#Missile/Tracker Mod

1 messages Β· Page 3 of 1

unborn heart
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Are you not able to differentiate them using specific colors like the trackers/mines etc?

half garnet
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Yeah, that's not the problem

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The problem is with the SetDrag function itself

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That for some reason has a lasting impact, changing the drag even if blocks spawned after deactivating the mod

unborn heart
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So you could change the drag of a block, deactivate the mod and the changed drag is still effective?

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Is there a way to force a recaclulation of the blocks drag when the mod is deactivated?

half garnet
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it's not just that the one block that was modified kept its changes, that would be fine

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#1140936220487192587 message

unborn heart
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Is it all blocks ex all 2x1s have the modded drag until the server is restarted?

half garnet
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this is what happens after modifying the drag of a single block, and disabling the mod

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as you can see it's totally unreliable, at times it has drag, at times it doesn't, sometime less, sometime more, not exactly what i'd consider proper behaviour

unborn heart
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Huh

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What about simulating drag using forces?

half garnet
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doable, but annoying

unborn heart
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Fair enough

half garnet
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the math itself is not that hard, but i've heard of enough people crashing, i can't even update it cause it makes it crash even more for unknown reasons, i don't know if more stuff happening helps

remote wasp
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With my mod too

unborn heart
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Also, what's the difference between Main.lua and Main(Quads).lua?

half garnet
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I tried using quarternions, didn't work

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I do have a working one using them, but again, can't update

half garnet
remote wasp
unborn heart
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Yea, only weirdness for me is on steamdeck. It sometimes doesn't like to power edit the 1x1 rocket thrusters

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But other than that, not many crashes...

hollow summit
half garnet
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yeah, the game limiting memory usage on steam mods was my only tought, given that the crash log mentions accessing an unavailable memory address (can't confirm tho)

hollow summit
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yeah its probably vram or dram but if your ram cant support the speed it tries to run at it can and will crash whatever you are running. or everything becomes pink

unborn heart
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For some reason the power editing is not persisting. It keeps getting set to -0.59... I've never had this issue before today...

remote wasp
acoustic smelt
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yeah something broke

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mine goes down to -0.25 when i try

half garnet
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Probably depends by whatever the original color is

acoustic smelt
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nope it doesnt

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thruster editing doesnt work rn

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my friend cant do it either

acoustic smelt
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@half garnet

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doesnt get saved, colour doesnt change

half garnet
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Can't really do anything, mod hasn't been update in ages and this is recent, can only wait for it to be fixed

remote wasp
misty zealot
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the unfortunate but sorta common case of devs fucking around and the users finding out

remote wasp
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Yea..The coloring functions were completely fine why change them?

surreal ice
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they most likely didn't

kind prism
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This game makes sense (it doesn’t)

junior turret
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We haven't changed anything around this intentionally, I can look into it but right now game stability takes priority over mod related issues so it is unlikely to be something that gets hotfix priority.

acoustic smelt
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just realised, start active stopped working too

cloud anvil
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the mysterious forces of computers really dont seem to like this mod

astral laurel
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is thruster editing broken or something? no values are changing properly

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might have something to do with having negative color values

misty zealot
astral laurel
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yes im aware how it works, thats odd

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something in 1.9?

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unfortunate

misty zealot
# astral laurel something in 1.9?

don't quite know, some logic I was using with a turret I've made recently broke after the recent hotfix (although was fixable), and such issues only started occurring after it, so it could've been that

astral laurel
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i suppose only current options is to use previously colored objects or another mod to set stuff

junior turret
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I'm going to try and pinpoint when it broke, if it was with one of the hotfixes maaaaybe we can squeeze it in, but no promises!

junior turret
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Thruster editing part does look to be something that broke with the latest hotfix (no idea why CatScream )

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Is there a mod that demonstrates the issues with block coloring? I'm trying using Block Editor and it seems fine but it is very likely I am missing something. DoggoScream Edit - Oh it is specifically stuff like thrusters that are not changing colour, is that it?

acoustic smelt
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yes i think so

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the missile mod still works, you can edit the trackers and mines and they change colour

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only the thrusters

acoustic smelt
# acoustic smelt

this is just what happens, usually, (iirc) depending on the power you put, the thruster's secondary colour changes (usually purple) but now it doesnt, i tried it with different coloured thrusters aswell and they are all broken

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the thing is, you can still use your old edited thrusters from like 3-4 days earlier and still edit them. Those work fine

junior turret
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Ah I get it, I see the secondary switching now when you change thrust power in the previous build. Thanks! I think we know why it happened (optimisations SadCatThumb )

opaque quartz
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based jamie ngl

acoustic smelt
lethal silo
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nyone else having issues with the thrust values?

