
#

That would be nice, yeah

#

For the time being, something you can do without having to do math with is just fixing up a list on how everything works and what triggers it

#

And if you have, pinning it would be better

half garnet
#

i don't think i can pin

glad sequoia
#

Oh

#

damn

#

Alright, then

#

Thank you for your work salute

half garnet
#

if you scroll ALL the way up in this channel you should find a to-do list

glad sequoia
#

I know this mod can be a pain, and I am not even that experienced with coding

half garnet
#

.

glad sequoia
#

.

#

Damn

half garnet
#

seems a bit outdated, given that i haven't cancelled out mines and leading

glad sequoia
#

And Z-lock

half garnet
#

no, that's for the info tab, so me writing what it does

rigid stag
#

I can share the segment of code that i changed, to allow for missiles tracking better

half garnet
#

just send the new lua

glad sequoia
#

As I've said before, I think adding an experimental mod would help

rigid stag
#

Updated lua:
Relevant segment:

    -- in PiD
    -- Change
    local BlForward = BlTable.Block.Forward()
    if BlTable.AltPreserve then
      local influence_factor = 0.0
      -- Set blFoward to the position delta
      BlForward = BlPos - BlTable.LastPos
      BlForward = tm.vector3.op_Multiply(BlForward, influence_factor/Time)
      BlForward = BlForward + tm.vector3.op_Multiply(BlTable.Block.Forward(), 1-influence_factor)
      BlForward = tm.vector3.op_Multiply(BlForward, 1/(BlForward.Magnitude() + 0.001))
      -- normalise
      -- Store it after the calculation
      BlTable.LastPos = BlPos
     -- then normalised
    end
glad sequoia
#

You can test out new stuff without bricking the entire thing

#

And it'd allow other people to help troubleshoot and bug report

rigid stag
#

The PoC code turns on AltPreserve for all trackers by default (it's a mess in there)

half garnet
astral laurel
#

jess lazy

half garnet
#

i have just been doing other stuff

glad sequoia
#

What I meant is for you to just add something you're wary on

half garnet
#

like a stupid stats display for minecraft

glad sequoia
#

I don't really have the expertise to mess with code, but I am pretty good at bug reporting

half garnet
glad sequoia
#

Alright

#

Suggestion still in the air if you want to re-consider

#

Good luck salute

half garnet
#

i mean, if you want the broken quartenion verson it comes free with the workshop download

half garnet
#

i do have a couple doubts tho

rigid stag
#

Found an an expensive function that gets called n^2 times, and optimised it to use no inverse trig functions at all (very expensive function), trig is less expensive, would be best if everything was stored as a cosine anyway. Also removed useless if statement. This is based on dot product, and instead of comparing the computed angle with the arccos of the dot product, I compare the dot product with the cosine of the angle.

function AngleVectors(A,B,Angle)
  --tm.os.Log(A.Dot(B))
  -- use dot product instead of expensive arccos
  -- cos theta = a b dot a mag b mag times div // RPN
  -- a b dot a mag b mag * / angle 2 / rad cos >= // RPN 
  -- local AngleVec=math.deg(math.acos(A.Dot(B)/B.Magnitude()))
  -- tm.os.Log(AngleVec)
  return A.dot(B)/B.Magnitude() >= math.cos(math.rad(Angle / 2))
end
hollow summit
glad sequoia
#

@half garnet Excuse the ping, but for the whole leading mechanic, the way you described it implies that turrets would never lead, no?

half garnet
#

exactly, they won't because they have no speed, i am planning to add an option to "select bullet type" so that it will use that to lead target

glad sequoia
#

Yeah, I was going to ask you for that since I just noticed that none of the turrets do any leading

#

Thanks for the clarification

half garnet
#

as always planning doesn't mean soon, perhaps after i'm done with the upcoming exam

glad sequoia
#

When should that be?

half garnet
#

next week

glad sequoia
#

Got it, thanks

kind prism
#

mans cooking

half garnet
#

I just need to get the speed of the bullets... Sorta annoying, but I can probably make a lil testbed mod to calculate it

round lintel
shrewd zealot
# half garnet I just need to get the speed of the bullets... Sorta annoying, but I can probabl...

Another update, another measuring video.

Timestamps
0:00 - this
0:04 - not wanting to spend 12.99$
0:16 - Rocket Engine
0:28 - Propeller
0:40 - Large Propeller
0:52 - Rocket Thruster
1:04 - Thruster
1:16 - Space Thruster
1:28 - RAW Jet
1:40 - Dragon Jet
1:52 - Large Jet
2:04 - Gimbal Jet
2:16 - Hover Block
2:28 - Party Balloon
2:40 - Inflatable...

▶ Play video
half garnet
#

Thank you

#

Also man, there are more cannons than I remembered

glad sequoia
#

Simple question

#

Would it be possible for you to put "Custom bullet velocity" on the mod?

