#Missile/Tracker Mod
1 messages · Page 2 of 1
Hmm.. I guess that's doable
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
now more than 1 selection
Write down this enchantment and bring it to Jess immediately!
ok I will make simple mod that gets multiple blocks selected
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)
Stop saying reasonable things

The selection system is already chaotic enough

Would you like a refactor?
Eh?
Rewrite code so less flaming garbage and more just garbage
missile mod v2
Yes please (I could do it, you do you)
This implies I wont go ahead and do it anyway
Which i may, but will abandon due to adhd motivation issues and sleep deprivation
V2 isnt a good idea atm, since then there would be people who dont know about v2 using v1 till breaks
missile mod v2 = missile mod update
2.0
I mean... If you want to do it sure, but you are gonna end up offing yourself
I added a version number to it yesterday, it's 1.3, why? Just a random number
gone (it was a stray missile from before, so the camera is not yet where i wanted it)
when target leading is coming lol
simple features that never get added 
simple
some smort stuff i dont understand
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
that probably
It ain't that simple
You also need to consider distance between the two and direction of target movement compared to missile
Couldn't you just split the vectors into their x y z components to compair direction?
I can just use the wonder of dot product, the problem is merging all together
bruh
leaked leading target math
we thank wolfram for solving the rquation for H, cause i would have definetly made some mistake
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
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)
yeah, as i said, i'm a moron
when i could have just had
if bool then
Tab[Key]=Value
end
you can also do tab[key] = bool and value or tab[key]
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
i haven't looked into the math for it, so no idea
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
i love how numbers just disappear from math
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
sure
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
my name, pass Beans, gonna have to reset tho, cause i forgor to activate mods
you know... kinda... important
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.
mines are currently a little broken, they can only check if they're near a target every frame, for faster missiles it can more easily miss that its in the range of the target, i believe flares can already be tracked.
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
also problem with tracking the other trackers, the mine block doesnt know if the tracker is on the same missile or a different missile
Got it.
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.
the flare is its own structure, every structure has its owner
huh, just repaired a structure I forgot to save, and the colour was kept, probably because that block didn't break
I see a bunch of confusion
regular missle mod shenanigans
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
i store all blocks in tables with player id as key, so i can ignore those of the same player/whatever selected, i do not store what build they are on
ye, if you don't break the colors are kept
hehe, new bug discovered.... :(
yippie
double targets button funny
(edit: sorry forgot to turn off ping)
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
that one's really old
Makes sense, that code never got any change, tho I noticed just now
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
Mine just tends to throw the missiles in random directions
what's the difference between 'force' and 'torque'?
Torque rotates, force moves
ty 👍
Where exactly is the eye supposed to be on torque, and should there be canards/stabilisers?
for torque i usually put it at the front of the object (what face is gonna be going towards the target) and also add some sort of stabilisation
that's what's best for me
Location doesn't matter that much, especially if you got stabilisers which I extremely recommend (not much to stabilise rotation, but to avoid drifting)
Proximity fuze is crazy
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
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)
yea i just checked it, the blue is always on the top of the block even if i rotate it
its odd
is there a specific strength that has the best tracking? would there be much of a difference between 1000 and 100,000?
i usually dont use past 500 for much
it very much depends on the missile size, the heavier the more force needed
(too much force makes it twitchy)
makes sense, it'll be under 100 kg
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.
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)
ok. It isn't any bad its just a quartic equation. My getting of the blocks is very heavy.
If you’re free this weekend, I’d be down to help 👍
Ok weekend it is.
@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?
no, team is entirely based by who spawns them
like this
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
What are these settings used for?
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
Proportional Integral Derivative (PID) control is the most commonly used controller in practice. This demonstrates how to obtain tuning values for a PID controller from step test data.
is it normal to crash 3 times in 10 minutes on a multiplayer server using the mod
no... not really
hm
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
Ahhhh, seems i couldn't trust people to just... Not
the what..?
(in the mods section of the pause menu press open mods folder, then find the file named missile mod"numbers".log)
ahhh okay
both folders are empty
guessing thats the issue?
Shouldn't be, leave that folder and look for a file named "Custom Missiles Mod3084520196.log"
these?
Should be right outside that folder (if that folder is inside one named "mods")
Yes, perfect
Send both just in case
Thank you
np! :P
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
still the same error :/ couldve done it wrong but im pretty sure i didnt
could me using complexity mod have smth to do with it?