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Its really ticking me off and i cant edit thrust values anymore :/

cloud anvil
cloud anvil
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no fix in hotfix 4?

junior turret
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Sadly not. SadCatThumb

remote wasp
cloud anvil
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smh

astral laurel
wintry radish
remote wasp
astral laurel
half garnet
kind prism
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piracy is my gambling

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cant stop winning πŸ’―

mild orchid
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Whenever i try to make my space thrusters black and try to change the thrust it crashes my game, Is this just a me issue...?

zenith adder
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i possibly found a temp fix for the value editing glitch and what not

exotic storm
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Using edited power thrusters from older saves works

acoustic smelt
untold monolith
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anything important since I was gone?

astral laurel
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idk how long u were gone but thruster editing is broken

strange owl
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ye pls fix :)

cloud anvil
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fix tomorrow fr

astral laurel
# strange owl ye pls fix :)

yea its not an issue with the mod, an optimization made by the devs made it impossible to color certain objects with mods, meaning thruster editing is broken but luckily not any of the trackers.
likely wont be fixed till 2.0

zenith adder
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that sucks :/

untold monolith
astral laurel
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then nothing much

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only 1 new update,
missiles can attack missiles and some PID issues fixed

untold monolith
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missiles can attack WHAT

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MWHAHHAHAHAH

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I AM SO POWERFUL NOW

half garnet
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That update is not real

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Had to revert it since it crashed way more

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Should probably upload a "missile mod experimental"

untold monolith
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aw

astral laurel
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hm

half garnet
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Ye, this and a bunch more on ds iirc

pulsar stump
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btw, i might not be remembering correctly but i think the poison explosion was connected to some crashes. not sure if its in 1.4.5, or newer, but i remember thinking about that. it might have been a coincidence tho, would need more testing

pulsar stump
# half garnet Had to revert it since it crashed way more

is there a way to figure out what part of the newer update crashes way more and put that on hold (and release rest of the mod update)? if theres a way to help you test, im up for it, i just wanna have more features for this great mod! or abandon that and add something else instead?

pulsar stump
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also, could there be more options connected with z-lock/roll? as in nothing, z-lock, consant roll, discard pitch, discard yaw?

discard pitch would try rotating the missile so that the relative pitch axis would be useless (so enemy is always held on left or right of missiles relative rotation), and discard yaw would do the same for yaw. it could allow for more compact missiles to have at least some good and realistic performance without the need of using the normal fin blocks (or alternatively adding the drag block can work, but i know there could be challanges with that too)

half garnet
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so, i was planning on removing all the useless stuff from the update (drag block, it's technically still there, just the color based detection is commented out) and then uploading it on a test branch

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but i am lazy

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also need to decide what to do about secondary colors (i could switch primary/secondary around to sorta fix the issue at the cost of having to re-set all missiles) so i'm kinda in a decision paralysis

pulsar stump
half garnet
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ya, am laaazy

pulsar stump
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i would say switch them around, and add a note on the info screen that the new version has the colors switched which requires everything to be reconfigured. and maybe upload the old version (1.4.5) in case anyone wants to use that?

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ye, the old and new versions can be useful if u dont remember the config of the missile

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Also, i know ur lazy but could you show host options in the info screen for all players (to see, not to edit)? Would help with ocassional debugging without the need to ask the host what their settings are

pulsar stump
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now i realized it may not be a solution since drag may be needed to be customizable on per block basis

half garnet
pulsar stump
pulsar stump
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@half garnet sorry for the ping, but i need ur help 😦 i tried adding the drag blocks, but i must have accidentally deleted sth or idk, caused another problem, cuz now i get "tried to index a nil value" on line 1018 once at the start, and then it spams the same error but line 403

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here the source code, i got no clue what i did but i messed something up

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i tried marking every change i did with a comment --CHANGE but now im not sure if i have indeed marked every change

pulsar stump
pulsar stump
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maybe fixed it, imma try to make the physics work (not sure if it works yet). when im done, should i dm you the code @half garnet? ill also explain the changes i did, just to make sure you wont be jumpscared by a random piece of code left somewhere in there

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-# again sorry for ping, just wanna make sure u see this

half garnet
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Don't worry about pings, I'm fine with them ||also discord is deciding to not show me where they come from||

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But sure, just dm if you don't want to clutter here, or send here so people don't need to wait for me to update the workshop

pulsar stump
half garnet
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I'll check it in a bit

pulsar stump
half garnet
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I like funky shit tho

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Approximately 40% of the mod is funky shit

pulsar stump
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well, the drag block reacts to the speed of the launch aircraft, even when it gets disconnected, so the missile does some funky shit

half garnet
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Tracker block speed is already calculated, you might be able to pair every drag block with a tracker block and get a mostly good result

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Correction, it's calculated only on missiles with leading enabled (for performance reasons)

pulsar stump
half garnet
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It's calculated in the basic way, check position against old frame, multiply by passed time, save new position

pulsar stump
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lets see if ill be able to implement it (or to be precise lets see how spectacularly ill fail)

half garnet
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Remember that speed is is world based, but if you want different drags those have to be local

pulsar stump
half garnet
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I mean that whenever you apply the opposite force to the block you need to consider block rotation

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Else it's as if the "fin" doesn't turn

pulsar stump
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oh, yea no thats like the first thing i did lol

half garnet
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Cool, I probably would have forgotten :p

pulsar stump
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but, new error, so progress! i cant access field OldPos

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question is why?

half garnet
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Perhaps since it doesn't exist on the first frame?

pulsar stump
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maybe

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how do i create the field then?

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and how do i even check if a field exists

half garnet
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Where are you storing the new position?

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I'm guessing in the same table with the Modblock

pulsar stump
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yes

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or like the same table where i save the Strength and Activation distance

half garnet
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Then when that table is created also add an oldpos field with an empty vector

pulsar stump
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i think i did tho...

half garnet
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I should probably have added a comment to what Id any block had...

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Give me half an hour and i'll see

pulsar stump
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im an idiot

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instead of accessing BlTable.OldPos, i was trying BlTable.Block.OldPos

half garnet
pulsar stump
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NO! every time i try to respawn, the game crashes

half garnet
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Log says anything useful?

pulsar stump
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the mod log says the speed is not a number, so i assume thats what happens

half garnet
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Log the positions and time and see what's wrong

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Tho the mod should register the blocks well after they get properly spawned

pulsar stump
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i dont think its the problem with the new blocks, it might be a problem with the old blocks that get destroyed

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πŸ€”

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its not a number, and then it explodes

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πŸ€” πŸ€” πŸ€”

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fixed it!