#

It'd make cannons that use the piston glitch much better, since they'd be able to lead

half garnet
#

So, this is something that has to do both with the drag block and bullet velocity, since I'm out of space for numbers on the tracker I can put the option in a different block that gets read by the tracker or use a new block/limit the option respectively

#

I was thinking use a "storage block" for the bullets and a new block for the drag

glad sequoia
#

So it's possible?

#

Just so we're on the same picture, I am talking about the "glitch" where you artificially increase the cannon's velocity using pistons

half garnet
#

Yes, but i don't care about what you do, there can be custom bullet speeds

glad sequoia
#

Let's go

rigid stag
half garnet
#

I've seen already

#

I will change it whenever I work on the mod, but don't expect too drastic of a change, (you should have noticed if you already tried it) that function doesn't actually get called as often as you think (it could, it's a bit ramdom)

glad sequoia
#

For some reason

#

Missiles with this configurations are extremely good

#

This uses a 500 strength torque setting

#

And it's good at A-A, A-G and G-A

rigid stag
glad sequoia
#

And it turned out awesome

glad sequoia
#

This is the best gif showing how effective these things are with only 500 power

#

Note: These do not use proximity fuse blocks. All of the footage shown is direct impact

rigid stag
glad sequoia
#

It'd make missiles that don't use this format act like the ones I posted

half garnet
#

Tried the same missile 3 times, one default, one yours and one default+extra drag, the extra drag one is the only one that doesn't orbit (target is stationary vtol)

rigid stag
half garnet
#

Not too far

rigid stag
#

that'd explain why you didn't see any major changes.

half garnet
#

It's still gonna orbit the target tho

rigid stag
#

well, yes of course, that's the problem with cones
the modification was meant to prevent missile altitude loss, i just hoped that the velocity tracking would be enough to get rid of orbits.

half garnet
#

I still think that having a dedicated drag block would be the most effective option

#

Else changing the perceived target/missile position based on speed instead of the direction vector

glad sequoia
#

The missile that I made

#

The one I featured earlier

#

Does not orbit at all

#

VTOL target at a decent range

half garnet
#

Yeah, that's work of the extra drag, that's why I plan on adding a drag block, you get the benefits without all that used space

glad sequoia
#

I see

queen nimbus
queen nimbus
#

I would also love to see some smoke trails without needing a bulky engine

#

Technical with two missiles, angle cone needs some tweaking for balance but right now they don't miss

#

thrusters on 300, cone on 180, strength on 100, trigger range on 20 with xl explosion.

#

uasing torque with lead target on

#

anchor block at delays for single player testing

acoustic smelt
#

can you add an option to track a specific player/team's missiles? so that we can make stuff like the iron dome

dull patio
#

holy shit that looks like an alien invasion

acoustic smelt
#

idk if that is possible but

half garnet
#

Planning to add that, yea

glad sequoia
#

The missiles spin out of control before even attempting to leave the area of the technical

queen nimbus
#

Is the strength high enough?

#

I had that problem before, turning it up helped

glad sequoia
queen nimbus
#

I have always been flying whilst testing, if the cone is big enough it should wiggle it's way out, if not, good luck improving my poor design

glad sequoia
#

Unfortunately, I don't have the airborne pack so trying to improve on it is almost impossible

#

That and

#

These are the main types of missiles I make trollface

queen nimbus
#

Yeah, those are too big to fit on any of my builds, I wish we had some smaller fins

glad sequoia
acoustic smelt
#

how about these

#

they got 2 dynamite but are definitely enough to shoot down a plane

#

max speed is around 490kph

astral laurel
acoustic smelt
#

biwi gave it to me to fix it

#

and i did

astral laurel
#

how unbad is it now

acoustic smelt
#

its not as good as some others but it aint bad

#

i just like how it looks

astral laurel
#

does it no longer pull 200g’s with the press of the S key

acoustic smelt
#

nah that's still a thing

#

you just gotta tap it over 1000kph

astral laurel
#

cuz that was his main concern as im aware of

#

and paint job

acoustic smelt
#

it didnt have enough thrust so i kinda cheated so im using the mod to increase the thruster power, i also removed some of the shields on the vertical fins and that was it tbh

#

i don't think it was as bad as biwi was describing it when he first gave it to me

#

although i did have to remove some ugly fins from the stabilisers that blocky added

#

which changed nothing

glad sequoia
acoustic smelt
#

look closely

#

behind the plane

glad sequoia
#

Yeah, I see something

#

I can't really make out the details

glad sequoia
acoustic smelt
#

alright i'll send another pic

glad sequoia
#

I see

#

It looks pretty good

queen nimbus
# acoustic smelt

You don't need eyeballs anymore, I just use the tnt to guide and one as a mine to proximity detonate.

wintry radish
#

Hi, I might be stupid, but targets are broken for me

#

it tracks me fine but not targets

half garnet
#

I'm guessing you did enable it in the targets menu?

wintry radish
#

yep, I did

#

how do I record a gif?