Don't think, these folders are empty, right?
Btw, in the list do you have one or 2 missile mods?
oh shit theres two
Try the top one
damn it was that easy
(btw, I don't know why you have 2, but that explains the 2 different logs)
sorry for wasting your time..😭
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 :(
oh??
D:
is there a way to fix it?
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)
one is from the workshop, the other the manually installed one. Mods in the mods folder are listed before mods from the workshop
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
The folder here, being the "manual install" and lacking the main
@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
hope this helps
Same...
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)
i can check
the settings file in
C:\Program Files (x86)\Steam\userdata[SteamId]\585420\remote\Mods\3084520196\data_dynamic ??
if i alreadyhad the game open do i need to restart it?
its working :0
the second one
Great
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?
Try editing the creation after you change the settings in there (moving/ colouring/adding a block) and see if it still resets
Any block
okayy
it works! thanks sm :3
Nice
It's an annoying bug I can't fix, whenever I make a proper tutorial video it'll be explained
Am I missing a setting or do the force missiles seem to only have an effective range of 200m or so
I can do some checks tomorrow, but the range should be unlimited
It does activate it just kinda breaks from my experience, it seems to go to the wrong location after certain distance
Honestly I got no clue on what exactly it's doing, especially with force, I just trust my wacky pid implementation to work
lol
the missile spins around the point there released from, any idea why?
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
it points at where its released from and I think is pointing in the right direction and not targeting it self
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
Thank you, btw there is a 2nd mod for missiles made by jokeri2222 if you are interested, it should be more realistic
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
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
Can you send a link to that one?
Thank you
@half garnet excuse the ping, but is there any guide to using the mines and how to set them up?
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.
@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.
Not really, but it shouldn't be too hard:
Pain the block yellow
Set activation distance (same as missiles, but instead of starting to track it arms the mine)
Set range (the mine will explode when this close to a target, it uses the same target as the missiles)
Set explosion size (click on the button until you see the desired explosion kind)
Well, i'm kinda taking a big pause from this mod and tm in general, what I can say is "fins on the missile help a lot", there was the plan to add a "drag block" that would have pretty much the same effect, but i never got around to it, tho it shouldn't be too hard to do a little test with your suggestion
Wouldn’t a max strength quantum rudder act the same as a “drag block”?
But the quantum rudder is wide
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)
I suggest adding a note that specifies that it only blows up when a player is nearby
Which confused me, since I thought the range setting was relative to the target block, not a player
It also explodes near targets blocks (or at least they should)
You just have to make sure they are enabled in the targeting tab
Please tell if they don't work, imma have to fix that
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)
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?
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
Something weird is happening now
?
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
I have had it happening pretty reliably
So unless there's a disparity in the mod somewhere between us, it should happen to you as well
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
not the first time someone mentions them acting funky, i'm just ignoring it
I see
also unfortunatly you are not the only one reporting issues today
I understand
Good luck with that
Is there a priority list to the stuff you want to add/fix?
not really, i'll think about making one once i actually work on this mod again
(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?
in some cases, if the missile knows it can't intercept the target it will switch to pursit
I feel like that should be a toggleable option (if it's even possible)
(so basically if the missile is slower than the plane and not close enough to its trajectory)
Because alot of times, the missile has a better chance of intercepting me if it had continued leading
thing is, it works like that because else the missile doesn't know where to aim, it can't calculate the point
So you make it get thrown into pursuit as a failsafe?
ye
Interesting
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
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
it most likely won't
Why's that?
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
I see
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
I'm guessing that'll have it's own batch of problems?
it shouldn't no
Oh?
it should avoid a bunch of the drifting of the missile, making it way more precise and avoiding it orbiting the target
Awesome
I named one of my missile systems "Piranha" because of how much it orbited lol
the force issue is something that should be solved tho, cause that would help a bunch with bombs
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
i don't think i can pin
if you scroll ALL the way up in this channel you should find a to-do list
I know this mod can be a pain, and I am not even that experienced with coding
.