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works!

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ok, crashed again, but thats my bad, i inputed a value thats too high. lemme fix it rq

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fixed it! (i think)

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@half garnet if u wanna see all the shenanigans and jankiness we can join into a call

half garnet
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It's getting close to midnight, so I think I'll pass

pulsar stump
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alright

half garnet
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Tomorrow perhaps

astral laurel
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missile mod stuff is happing

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hip hip hooray

pulsar stump
half garnet
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I mean earlier tomorrow

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Which might be later today for you

pulsar stump
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doubt it, unless you go to sleep rn and wake up in like an hour or so, otherwise its gonna be tomorrow for me too

half garnet
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Ye, doubt that'll happen

pulsar stump
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ok, it seems to work perfectly fine, and its so COOL!

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i would call that a great success

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now, i am gonna look into adding particles, unless JESS2005 wants to do it (im worried im gonna break shit)

astral laurel
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jess is tired

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probably

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11:43 pm is not very ideal

half garnet
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Not that tired

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But i'm trying to keep a decent sleep schedule

astral laurel
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as in the game

pulsar stump
half garnet
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Particles do be an annoying thing

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There isn't really any straight forward way to add them

pulsar stump
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damn it

astral laurel
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people could find ways to just put mad science block on it or something

pulsar stump
half garnet
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Iirc the best I found was to just scale down the CoolJumpWhatever and move the asset around to make flames

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But no smoke

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Possibly lava asset for smoke

astral laurel
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doesnt chirpo plane have smoke too

pulsar stump
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well, at least we have drag blocks

pulsar stump
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and yes, it works in space

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or well you know, the air resistance works

pulsar stump
astral laurel
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@half garnet this new?

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and assuming this is the other guy from earlier

half garnet
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Perhaps

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There is also an unlisted one from like last week

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I'd say go for his version, the drag block is fixed

astral laurel
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is there a color for it?

half garnet
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Light gray

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It's written in the UI

astral laurel
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yea i just opened it got it

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πŸ‘

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also is it direction dependent?

half garnet
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Front to back drag doesn't exist

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Doesn't care about roll

astral laurel
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are the missiles meant to not explode on target blocks?

half garnet
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Oh no.....

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Are they not?

astral laurel
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i think they can...

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but its completely differnet compared to players

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lemme test a bit

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the mine is in fact on and set to 65 blocks distance

astral laurel
kind prism
half garnet
pulsar stump
astral laurel
# half garnet -_-

i dont use flares that much but they arent exploding on them either, assuming they are supposed to (they are just target blocks with extra steps)

pulsar stump
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ill try looking into it

half garnet
astral laurel
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yes

half garnet
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AAAAAAHHH

astral laurel
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dont think they can get much closer than this

pulsar stump
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fixed it

astral laurel
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phew

pulsar stump
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but the game crashed

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hmmmm

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maybe that line of code was there on purpose

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apparently whatever that line of code was doing, it was meant to be gone by the release version

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experimental branch should have the change applied now

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@astral laurel could u check if for u it explodes (the experimental branch uploaded by me has the change)

astral laurel
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yes give me one moment

pulsar stump
astral laurel
pulsar stump
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Crap. Can you unsub and resub?

astral laurel
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yes

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relaunched the game 1 moment

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ok maybe it just didnt update because new buttom refresh block

astral laurel
astral laurel
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1 more test with an airborne target and a missile

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πŸ‘

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works

pulsar stump
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Good πŸ‘

astral laurel
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and flares too

pulsar stump
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Anything else that isnt working that seems like it should have?

astral laurel
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have not messed with drag blocks much

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just gotta see how the values work and everything

pulsar stump
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I made a whole new jet thats dependent on them to fly

pulsar stump
astral laurel
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alright πŸ‘

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god damn it this coloring bug is annoying

pulsar stump
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Yep, it is

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Sometimes i can get around it, but no clue what kind of shenanigans allow me to do that

astral laurel
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i have a feeling its dependent on the session, where some blocks work just fine while others do not at all, so its inconsistent

pulsar stump
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Maybe, tho hopefully we will find a way to overcome it

zenith adder
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is the thruster editing working yet? if not thats ok because im just wondering

half garnet
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There haven't been any game updates so... No

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Might have to wait for trailmakers 2

astral laurel
pulsar stump
astral laurel
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someone go back to 1.8 and make thrusters with powers 100-2000 with increments of 100 or so

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actually my laptop might have 1.8 installed on it

pulsar stump
hollow summit
lethal silo
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havent been on trailmakers in a while. The missile mod thrust values still not working? or is that on my end?

lethal silo
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damn. Alright, Thanks dude

pulsar stump
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added the trail to thruster blocks

astral laurel
pulsar stump
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tho particles now crash when respawning

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i think i know why (thank you errors in the log) but idk how to fix it yet

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doesnt happen too often, so until someone shows me a way to replicate it idk how to fix it

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so close yet so far

pulsar stump
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a new "smart" option was made by me for the mine. with this option enabled, trigger range will put the mine in a primed state. when the missile is in a primed state AND it is going away from its intended target, it will explode. this means that missiles will use the almost most optimal spot to explode, but they might not always explode (the missile might hit the target, destroying the mine and not exploding at all. im not 100% sure this can happen, but im fully expecting it to)

grizzled tree
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i have a small question waht is the distance like waht would be a good distance too track somone it says distance(blocks) i am not sure waht this means directly

pulsar stump
grizzled tree
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and the strength is probably how hard the rocket pushes too get too its target right ?