#

is there a built in option in tm or do I have to use obs?

round lintel
#

Cause I know that that is where I went wrong when I first tried the mod.

wintry radish
#

I feel like this will turn out to be my fault but I want to find out where I went wrong

#

cause I've been trying to find out for 1 hour now

half garnet
#

Iirc there have been similar problems with mines not blowing up on targets, it's quite a weird one

#

But as long as the block says it's a target in build mode and they are enabled it should work, I don't remember if out of build mode it tells you how many targets are there, but that should at least narrow down the possible problem

half garnet
wintry radish
#

oh ok thanks

#

what does lead target do?

half garnet
#

It leads the target, basically predicts where it will be and aims there

wintry radish
#

oh thanks

wintry radish
#

I tried to record what's going on. I'm trying to use targets with missiles but a turret is the same thing.
I can't send it becaues it is 300 mbs (30 sec vid) so I'll compress it

#

is that alright with you @half garnet

#

?

#

wait it didn't get smaller

#

nvm then

#

flares don't seem to work either

#

but everything tracks me VERY well

#

targets and flares tho, they don't even exist in the trackers' eyes

#

any idea about what I can do to fix this?

#

because the targets seem to work for others, at least it does for Mr Smith

half garnet
#

In the mod ui does it at least tell you that the targets/flares exist?

#

Should say something like "Flares 1/1" depends on the actual amount

wintry radish
#

it does but if I press use on another kinda block it goes away

#

can I join a voice channel and show you what's up using screen share?

#

can't talk though

half garnet
#

Sorry, can't rn

wintry radish
#

ok

#

my missiles start doing circles in the air

wintry radish
#

so the thing is that targets do show up but once I go into build mode they disappear from the ui, and randomly come back but still don't work idk what I should do

#

as I said the trackers track me but nothing else

wintry radish
#

I think I know why all this happens now

#

I hope this is understandable

#

so when I'm in build mode and press "use: example1" (tracker) then "trackers on" shows "0/1" and if I press "use:example2" (proximity thing) example1 gets disabled ------> press example1 "trackers on: 0/1" press example2 "trackers on: 0/0" BUT "proximity mines on: 0/1"

astral laurel
wintry radish
astral laurel
#

no because all the blocks are the same. the use: button basically selects which specific block u want to act as a target/tracker/flare

#

u just change the color to select wbich one

wintry radish
#

and then if I exit build mode then only the kind of block that I press use on works

#

let me show you

#

trackers work but proximity mines dont

#

mines now do work but the missiles just spin in the air due to the trackers not working. same with selecting use on targets, so for me use just activates one type of block and disables all the other types if that makes sense

#

sorry for dumping all this here

#

also as soon as I go into build mode and press use on one of the trackers the missiles that I sent out just fly into me so here's the proof

#

(Mines aren't active)

wintry radish
#

oh wait im stupid

#

I just have to use eyeballs as mines or targets

#

I used random blocks because someone said you can use any block

#

the problem I talked about only applies to random blocks

#

I'm sorry for bothering you @half garnet I was just stupid

half garnet
#

you can use any block, but it has to be the same block as the trackers

wintry radish
#

oh, thanks

#

good to know

glad sequoia
# wintry radish oh, thanks

I suggest, for the most reliable equipment (as in not having to reset all the blocks by selecting them) is to just use the sphere eyeball block

#

Works wonders for me

wintry radish
#

I've been using those since I found out

wintry radish
glad sequoia
#

It's alright, we can all be silly sometimes

wintry radish
glad sequoia
#

400 each

#

iirc

wintry radish
#

Alright, thanks

#

Wait whats iirc?

glad sequoia
#

Would advise experimenting around and finding even better results

glad sequoia
wintry radish
#

The ones I made are almost identical but the settings are thrust 1500 each, 1500 strength on the tracker, but it is really unfaur

#

They are*

wintry radish
glad sequoia
#

Hello, just wanted to ask if there's been any progress?

half garnet
#

Nope, gotta wait just a tad longer

#

got a couple exams, plus a competition, so I'm focusing on those

glad sequoia
#

Alright, good luck

astral laurel
#

some ideas:

  • set "Tube Double Cross" as default block (maybe)
  • create a 3d model to show the forward vector of the selected block in build mode
  • be able to use dynamite as a mine block independently
  • a keybind to toggle if the blocks are ARMED (toggle to turn on and off targeting for everything)
  • artifical drag (ur doing that alr)
  • a reticle similar to those on guns to be put on trackers, and with that they turn red when they find a target within its cone angle
glad sequoia
#

Since people might have the keybinds that are chosen already occupied

astral laurel
slender shell
#

It would be cool that when a missile isn't locked on a target it locks the orientation so it's easier to launch and flies into a straight line.