seems a bit outdated, given that i haven't cancelled out mines and leading
And Z-lock
no, that's for the info tab, so me writing what it does
I can share the segment of code that i changed, to allow for missiles tracking better
just send the new lua
As I've said before, I think adding an experimental mod would help
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
You can test out new stuff without bricking the entire thing
And it'd allow other people to help troubleshoot and bug report
The PoC code turns on AltPreserve for all trackers by default (it's a mess in there)
i'm not stopping anyone from making a copy of the mod and changing it, i've sent the file multiple time/you can find it in the steam downloads folder
jess lazy
i have just been doing other stuff
What I meant is for you to just add something you're wary on
like a stupid stats display for minecraft
I don't really have the expertise to mess with code, but I am pretty good at bug reporting
usually when i add something it either works or it doesn't, it's quite rare for there to be something that sorta works but i'm not sure about (and if there is (force option) it just get slapped in the main mod)
i mean, if you want the broken quartenion verson it comes free with the workshop download
i see what you are doing, imma check it out soon or later, and clean it up a bit if it works
i do have a couple doubts tho
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
they work for me
@half garnet Excuse the ping, but for the whole leading mechanic, the way you described it implies that turrets would never lead, no?
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
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
as always planning doesn't mean soon, perhaps after i'm done with the upcoming exam
When should that be?
next week
Got it, thanks
literally giving tiny cannons a use
mans cooking
I just need to get the speed of the bullets... Sorta annoying, but I can probably make a lil testbed mod to calculate it
@shrewd zealot did some calculations and has that already
https://youtu.be/k9wZMykqxVM here it is
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...
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
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
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
Yes, but i don't care about what you do, there can be custom bullet speeds
Let's go
Update on the optimization i found?
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)
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
gif?
The reason they're good is that the large fins in the near-rear prevent loss of altitude when flying, which is similar to what my fork of the mod does.
You could replace the large fins with small powered tailfins imo and it'll achieve the same effect
Unironically, I looked at the R24R and thought "why not do something like it"
And it turned out awesome
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
so I'm guessing that my modification to the mod to use velocity tracking will make these even more insanely OP
I guess?
It'd make missiles that don't use this format act like the ones I posted
Not to be rude, but your modifications (at least the one you sent me) doesn't do much of a change
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)
at what range did you test the missiles?
Not too far
that'd explain why you didn't see any major changes.
It's still gonna orbit the target tho
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.
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
if I may
The missile that I made
The one I featured earlier
Does not orbit at all
VTOL target at a decent range
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
I see
Drag block would be really nice for sure, my biggest problem right now is fitting on fins.
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
can you add an option to track a specific player/team's missiles? so that we can make stuff like the iron dome
holy shit that looks like an alien invasion
idk if that is possible but
Planning to add that, yea
I've tried this out and I don't know if it's working for me?
The missiles spin out of control before even attempting to leave the area of the technical
The problem for me is that the lower fin slams into the roll bar
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
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 
Yeah, those are too big to fit on any of my builds, I wish we had some smaller fins
I could try designing you some smaller missiles, if you want me to
how about these
they got 2 dynamite but are definitely enough to shoot down a plane
max speed is around 490kph
how did you get that plane?
how unbad is it now
does it no longer pull 200g’s with the press of the S key
so how was it fixed
cuz that was his main concern as im aware of
and paint job
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
I don't really see anything?
Same here
You don't need eyeballs anymore, I just use the tnt to guide and one as a mine to proximity detonate.
Hi, I might be stupid, but targets are broken for me
it tracks me fine but not targets
I'm guessing you did enable it in the targets menu?
yep, I did
how do I record a gif?
is there a built in option in tm or do I have to use obs?
You check that you have the correct shade of colour for the targets?
Cause I know that that is where I went wrong when I first tried the mod.
yes
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
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
F6 btw, but doesn't record ui
It leads the target, basically predicts where it will be and aims there
oh thanks
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
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
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
Sorry, can't rn
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
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"
yea i was testing missiles with ai planes and they just didnt work
@astral laurel does this also happen to you?
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
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)
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
you can use any block, but it has to be the same block as the trackers
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
I've been using those since I found out
I just misunderstood this
More precisely, I didn't read it to the end
It's alright, we can all be silly sometimes
Just one thing. I tried recreating this, but I don't know how much the thruster power is.
Would advise experimenting around and finding even better results
If I recall correctly
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*
Oh ok
Hello, just wanted to ask if there's been any progress?