astral laurel
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on torque mode yes its how much force to rotate the missile

grizzled tree
half garnet
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Moves the missile towards the target, mainly intended for guided bombs

astral laurel
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except i heard its not great

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havent tested it much

pulsar stump
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but its infuriatingly good when designed for short range only

grizzled tree
astral laurel
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hes had it for a while now

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he has reached final level

valid warren
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soon i'll be blue

misty zealot
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nice

cloud anvil
kind prism
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real

astral laurel
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how difficult would getting per player block type be?

half garnet
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It's already planned

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Just... Issues...

astral laurel
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so basically never

half garnet
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I was planning to make it this week before stuff happened

astral laurel
pulsar stump
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Ill try to fiddle with it tomorrow and see if i understand anything

astral laurel
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our lord and savior

half garnet
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Remember to make it save settings between sessions

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If you want

astral laurel
half garnet
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Per host of course

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We still can't save/read data into Clint computers

pulsar stump
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So fair enough

cloud anvil
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OH NO SAVING A TEXT FILE

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SECURITY IS DEAD

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extremely dangerous trailmakers mod malware: mod saves a text file to the dynamic directory that says "please delete system 32 for me thank you"

surreal ice
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The main issue is likely syncing everything through the network, since mods are run server side. If the operations are synchronous that network synchronization could easily freeze the game for a bit if you are trying to write a lot of data as networks are slow

cloud anvil
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mesh and texture loading

surreal ice
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That communication is unidirectional and the mod can't read any information about if it has been done already, so it's much simpler to do it asynchronously

half garnet
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I'd just need a get and a post, but relative to a vitim's folder

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(if i wanted to be real fancy and http requests were a thing i could host people's data)

pulsar stump
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how about for now, no saving? and saving can be dealt with later

pulsar stump
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the different blocks seem to work

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ill push the update in a sec

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any bugs found should be reported

astral laurel
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oh yea i was trying out smart detonation and was just error spammed

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i do enjoy the sound effect when an explosion is triggered

pulsar stump
pulsar stump
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tho it still leaves room to learn when it explodes on a target and when on a flare

astral laurel
astral laurel
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the missile was working fine initially, after i backspaced and the missile hit its target is when it was spammed

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i was using a target block and not a player

pulsar stump
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ah, that one. ye, im not great at mod making, especially since im new to trailmakers mod making, so i got no clue how to approach this problem. i hope tho that JESS2005 does

half garnet
astral laurel
winged wyvern
# half garnet

replace .Exists() with if <expected thing that should have a value> then

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fun thing about return variables is if theyre not null or 0 this will always work

winged wyvern
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it really helps when stuff goes wrong but it is kind of like silent failing

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doesnt spam the hell out of the "mod failed to load"

winged wyvern
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(i use it on tm.vector.Create)
-# tm.vector3.Create(x or 0, y or 0, z or 0)

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i wonder if the interpreter even supports meta functions

astral laurel
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will any test branch features be coming to the main mod?

half garnet
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Possibly, why do you ask?

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Joining multiplayer servers that are using the main one?

astral laurel
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just in general, they've just been sitting dormant in there i feel like some integration would be nice

half garnet
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Well, since it seems that any update to the main one makes it even more unstable than it is right now, so like this people get a choice between stable or features

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They will get ported to the main if stable enough (and I come back to modding)

astral laurel
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main thing is whatever caused tracker blocks not work with proximity mines, besides that not much else is urgent

regal sky
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do yall know why the start active function wont work for my camera thing

untold monolith
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@half garnet Sorry for ping, but our trackers wont save settings and wont work, is there a way to fix this or not?

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Me and @regal sky are playing with eachother

regal sky
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they dont save setting when i click off of them [including exiting build mode]

astral laurel
regal sky
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damn

untold monolith
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Ok..

astral laurel
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its an odd bug, so coloring sometimes works,
but grabbing settings from old blocks stll works

regal sky
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thanks, i just strapped a aim-9 i made to a camera mount and it works πŸ‘

untold monolith
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this is what he means

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we doin flybys for a vid

regal sky
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ye

bright granite
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Anyone know why when i set a thruster to a value, it resets when I click off?

astral laurel
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really wish OP can pin in forums

exotic storm
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Old thrusters keep their set values tho, so if you have any old builds you can repurpose the thrusters

astral laurel
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have a thruster set to something high like 5000, you can set its speed value for specific values

winged wyvern
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function names changed, thats all

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up to the mod maker to update it though

half garnet
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They didn't change...?