astral laurel
#

unless you have a really low activation distance

#

which would also suck

slender shell
#

well it would use the activation distance to know when it's launched and then it would lock the position

astral laurel
#

but unless you want it to snap to your target right on you probably destroying your wing, you cant use activation distance to help launching

#

activation distance is for when the missile is off the plane and a safe distance away

#

not during launch

slender shell
#

it would still be nice even with a high activation distance like 20 blocks because after that if it loses lock it will just fly straight into the mountain

astral laurel
#

yea would be but theres no more space for storing values on the block

half garnet
#

Yeah, right now it expects your missile to be stable enough on its own, I might be able to add that with the extra storage block, but it would be low priority

glad sequoia
#

I think maybe having something that determines how fast the missile strength ramps would be nice?

#

I guess it would be something like a timer that determines how much time from activation the seeker would take to go from 0-100% strength

#

Would make the missiles kinda actually turn to the target instead of snapping in

astral laurel
half garnet
#

I'm not even sure that was a main update

astral laurel
#

was most recent update

astral laurel
#

yes exactly

exotic storm
#

The problem is that tube double crosses are terrible for flares

glad sequoia
#

Oh, is it because you can't put them together side by side?

half garnet
#

I've seen T tubes being used quite often since you got some connections, but not too many

#

Anyhow, default likely won't change, it's easy to change and new people have an easier time guessing the front/not having random pieces be counted

untold monolith
#

Why are my missiles sometimes sending me to the underworld and then crashing the hosts game?

half garnet
#

I sure would like to know

#

Maybe too much force/torque

glad sequoia
#

That and you probably need to set an activation distance

untold monolith
half garnet
#

Hm, should be plenty fine

glad sequoia
#

I think it got fixed after I deleted the tracker and put a new one in

untold monolith
#

Oh alright, thanks.

untold monolith
#

What does lead target do?

#

And also sometimes my missiles don't\ save settings

exotic storm
#

(I think)

astral laurel
# exotic storm (I think)

no, it actually happens because if you dont modify any other parts on the creation, and only change color settings through mods, it reverts the changes thinking you did nothing even though it was through mods

#

so just scooch something back and forth and itll save

exotic storm
#

Ey im teal now

glad sequoia
#

Only works on missiles and torpedos (and other homing vehicles)

#

And it works pretty well, but sometimes they'll miss regardless

untold monolith
#

Ah

#

Just didn't make sense and my friend and I never noticed any difference

astral laurel
#

also lead target basically predicts where your target is going to be. so instead of pointing directly to the target, it goes to where the target is going.

untold monolith
#

That is SO useful

wintry radish
#

does anyone have decent missile designs? I just can't get the perfect balance

untold monolith
#

I have some I guess

violet whale
#

@half garnet any plans to add any sort of obstacle avoidance?

half garnet
#

No

violet whale
#

damn

half garnet
#

Maybe ashm (avoids water)

#

But that's it

violet whale
#

is it just too difficult to implement

half garnet
#

Just not really worth the effort

#

Then I'd have to make the missile differenciate between planes and rocks

acoustic smelt
#

@half garnet the flare priority is normally 10 right

half garnet
#

it's like 1.4

acoustic smelt
#

damn how do i remember it as 10 lmao

half garnet
#

i mean, nothing is stopping you from using 10

acoustic smelt
#

well yeah

half garnet
#

i just went with a smaller number so you have to think about when to drop them

untold monolith
#

Could you make it so you could see how many missiles at the moment were locked onto you?

half garnet
#

Perhaps

acoustic smelt
#

yeah, a RWR would be nice

#

1 more line below these

#

to show if there are any missiles tracking you

half garnet
#

ye, it's just not that easy (aka, not a number i have stored already), but it's doable

acoustic smelt
#

doable

#

do it

half garnet
#

right now my priority is being lazy

#

and controller compatibility

untold monolith
#

crazt

pulsar stump
#

hi, i have been looking through this chat (by searching "plan", but didnt find anything) to see if limiting the force (the force applied, simple limit like the host has with the fov, but here done per missile) of the tracker is planned? it could help with the range of missiles that use force (since now they won't freak out at long ranges). also would allow for easy-ish interaction with logic (we apply a small force, but at all ranges, aka big strength small limit, which connected to a weak suspension can give us "detected" state readable via distance sensors)

half garnet
#

You mean like adding a max force to force trackers? Never thought about it since it was more for close range bombs and stuff, but I guess that could be done.
I am out of data storage on trackers tho, so I might just add a multiplier in host options (so max force is X*force)

remote wasp
half garnet
#

Oh, yeah, that could be useful

#

I'd have to remake a bunch of stuff tho chumkychirpo

remote wasp
remote wasp
#

Btw how old are ya @half garnet

pulsar stump
# half garnet You mean like adding a max force to force trackers? Never thought about it since...