Nope, gotta wait just a tad longer
got a couple exams, plus a competition, so I'm focusing on those
Alright, good luck
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
I feel like there should be a choice between going for a keybind or having it be in the menu itself
Since people might have the keybinds that are chosen already occupied
just allow them to choose what keybind
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.
yes but wouldnt it act as resistance when its not fired, would be annoying
unless you have a really low activation distance
which would also suck
well it would use the activation distance to know when it's launched and then it would lock the position
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
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
yea would be but theres no more space for storing values on the block
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
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
:(
I'm not even sure that was a main update
was most recent update
but tubes are useful
yes exactly
The problem is that tube double crosses are terrible for flares
Why?
Oh, is it because you can't put them together side by side?
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
Exactly
Why are my missiles sometimes sending me to the underworld and then crashing the hosts game?
That and you probably need to set an activation distance
It was 100 torque
Hm, should be plenty fine
Oh, I had this first issue
I think it got fixed after I deleted the tracker and put a new one in
Oh alright, thanks.
changing the settings of trackers and similar things doesnt make your vehicle autosave, and the modded block settings only save if your vehicle does
(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
That pretty much what i said, but intelligible lmao
Ey im teal now
As its name says, tries to make the missiles lead as best as it can
Only works on missiles and torpedos (and other homing vehicles)
And it works pretty well, but sometimes they'll miss regardless
K
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.
That is SO useful
does anyone have decent missile designs? I just can't get the perfect balance
I have some I guess
@half garnet any plans to add any sort of obstacle avoidance?
No
damn
is it just too difficult to implement
Just not really worth the effort
Then I'd have to make the missile differenciate between planes and rocks
@half garnet the flare priority is normally 10 right
it's like 1.4
damn how do i remember it as 10 lmao
i mean, nothing is stopping you from using 10
well yeah
i just went with a smaller number so you have to think about when to drop them
Could you make it so you could see how many missiles at the moment were locked onto you?
Perhaps
yeah, a RWR would be nice
1 more line below these
to show if there are any missiles tracking you
ye, it's just not that easy (aka, not a number i have stored already), but it's doable
crazt
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)
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)
I can give u my float3zip (zips 3 floats and truncates them to a single float and vice versa)
Here u go
Btw how old are ya @half garnet
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
A constant force would be easy to add, but also would make it near impossible to hit the target, it would just end up overshooting over and over (since if it passes the target at high speed it will then take a lot just to slow down)
Maybe 18 to 20?
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.
The one reason to actually use trig :p
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)
Xd
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.
Cool
6 characters only but they will invent very elaborate names for the missiles
Meanwhile I should go add ABM's
like the n-word
-_-
ABM?
oh okay
Btw... Turns out i've been modding for more then 3 years now... Quite something
also they will use the r-word and other like that. Its not a question if but when.
It's the price to pay for letting people do what they want
I have 5 years experience in coding starting from visual basic
then moving onto python, c++, c#, js for online cheats
I honestly am not sure, I spent a bunch of time taking pauses... Like now (kinda)
I'm now on a holiday in Norway (I'm from Finland)
So no modding here 
I was taking a break from my mod too when I realised how difficult the UI was to make
a classic
i should go finish a certain camera mod, but i need to decide how to change the ui
A camera mod?
And an UI?
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
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 🙂
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
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.
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
what does quaternion mean ive never seen it before
It means that the missiles won't go wonky anymore when vertical
fancy way to rotate objects in 3d
yay finally
Finally! We can make an active protection system for giant planes!
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?
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)
im confused what u need to know
answer the polls
first one is for whose missiles does it target, second is for it also targets the usual flares/targets
I feel like for this, it should be team dependent
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)
@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)
like up here
imma tell my freind about this
wdym by this
oh
Ah yes, yet another bug
Just tell me which one
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
also sorry for late response i am busy help my friend mine a giant pit in minecraft
ye
like 100x100 pit
but...
Crap...
I'm very sad because I thought this was a 1.9 update announcement lol
Is there a way to add bool encoding? Or are all values already taken in the colors?
i'm sorry, i'm a cruel god
but no, it is possible, since one of the color is only storing explosion kind
so there is a chance
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
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
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!