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The set secondary color function is still the same, I'm quite sure

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If it changed then nothing would save anymore, yet some things do

winged wyvern
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i fixed the color block mod, and the thruster mod

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they work as intended

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you only have to forest through the api, find what the old one was, and what the new one is in its place

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though it doesnt make it better when i cant actually get to the guy who made the mod to tell them hey go fix it

half garnet
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So... What did you actually change?

winged wyvern
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for the thruster mod i found out having it run twice works, but for the functions themselves i only updated their names

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for the color block mod that was actually the only thing breaking

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precisely only this section, actually

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block.SetPrimaryColor apparently used to be called differently
making the function crash entirely

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so gotta watch out for function name changes

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theyre few but they can cause mayhem

half garnet
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Yeah, no, those were changed quite some time ago, the missile mod has the correct ones

surreal ice
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The old functions are deprecated

astral laurel
#

gonna attempt to add an option to disable and enable the sounds

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ok figured out how to disable it but only through host options

astral laurel
hollow summit
astral laurel
hollow summit
astral laurel
hollow summit
astral laurel
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also i think you'd kind of wanna know when you're about to die
host can also disabe it

hollow summit
#

its just an mp3 type thing and to change it you would have to make a new sound?

astral laurel
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i am completely unable to change what it sounds like at all

hollow summit
#

thank you for explaining it that makes sense

pulsar stump
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for them experimental branch enjoyers, me and JESS2005 were able to add an "Aerotracker" block. this block works by scaling the force on the tracker with speed (linearly or quadratically, depends on what you choose) to allow fore some more interesting missile behavior. ill update the experimental branch with it, but first i gotta write a small explanation in the mod, since the strength number is split weirdly (the integer part is actually the max force that can be experienced by the tracker, the decimal part is how much it scales, so 20.9 means that the strength will be "speed*0.9" limited to a max of 20)

pulsar stump
hollow summit
hollow summit
#

the box has text next to it

pulsar stump
#

afaik thats done by teleporting custom objects, which would look jittery if you run your game at something more than 60fps (since the mods are run at 60 tps iirc)

#

or to be precise run the game at 60 fps or more and move at high speeds

hollow summit
pulsar stump
#

not the visuals

astral laurel
hollow summit
#

my monitor never does more than 60fps so i never knew

urban shell
#

The game wont let me do β€œstart active” on the experimental branch

#

Anyone else having problems with that?

pulsar stump
urban shell
#

Ok thx

winged wyvern
astral laurel
winged wyvern
#

i believe you dont even need to be its a single table with a boolean per id

#
Allowsound = {false,false,false,false,false,false,false,false}```
astral laurel
#

i dont believe i get a player id for the targets data, its simply a position without any player associated to it

winged wyvern
#

then just have it parse whoever clicked it and then just swap the value

#

oh "a position" is good enough tho

#

you can check for threshold of distance

astral laurel
#

theres also the issue of tracker blocks, which id have to see who owns them first

#

look i doubt this is gonna go any further than what its at right now, just a proof of concept to see if im able to work in other code and implement new features

#

im just not gonna bother going more into it

winged wyvern
#

fair enough xd

pulsar stump
lucid salmon
# half garnet -_-

one question. how do i get start active to work it just keeps undoing itself

astral laurel
half garnet
#

or just set the activation distance to <0

raw lichen
#

for some reason changing thruster values either doesnt save, or it crashes my game.

#

actually, its not letting me edit anything.

opaque quartz
#

Been like this for a while now

opaque quartz
#

Just take old thrusters off of builds

cerulean horizon
#

About the experimental branch for custom missile mod, 1( is there a seperate thread fro the experimental branch) and 2( is the loft/areo tracker not finished or bugged? it wont track for me and doesnt seem to be lofting at all when paired with the normal tracker)

pulsar stump
cerulean horizon
#

2500

pulsar stump
# cerulean horizon 2500
  1. you dont need that much (i am pretty sure, since my missiles are rather accurate and have 100x less strength)
  2. the aerotracker uses the integer part (the whole number part) of the strength value as the MAXIMUM strength, and the decimal/fraction part (the thing after the decimal point) as the thing that gets multiplied by speed (or speed squared, if "quadratically proportional" is selected)

right now, the MAXIMUM value is 2500, but the thing to multiply is 0 (since its 2500.000...). so speed*0 will always turn out to be 0, so no strength

pulsar stump
cerulean horizon
#

could we vc or something? i have a hard time understanding texts and i am way better at showing than explaining (unless youre busy ofc)

pulsar stump
#

in a minute, ok?

cerulean horizon
#

okay

pulsar stump
cerulean horizon
#

sure

knotty nacelle
#

i apologise if this has already been mentioned but each time i change the value of an engine and exit build mode it has no thrust and when i re-enter build mode the engine ends up having negative thrust as shown in the screenshot

knotty nacelle
#

damn that sucks

wintry radish
#

Can someone give me some decent missiles?

#

Or some crative ways to use the blocks?

#

Creative*

wintry radish
#

also, I can't hear any audio for being tracked

slender shell
exotic storm
pulsar stump
wintry radish
#

One time the orange pfp guy sent a video in here showing audio for being tracked

astral laurel
wintry radish
#

alright

slender shell
#

found a reason why the server crashes with custom missiles mod. when a explosion is spawned it does some weird stuff that makes the server crash when people join

#

this is something i noticed in all mods which spawn explosions

#

a way to fix it is by using tm.physics.ClearAllSpawns() after the explosion was spawned

astral laurel
#

@half garnet this might be important maybe

half garnet
#

hmm, i'll have to try and see if the steam comments keep on going

#

let's hope

astral laurel
#

tbh i rarely crashed using the mod in singleplayer and the other times were probably related to the 2000+ comp i had spawned

slender shell
#

i first noticed it in 2 of my mods and then tested it with a friend on custom missiles mod and it had the same issue so from there i made a simple mod that just spawns a explosion and it also had the issue

#

i think it's just a goofy thing about spawning explosions

pulsar stump
#

hmmmm, now the question becomes if that will screw up the trails for the thrusters on the experimental branch?