yes that is what i mean, and i think that host options may not be the best solution, but i guess it would be better than nothing. an alternative to this would be a boolean "toggle constant force". this would make it so that the force will not be put through pid, but the vector of the applied force would just be equal to the normalized vector (from tracker to target) multiplied by the strength, therefore applying constant force amount in the direction of the target (or lead position of the target). this would probably be enough to use with logic, but idk about the use on force missiles

half garnet
#

And for the age I'm sure you can take a guess

half garnet
remote wasp
half garnet
#

Ye

#

19

remote wasp
#

I'm 16 and just going high school XD. I've already learned a bunch of highschool maths and physics when making the mods and other projects.

half garnet
#

The one reason to actually use trig :p

remote wasp
#

yea 🤣

#

Do you need anything else for the mod? Like a boolean zipper (24 booleans to 1 float or stringzip (6 characher long string to float)

half garnet
#

Don't think so

#

Got my crappy boolean zipper that's bundled with the cone angle

remote wasp
#

In my new update people can write a custom name for their missiles and then if you kill some 1 with that missile it displays a killfeed message for all.

half garnet
#

Cool

remote wasp
#

6 characters only but they will invent very elaborate names for the missiles

half garnet
#

Meanwhile I should go add ABM's

remote wasp
#

like the n-word

half garnet
#

-_-

remote wasp
half garnet
#

Anti ballistic missiles

#

Basically add a toggle to target other missiles

remote wasp
#

oh okay

half garnet
#

Btw... Turns out i've been modding for more then 3 years now... Quite something

remote wasp
# half garnet -_-

also they will use the r-word and other like that. Its not a question if but when.

half garnet
#

It's the price to pay for letting people do what they want

remote wasp
#

then moving onto python, c++, c#, js for online cheats

half garnet
#

I honestly am not sure, I spent a bunch of time taking pauses... Like now (kinda)

remote wasp
#

So no modding here SadCat

half garnet
#

ah cool

#

am in italy

#

(because i live here, i'm not modding just cause i'm lazy)

remote wasp
#

I was taking a break from my mod too when I realised how difficult the UI was to make

half garnet
#

a classic

#

i should go finish a certain camera mod, but i need to decide how to change the ui

half garnet
#

ye, friend asked for camera mod, nothing difficult, just teleporting the player to another, but i'd want to add a way to target multiple (and avarage positions), just don't know if to make a drop down or what

remote wasp
#

XD you just should make a thing like I. Make the button switch to the next element in the options. Harder to use but easier to implement. Works for larger lists too 🙂

half garnet
#

i mean, rn since it only targets a single player i have a button to change player and a toggle, i think turning it into a toggle for each player would be the best option

#

a max of 8 buttons is reasonable

#

it's not like this mod needs to be all that clean

remote wasp
#

ok

#

But we really should have that FOV function for the modded cameras. Also the set camera rotation should be in euler angles.

#

And rename the existing function to set camera direction.

untold monolith
#

I WAS JUST READING CHAT

half garnet
#

fine... i'll work on it

#

but just because i have both tm and vs code open

#

i also managed to make quaternion rotation work, but if i update it force won't be the same

hollow summit
half garnet
#

It means that the missiles won't go wonky anymore when vertical

surreal ice
astral laurel
pulsar stump
#

Finally! We can make an active protection system for giant planes!

half garnet
#

anyone cares about that same option on mines or can i skip it?

#

the mine encoding kinda isn't made to handle bools

#

also would it be an exclusive option or would it still target other targets if they are closer?

half garnet
#

ok, it's just about ready, didn't actually take long, there is a per missile toggle that endables it, but i need to know some stuff

#

(no i ain't making it target only missiles that are targeting you)

kind prism
#

im confused what u need to know

half garnet
#

answer the polls

#

first one is for whose missiles does it target, second is for it also targets the usual flares/targets

glad sequoia
half garnet
#

I thought about it, but I need to check, cause I am decently sure that by default all players are considered in the same team

#

So it would be annoying for everyone to need to change team

#

(i might end up adding a check so if all players are in the same team it just targets everyone)

half garnet
#

@pulsar stump @untold monolith since you have shown interest i will now annoy you, vote on how you want the missile to behave(just the 2nd poll, i think i know who wins the first)

pulsar stump
#

Jokes on you! This isnt annoying!