Dont worry, whenever i come back to anything i coded, i always reserve the first 15 minutes to decompiling the mess i created into something understandable
i mean, i can't stop you, so if you want sure, but i feel like it would be a waste of time
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?
i will
thx for getting me a point to start with
jess 100% is a god
going to give some better info ExpTable is where the explosions are stored, so every mention of it is related to the mines, you should be able to use the module % and higher number, i'm sure you know what i mean
aha aha! either way the thing is in the mod!
yep
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 😛
quite annoyed that you won't get drag block since that seems to make every block (of same type) have random drag
yeah, i also had a tad of trouble there, forgot that the table then gets copied to a second table when the mine activates
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)
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
reasonable enough
afterall you had to make more ui and change colors
now...
time to check how the polls turned out
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)
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)
nice. so... will you make it since its doable, or will you not since its annoying?
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
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
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
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
I have a pretty good block detection system up my sleeve...
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
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
ok
Target player
6
10
5
any player that's not you
Does it also target other stuff
9
12
2
yah, they'll get more use
I should probably upload it to the workshop soon
perchance
Force moves the missile directly to the player without thrusters
Good for bombs, tho apparently it has issues
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?
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
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)
i see
i will try now
hopefully i won't have to send anything lol
while i'm waiting for people to join, could you explain to me what this does?
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
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
So just about 20 minutes tho
ye
And is that really all there is? Seems a bit little
yep
Hm
reloaded the path twice
i think it was bc of a massive explosion
it didn't crash randomly
Might be
ima make an uneducated guess that the original problem is solved
Hopefully
think the server couldn't handle like 20 pieces of tnt at the same time
thank you for your time tho
much appretiated
Np
Well, that was wrong
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
1 cpu core is not enough so could you please look into this?
hmm, tho the mod seems to be having an issue
trying to get the position of a nonexistant block
funny
i'll check it later, meanwhile do you remember what blocks you had running when that happened?
uhhh no not really it just crashed randomly (and i definitely can't remember it now loll)
Hmm
the logs still have that Failed to call update System.Reflection.TargetInvocationException:
?
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
did you just start a new server?
hm
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
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
what about the game logs, found in C:\Documenti\TrailMakers\ErrorLogs
just send the ErrorLogs.gz file
what do i send, the file or the text inside?
just send the whole file
yeah
ima go eat but i'll be here
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`
makes sense, given all the crashes
some from 2023
just see what's in the most recent one
the other 5 might have the same thing (also i'm not even sure i know how to decipher these logs)
you have to compress them before sending them
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
ah yes, i can read this
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...
the one with a kjillion lines?
yeh
jesus allat for 1 crash log?
still not nowhere as big as the war thunder localization
that made my notepad significantly lag
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
also, completely unrelated, why am i getting a 3 year flair now?
lol talk about being inactive
mostly been on random smaller tm servers
wow i've been playing this game for long now
i just ended my long break yesterday
but for the last 3 updates i've been a regular
cya gnight
question, when can i see my problem resolved (approximately)?
i don't wanna seem like i'm pushing you, i'm just curious
alright
my server just crashed completely out of nowhere again
(using the "fix")
no players on it too
hey, the mod doesnt detect trackers and targets for me right now, no idea why
i have restarted the game multiple times
As in? Selecting the block doesn't show up the menu?
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
Controller or keyboard?
keyboard
Hm... But the menu in build mode works fine?
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
it looks like it works now yeah, i just have to go in and out of build mode when i spawn
trailmakers moment ig
There are a bunch of people having similar issues in the steam comments as well
i posted one there earlier but i cant find it now lol, steam being wonk
Dragonboi?
no its the same as my discord
Then I also didn't see it
Ye, just weird
can confirm server is crashing every 5-10 minutes with the mod on, just so you know
ive had to restart my server 5 times in the last hour
Did this start now or was that a thing before as well?
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
can confirm the mod crashed super rarely when compared to now. which part of the log should i send?
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
the mines have to be the same blocks as the trackers, just the colours are different
you cant have seperate blocks for mines and trackers
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
aside from the mini thruster the thruster is the only one that works, only thing is that its lopsided
you can changed the targeting method to force and use no thruster, but then it will activate as soon as you drop it
fins are extremely helpful for making the missile more realistic, the only problem is their size
lead target makes the tracker point ahead to where it thinks the target will be, when the missile reaches it
ok thanks!
happy to help
you can use the space rudder as fins (one space rudder is enough for the whole missile), problem is it adds additional drag, so you have to compensate with engine power
Whoever made the mod must have been lazy
damn thats crazy coming from the person who didn't make the mod
Tru
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
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?
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
Ic, thanks. I have a few ideas I might try for drag blocks. If they work, I'll just send a message here.