half garnet
#

Hmm

#

@slender shell have you tried if doing .Despawn() for the explosion obj also fixes it or still crashes

slender shell
#

i don't even know what it does lol

half garnet
#

Just what it advertizes

#

Deletes said object

#

Should have the same effect as ClearAllSpawns but without... Clearing all

slender shell
#

why do explosions need 2 ticks to spawn?

half garnet
#

Sorry, .Despawn(), .Destroy() is for structures

slender shell
#

i'm gonna try it again really quick

half garnet
#

cool

slender shell
#

it does work

#

this is the code
time = 0

function update()
time = time + 1

if time < 2 then

    explosion = tm.physics.SpawnObject(tm.vector3.Create(10, 310, 10), "PFB_Explosion_Large")

    
elseif time < 3 then
    explosion.Despawn()
end

end

half garnet
#

hm, annoying... but it could be done

pulsar stump
#

for all the custom missile mod experimental branch enjoyers, here are some notes on the latest update:
-fixed lofting, should no longer make the missiles easier to G-pull (loft decreases based on time to impact, not distance to target)
-added camera controls menu: allows to look from the perspective of the missile (not exactly, but good enough of an explanaition). number sets which aerotracker to follow, button enables or disables it (going out of the menu also automatically disables tracking)
-added "Dist to threat: 1/2" indicator. first number is distance to you (from the closest aerotracker that sees you), second number is distance to your target blocks (from the closest aerotracker that sees the target blocks)

wise axle
#

I'm having an issue where the trackers on my torpedoes are constantly active, even when I have the "start active" option disabled, and it's constantly making my submarine point towards the nearest target

acoustic smelt
#

WOW the gif quality is terrible but basically yeah

#

one of the lights are blinkin cuz it detects that player to the right

pulsar stump
wise axle
#

there's a tracking distance?

#

also I resolved the issue by setting the activation distance to 1 block

pulsar stump
#

Ye no sorry i meant the activation distance, not tracking distance. Confused the name

wise axle
#

Can you edit the strength of the rocket thrusters?

#

It doesn't seem to do anything

astral laurel
wise axle
#

Roger

astral laurel
pulsar stump
#

Nice!

junior turret
astral laurel
acoustic smelt
#

oh yes

#

finally i dont have to keep saving 2 balls and 1 thruster to use in builds

acoustic smelt
#

ok nvm the mod is even more broken now

#

the trackers and thrusters dont work after you launch them, they only work when you repair after they are launched

astral laurel
#

repairing was inherently changed, the way repair detecting worked in the mod probably doesnt work as well

#

that was technically an already existing issue

#

just make sure in the mod menu the tracker count reflects how many you actually have to make sure they’re actually working

half garnet
#

Should be an easy fix, either delay the check or doing it after the player stops holding r, so long as the problem is this simple I'm relatively happy

spark cloud
#

is the missiles mod fixed?

slender shell
pulsar stump
#

if anyone is willing, i wanna test out the crashing and a potential fix for it. ping me if anyone is available

slender shell
# pulsar stump if anyone is willing, i wanna test out the crashing and a potential fix for it. ...

i know 100% what one of the reasons of crashing is, i tested this with my mods and custom missiles mod.
The issue is the PFB_Explosion, if you spawn it and it explodes then, when a player joins, the server will crash. Imagine the PFB_Explosion as a catalyst that makes the server crash when players join
There is a fix to this by using .Despawn() to despawn the explosion after it has exploded. On my explosive minigun mod i do this by storing the explosions in a table and then having a for loop, in function update(), that despawns the explosions after 2 ticks.

pulsar stump
pulsar stump
#

gotta do it the worse way (the harder for me way)

slender shell
pulsar stump
#

i know, i have both of them for now

slender shell
#

also i don't know why explosions are like this, this feels like another bug in the api

pulsar stump
#

ye, sounds like it

pulsar stump
slender shell
#

I use 2 ticks because of how explosions need 1 tick to spawn and explode, it's something like tick 0 - you spawn the explosion in the code, tick 1 the explosion explodes and does damage, tick 2 nothing happens

#

If you despawn it after one tick the explosion won't explode

slender shell
pulsar stump
#

Alr, good to know! Ill try to inplement it and test it later

#

Thanks for answering!

pulsar stump
untold monolith
#

Are you still working on this mod?

half garnet
#

pesonally i've been quite busy with non-tm related stuff recently, once i'm done with that i'll fix the main problems with the mod and probably disappear again, the fact that it becomes more unstable every time i make an update lowers my will to work on it quite a bit

half garnet
pulsar stump
#

expanded the mod description to include the camera controls and the distance to target:

Camera controls:
-number selects which aerotracker to track, in order of activation.
-1 is the first one, 2 is the second one, 0 is the last one activated
-the camera follows the trackers position, although it may sometimes missallign at higher speeds
-if the viewed aerotracker sees a target, the camera points straight towards it. if the viewed aerotracker is not targetting anything, the camera faces forwards

Dist to target:
-first number reads out the smallest distance between any tracker (that is tracking you) and you
-second number reads out the smallest distance between any tracker (that is tracking your target block) and the target block
-helps as a missile shot warning, helps with timing evasion and judging whether the missile will hit you or not (if the missile has limited energy)

might also make a thumbnail later
(added it now)

pulsar stump
#

1.4.Test.1 patch notes:
now to the camera controls panel additional info was included:
-Time to Impact: approximate time until a collision with the target by the currently selected aerotracker
-Dist to target: distance from the selected aerotracker to its target
-Relative speed: how quickly the selected aerotracker is closing the distance to the target

pulsar stump
#

1.4.Test.2 patch notes:
removed the dist to target and relative speed, seemed to cause lag in the mod which was unbearable. lmk if the TTI itself causes lag

1.4.Test.3 patch notes:
-added back the dist to target without making the mod laggy (but lmk if it is laggy for you)
-prevented lofting from making the missile go down (not sure if this actually happened, but the possibility is no longer there)

rugged siren
#

I've been having an issue with the thruster power editor, every time I use it it gives me some absurd number like -0.00684

#

Is this a known issue?