#

Also, where the polls?

half garnet
untold monolith
untold monolith
half garnet
#

whose missile does it target

#

(it was 2am and i can't edit polls)

pulsar stump
half garnet
#

oh

pulsar stump
#

Ah yes, yet another bug

half garnet
#

Just tell me which one

pulsar stump
#

I would say yes it does, but missiles have the same priority as flares

#

And if possible having mines have an option to explode near other trackers would be really good, since then you need less accurate missiles, especially since missiles are usually very hard to hit

untold monolith
#

also sorry for late response i am busy help my friend mine a giant pit in minecraft

regal sky
#

ye

untold monolith
#

like 100x100 pit

pulsar stump
#

Crap...

untold monolith
pulsar stump
#

Is there a way to add bool encoding? Or are all values already taken in the colors?

half garnet
#

but no, it is possible, since one of the color is only storing explosion kind

#

so there is a chance

pulsar stump
#

If there is a way to help, i can try. I am more than willing to try and make this mod better, even if in the tiniest ways

half garnet
#

nah, i'm sure soon or later i'll get to it, it's already a mess for me to understand, i doubt anyone else would have much fun trying to find stuff

pulsar stump
#

Also, if you would need 2 more numbers, you can always store them in the main color and use just one number of the main rgb to determine if its a tracker or a mine or sth. It could create a lot of confusion with people who dont know the mod well, but at least there would be 2 more numbers!

pulsar stump
half garnet
#

i mean, i can't stop you, so if you want sure, but i feel like it would be a waste of time

pulsar stump
#

At least i will learn something new 🙂 problem is, i dont have my steam pc wth me, so i cant get the source code, so... could you dm it to me?

half garnet
#

i suggest looking for the UI and for the DetetAll

pulsar stump
pulsar stump
kind prism
half garnet
half garnet
#

@pulsar stump to late, i added it

#

aha, i made you waste time

#

||am sorry||

pulsar stump
#

aha aha! either way the thing is in the mod!

half garnet
#

yep

pulsar stump
#

i got so far, and yet not. got to the ui, i think i made it work. i made the table, etc, but i was not yet able to actually make it explode when near something 😛

half garnet
#

quite annoyed that you won't get drag block since that seems to make every block (of same type) have random drag

half garnet
#

but if you put the variable name in the table the same as it is in the missile it would have worked since they use the same tracking (not like you could have known)

pulsar stump
#

my main trouble was not having a clue how it works, at least for now. in my defence, this is the second time ever i saw trailmakers modding api and first time i looked at it for more than 10 seconds, so i take this as a win

half garnet
#

reasonable enough

#

afterall you had to make more ui and change colors

#

now...

#

time to check how the polls turned out

pulsar stump
#

also, about the drag block, maybe theres a way to instead do what drag does but in a simplified way, aka reduce speed perpendicular to eye direction? imma look into the api to see if thats possible (now i realized i cant rly since its stored locally and i dont have the game with me)

half garnet
#

i'd need to first check the speed and then add a force

#

doable but annoying

#

(you can't get speed but only direction, tho i am getting the speed already)

pulsar stump
#

nice. so... will you make it since its doable, or will you not since its annoying?

half garnet
#

not really planning to tbh

#

not now at least, the annoyance changes the priority in the list

#

i'll probably work on leading for turrets or something

pulsar stump
#

Good luck with whatever you are making then! I have a question though. If there ever was a feature i would really want, could i try making it and if its acceptable you would add it? I never did it since i didnt ask you this before and i dont like to mess with the code of others without permission

half garnet
#

yeah, feel free to mess with it

#

and as long as it's not extremely laggy or totally unrelated i'll se about merging it

pulsar stump
#

Ill try copy pasting as much of your solutions as possible since they arent laggy

half garnet
#

if you say so...

#

like the block detection is terrible, instead of going trough each block once and storing all special one it goes trough once for every kind of block

remote wasp
#

Just say if you want it (you just need to modify it a bit to make it not merge the structures close to eachother). Which is easy to make

half garnet
#

nah it shouldn't even be that hard

#

but i like how it is now that you just call a function with the table where to put the blocks and their color

remote wasp
#

ok

half garnet
# half garnet
poll_question_text

Target player

victor_answer_votes

6

total_votes

10

victor_answer_id

5

victor_answer_text

any player that's not you

half garnet
# half garnet
poll_question_text

Does it also target other stuff

victor_answer_votes

9

total_votes

12

victor_answer_id

2

victor_answer_text

yah, they'll get more use

half garnet
#

I should probably upload it to the workshop soon

astral laurel
#

perchance

urban shell
#

Whats the difference between force and torque?

#

Does anyone uses force?

hollow summit
#

Force moves the missile directly to the player without thrusters

half garnet
#

Good for bombs, tho apparently it has issues

potent pine
#

i have a problem: servers that i host with the missile mod keep crashing 5-20 minutes after opening. this issue has been a problem for multiple months now and have to join other people's servers instead (which are often laggy/not in my region)

#

my pc specs are arguably great (ryzen 9 5900x, rtx 3070ti, 64 gigs ram)

#

is anyone else having this issue?

half garnet
#

so, imma ask 2 things

#

1: try enabling single processor server in the setting, not sure if it will change anything, but it's worth a try

potent pine
#

holup haven't heard of that one

#

nevermind found it

half garnet
#

2: send the logs found here C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods the file name is Custom Missiles Mod3084520196.log