#

Editing it to the number I want does nothing

exotic storm
#

use old edited thrusters, they still work and you should be able to change their value still as well (as long as you don't change the secondary colour)

half garnet
#

the absurd number is the green part of the secondary color of the block (that's how i store the power), that's supposed to be like that, the problem is that now mods fail to change it, so when you change value, it tries to paint the block, fails and nothing changes

pulsar stump
#

1.4.Test.4 patch notes:
-added additional info to logging (player joined log now has player id included), should help with debugging
-added a "follow distance" value to the camera controls menu
-added labels for missile selection and following distance selection

#

1.4.Test.5 patch notes:
-fixed inproper scaling for the follow distance when tracking targets

(i know rn the offset seems to change if moving at high speeds, however i do not know why or how much, so its hard for me to combat this properly)

barren sail
#

I know this is a missile mod but I made a silly dogfighting drone with it and its pretty cool

pulsar stump
#

sad news to the missile mod enjoyers, the new update started clamping color values. sadly, this means that any block where a value was not set between 0 and 1 will not work properly, and due to the fact that pretty much all blocks were like that, the mod is totally broken. DO NOT OVERWRITE your creations that had missiles in them after changing them, as color clamping seems to happen as soon as its placed in the builder, which will break the settings on all blocks used.

TLDR:
new update completely broke a fundemental part of the mod, unfixable by @half garnet or by me, this can only be fixed by the devs. lets hope it will be fixed soon.
for now, it was nice shooting missiles at you o7

surreal ice
#

unfortunately colors had to be clamped to fix the annoying "black hole" colors that resulted from invalid colors

pulsar stump
#

ye, found that. and tbh the patch notes make me think that the value got clamped before displaying it, not before saving it. thats not to mention that (at least from my understanding) only some blocks caused that, so at least clamp those, not every singe one 😭

surreal ice
#

afaik it applied to all blocks, it was simply used more on some blocks like shields because in those the color of the block also controls the color of the effects and as a result had a greater effect

pulsar stump
#

huh, weird. never saw any of the eyes, teeth or pipes have that (since those are the ones i used as trackers)

surreal ice
#

probably because people simply didn't care to use it on those when shields had a much bigger effect

pulsar stump
#

guess for a limited amount of time there is the previous version of trailmakers (in betas), but after that its RIP mod

pulsar stump
surreal ice
#

afaik this mod didn't usually trigger the behavior (maybe if you tried to force it it could), so that's why you didn't see it, but that doesn't mean someone intentionally trying to trigger it could do so with those blocks

astral laurel
#

im pretty sure you need an external tool in order to create it, modding shouldn't be able to do it

pulsar stump
#

ye, im trying rn with the CMM (although giant numbers for all RGB) on the previous version, and i cant get it to work. the eyeball didnt do anything weird, and i cant change the shield because of the coloring bug that was/is in the game

#

oh well, if someone will know whether this will be reverted/changed/fixed then please ping me, idk if i will be checking up with the discord

half garnet
#

maybe it's tied to the alpha value..? the mod doesn't change it (honestly a mistake on my part, i just realised i can store 33% more data) for any devs reading, it might be worth a try

vital sapphire
unborn heart
#

value got clamped before displaying it

Would this fix not be viable?
Or potentially an api supported alternative for modblocks/mods being able to store values within blocks that are saved into blueprints. Only thing is, that if builds are using modded blocks in them, they would require the mod to load them or have to option to delete the modded parts similar to accessories that the player hasn't "purchased" with the in-game gold.
It was really nice how the settings would persist within the blueprints.

unborn heart
#

Another thought: If alpha values don't affect any block colors in-game (I don't know if this is entirely true as there is technically the glass-like textures), what if they were left un-clamped so mod developers could use that for storage?

#

Either way, it's a shame to see such a fun mod become unusable

astral laurel
slender shell
astral laurel
slender shell
half garnet
#

24 in binary technically

#

Tho i assure you it will definitely start changing values on you, as well as all the already made missiles being broken

slender shell
#

I never thought a day would come when this mod is completely broken by an update

surreal ice
surreal ice
surreal ice
pulsar stump
slender shell
pulsar stump
#

Ye, were working on that too

#

And on a tool to convert old blueprints into new ones

slender shell
pulsar stump
#

not yet, first i wanna see how much i will divide by

#

if you wanna join in experiments, im thinking ill go into vc1

#

share the pain

slender shell
surreal ice
half garnet
#

No, since i needed to store floats i just set them directly

#

It also avoided me having to think if I should or not add limits

surreal ice
#

then you need to make sure negative values can't be used and divide by 2^129 for maximum precision (this will make values very close to 0 become exactly 0)

half garnet
#

That seems excessive, sure you allow for all the large numbers, but tiny ones will start to give problems

#

Even 0.5 should already break

surreal ice
#

dividing by 2^129 is the smallest value that guarantees you won't go above 1. Ideally you would encode your value in 29 bits and then put that into a float for storage rather than using division

half garnet
#

But you see, there is no need to guarantee you can't go above 1

#

What's gonna happen? TM will clamp it anyway

#

I don't expect anyone to use 3.402823466 E + 38

acoustic smelt
#

i would

pulsar stump
#

and rounds the same way as 0.00066....