#

(by this i mean after a crash, if you just started a new server don't send them, they will be empty)

potent pine
#

i will try now

#

hopefully i won't have to send anything lol

potent pine
half garnet
#

iic it disables multithreading, there isn't a specific reason i told you to turn it on, but it solves a bunch of crashing related issues, so it might even fix mod crashing, dunno

potent pine
#

hasn't crashed yet running for like 5 mins

#

incredibly hasn't crashed yet

#

that setting might've just fixed the issue for now

#

oop crashed

#

but probably because of the massive explosion that happened

#

2024-08-16T01:37:41.2704721+02:00 1.5.0
2024-08-16T01:37:41.2759935+02:00 player joined
2024-08-16T01:39:08.7224170+02:00 player joined
2024-08-16T01:39:40.4865523+02:00 player joined
2024-08-16T01:39:54.6875280+02:00 player joined
2024-08-16T01:44:57.4137978+02:00 player joined

i think it wasn't related to the mod, i didn't get the "oh no" screen

half garnet
#

So just about 20 minutes tho

potent pine
#

ye

half garnet
#

And is that really all there is? Seems a bit little

potent pine
#

yep

half garnet
#

Hm

potent pine
#

reloaded the path twice

#

i think it was bc of a massive explosion

#

it didn't crash randomly

half garnet
#

Might be

potent pine
#

ima make an uneducated guess that the original problem is solved

half garnet
#

Hopefully

potent pine
#

think the server couldn't handle like 20 pieces of tnt at the same time

#

thank you for your time tho

#

much appretiated

half garnet
#

Np

potent pine
#

it has crashed again after like 20 mins today

#

same way as original issue

#

and i have the log

#

crap i just realized force singe process server wasn't on

#

discard that lmao

#

only problem with the setting is that the server is laggier overall

#

aaaand it just crashed regularly

potent pine
# potent pine

1 cpu core is not enough so could you please look into this?

half garnet
#

hmm, tho the mod seems to be having an issue

#

trying to get the position of a nonexistant block

astral laurel
#

funny

half garnet
#

i'll check it later, meanwhile do you remember what blocks you had running when that happened?

potent pine
#

uhhh no not really it just crashed randomly (and i definitely can't remember it now loll)

potent pine
#

crashed twice more in the meantime

#

3rd time now

half garnet
#

Hmm

potent pine
#

might be bc of cpu overload

#

a single core ain't gun cut it

half garnet
#

the logs still have that Failed to call update System.Reflection.TargetInvocationException:
?

potent pine
#

lemme check

#

latest log

#

2024-08-16T23:59:21.9714192+02:00 1.5.0
2024-08-16T23:59:21.9759276+02:00 player joined
2024-08-17T00:01:43.9560353+02:00 player joined

half garnet
#

did you just start a new server?

potent pine
#

all 3 of the last crashes were bc of cpu

#

nah

half garnet
#

hm

potent pine
#

tm is currently closed

#

after it got rudely interrupted

half garnet
#

don't really know what to say, haven't seen other people having crashes this constantly

#

and the mod logs don't seem to explain anything

potent pine
#

only mod log that tells anything is when the cpu option is turned off

#

and when it's on it gets overloaded

#

2 seperate issues i'm afraid

half garnet
#

what about the game logs, found in C:\Documenti\TrailMakers\ErrorLogs

#

just send the ErrorLogs.gz file

potent pine
#

can't find the document file on c

#

documenti

half garnet
#

ah, whoop

#

just go manually, from documents folder, trailmakers, errorlogs

potent pine
#

what do i send, the file or the text inside?

half garnet
#

just send the whole file

potent pine
#

just for the record tm is still off and prolly won't be launching it soon

half garnet
#

yeah

potent pine
#

ima go eat but i'll be here

half garnet
#

according to the logs:
`A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:

  • C:/Users/"Username"/AppData/Local/Temp/Flashbulb/Trailmakers/Crashes`
potent pine
#

alr, will check

#

i got like 10 in here

#

(folders)

half garnet
#

makes sense, given all the crashes

potent pine
#

some from 2023

half garnet
#

just see what's in the most recent one

potent pine
#

i'll send you the last 6 ones

#

last one? bet

#

uhhh it's failing

#

won't let me send

half garnet
#

the other 5 might have the same thing (also i'm not even sure i know how to decipher these logs)

half garnet
#

second to last one? same issue?

potent pine
#

i can't send a folder for some reason

#

1

#

the last one

half garnet
potent pine
#

right i'm dumb

#

here ya go

#

so used to sending images and not compressing

#

and my dumbass KNOWS i have to compress files before sending

half garnet
#

ah yes, i can read this

potent pine
#

whut de hell

#

miscoroft symbol ahh language

half garnet
#

the other is actually readable and mentions attempting to access and invalid memory address

#

and tells me once again to look here for the crash report...

potent pine
#

the one with a kjillion lines?

half garnet
#

yeh

potent pine
#

jesus allat for 1 crash log?

#

still not nowhere as big as the war thunder localization

#

that made my notepad significantly lag

half garnet
#

hm, well, the most i can gather is that it's probably a weird memory allocation issue, the other file is just windows dumping the memory since it crashed, and i am definetly not good enough to gather good info from that

#

i'd say go to bug reports, explain the problem (using the mod ecc... tried single processor...) and send the zip and ErrorLogs that you sent here

potent pine
#

alright

#

thank you for your time mate

half garnet
#

no problem, always happy to help

#

well... try... :p

potent pine
#

also, completely unrelated, why am i getting a 3 year flair now?

half garnet
#

you joined 14 january 2021

#

and it updates only when you send a message

potent pine
#

lol talk about being inactive

#

mostly been on random smaller tm servers

#

wow i've been playing this game for long now

half garnet
#

yeah, don't tell me :P

#

5 years next month

potent pine
#

yippee

#

and only 780hrs of gameplay on me

#

took a long break

half garnet
#

i just ended my long break yesterday

potent pine
#

but for the last 3 updates i've been a regular

half garnet
#

tho, now am probably going to sleep

#

cya

potent pine
#

cya gnight

potent pine
#

question, when can i see my problem resolved (approximately)?

#

i don't wanna seem like i'm pushing you, i'm just curious

half garnet
#

Today was Saturday so they ain't working

#

On Monday you should have your answer

potent pine
#

alright

#

my server just crashed completely out of nowhere again

#

(using the "fix")

#

no players on it too

blissful oak
#

hey, the mod doesnt detect trackers and targets for me right now, no idea why

#

i have restarted the game multiple times

half garnet
#

As in? Selecting the block doesn't show up the menu?

blissful oak
#

when i spawn something using the tracker/target colored eye block, it doesnt detect it

#

like the menu for the mod doesnt say any trackers are active and the tracking code doesnt work

half garnet
#

Controller or keyboard?

blissful oak
#

keyboard

half garnet
#

Hm... But the menu in build mode works fine?

blissful oak
#

build menu works fine

#

oh wierd i went into build mode and clicked the block and now its detecting it

#

maybe it was me messing a setting up

half garnet
#

Wacky

#

Well, as long as it works now it's all fine

blissful oak
#

it looks like it works now yeah, i just have to go in and out of build mode when i spawn

#

trailmakers moment ig

half garnet
#

There are a bunch of people having similar issues in the steam comments as well

blissful oak
#

i posted one there earlier but i cant find it now lol, steam being wonk

half garnet
#

Dragonboi?

blissful oak
#

no its the same as my discord

half garnet
#

Then I also didn't see it

blissful oak
#

its the same problem as i told you here so

#

whatever

half garnet
#

Ye, just weird

blissful oak
#

can confirm server is crashing every 5-10 minutes with the mod on, just so you know

half garnet
#

Goddamn it

#

And I even rolled back to the previous version

blissful oak
#

ive had to restart my server 5 times in the last hour

half garnet
#

Did this start now or was that a thing before as well?

blissful oak
#

ive only used the mod in a server today, but it has the whole time

#

since then

#

and it crashes me in single player ocasionally, not nearly as often

pulsar stump
#

can confirm the mod crashed super rarely when compared to now. which part of the log should i send?

analog flame
#

for some reason when i try to add both a mine and a tracker on the same build

#

it just wont let me

#

it unassigns the other block

#

also is there a good thruster for 1x1 missles + fins without any dlcs

#

also what is lead target

exotic storm
#

you cant have seperate blocks for mines and trackers

analog flame
#

ok nice to know

#

whats like the simpliest missle i could make (mainly what to use for the thruster)

#

and do i even use fins

exotic storm
#

you can changed the targeting method to force and use no thruster, but then it will activate as soon as you drop it

exotic storm
exotic storm
analog flame
#

ok thanks!

exotic storm
#

happy to help

pulsar stump
analog flame
#

Engine power is my only problem btw

#

Since no thrusters are the right sizs

half garnet
kind prism
half garnet
#

Tru

kind prism
half garnet
#

And as the person who didn't make the mod I can say that it would be very confusing if you had to set it for every block

kind prism
unborn heart
#

Hi, I was wondering what's on the to-do list for the mod and what your workflow is. I'd like to try tinkering with the mod... Do you have the source in a public repo or somewhere other than the workshop?

half garnet
#

The to do list is here

#

As for the source, no, there isn't any other place to get it, but feel free to copy the one from the workshop (if need be I can tell you were to find it) or i can send it to you, it's the same files anyway

unborn heart
#

Ic, thanks. I have a few ideas I might try for drag blocks. If they work, I'll just send a message here.

half garnet
#

The drag block was technically implemented

#

But the API function messes with all blocks of the same type, in a very unreliable way