surreal ice
#

what are the values before and after rounding?

pulsar stump
#

0.00066 -> 0.0004883
120.00066 -> 120.0004883
250.00066 -> 250.0004883

#

seems like its 11 bits for the decimal place

surreal ice
#

and how are you rounding? That should happen automatically

pulsar stump
#

im rounding up to the 7 decimal figures when displayed. the rest is done by the game. as in, i do:
input (250.00066)
(input + 4096)/(2*4096)
set that to the blocks color.
then read the blocks color, do
color*2*4096-4096
that is the output, aka 250.0004883

surreal ice
#

that's just how float precision works. You are only guaranteed 7 significant digits, but 250.00066 + 4096 = 4346.00066 would require 9

#

this is the closest number that can actually be represented, which is why after removing 4096 from it you get 250.0004883

pulsar stump
#

and because negative values are also useful, those need to be included, so i need to add the 4096...

#

cool, so either sacrafice negative numbers, cheese negative numbers somehow, or... give up

surreal ice
#

if positive: multiply by a big number to leave space for negative numbers
if negative: multiply by -1
that maps all numbers to a positive range without changing precision, which you can then scale down for storage. To reverse the operation, check the size of the number to decide how to reverse the mapping. The exact numbers depend on your original range of values

half garnet
#

With the new hotfix the steam previous build will likely bring to 2.0.3

#

Aka, too late

astral laurel
#

yes it’s already out

half garnet
#

So, for the few people on previous build (just me probably) don't update

slender shell
half garnet
#

At least for you bug fixes are actually fixing stuff....

slender shell
pulsar stump
#

Ive heard of a way to downgrade to an X version, but its too complicated for an average joe

#

And i still have to fix the colouring....

pulsar stump
half garnet
#

As well as R G and B you should be able to use A

#

As in the functions ModColor.A()

#

I guess the exponent from the rgb could be slapped into the mantissa.... That would be quite cursed, but possibly the best result

pulsar stump
#

is there one like that?

#

the docs dont mention it

#

nor the SetSecondaryColor() function

half garnet
#

If you are using the logs from the mod you might have an older version

#

Hm, alva's documentation does intact lack A

#

I guess try and see if it actually works

#

Alpha might have been removed from being able to set it...? I'm sure you could change it once, but there is in fact no mention of it

slender shell
slender shell
surreal ice
half garnet
#

I do remember having a function that took 4 color inputs, before you could get color and ModColor was a thing

surreal ice
#

before that change these were the only references to color

pulsar stump
pulsar stump
#

gotta clear my mind and/or find another way to encode numbers

pulsar stump
#

1.4.Test.7.4 patch notes:
-remade the colors coding, sadly lost some precision (thank you @half garnet)
-removed the follow distance option, since it didnt work well

half garnet
#

the default missile mod will also get an update soon

barren sail
#

🫑

acoustic smelt
#

so it works now?

#

how much is losing some precision

half garnet
#

Default not yet, obo's version yes

half garnet
#

Which is vague, but unless you want a number with a lot of significant figures it shouldn't cause issues

astral laurel
#

i doubt there is but is there a way to currently get around broken coloring function?

half garnet
#

Couldn't find any, as I mentioned it seems that any block that does stuff can't be edited

acoustic smelt
#

is the default one fixed aswell now

pulsar stump
# acoustic smelt is the default one fixed aswell now

I am unsure if jess went about fixing it yet, but i may do it in a day or two. Its not hard (since the solution is known), but it is quite tedious to fix, as there are hundrets of different lines of code to change, and its not esily doable with find and replace. Yes, quite a bit can be done that way, but it still takes a long time. If you want, i can ping you when the main branch is fixed

half garnet
#

Not yet, been busy with stuff

#

Soon... Hopefully

unborn heart
#

Just tested out 1.4.Test.7.4, editing thruster power seems to cause game crashes and a few settings on the trackers don't seem to store: Start Active and Z Lock/Use Y Axis
Also just a note: Couldn't figure out the correct purple for the thrusters.
Mines & Drag blocks work.
Flares work.
Not entirely sure what Aerotrackers are.

#

Seems like the edited thrusters are getting set to a massive number - maybe that is the cause of the crashes?

pulsar stump
# unborn heart Just tested out 1.4.Test.7.4, editing thruster power seems to cause game crashes...

Ye, the few settings are known. Quirk of the mod api not always coloring stuff correctly.

Aerotrackers are trackers which strength is scaled with speed to give a more realistic feel for the missiles. In the experimental branch deacription there should be an explanaition. Ill look into the thruster crashing game thing, as i havent experienced it myself, but what you say sounds right (assuming the engine gets the "edited" flag but not the actual thrust value)

half garnet
#

Tho now I wonder why the start active doesn't work, it shouldn't be the same reason why thrusters don't... SetColorPrimary might be even more broken than secondary

pulsar stump
#

probably

orchid blaze
#

am i doing something wrong or why is the mod not working at all for me?

half garnet
#

I.. mau have forgotten to upload the fix today... The experimental branch should work tho

pulsar stump
#

Ye, i sure hope i updated the experimental branch and didnt forget to hit upload or anything...

half garnet
hollow summit
#

horray

acoustic smelt
#

yay

#

thank you

slender shell
half garnet
#

I was planning to also add it, but I ended up being too tired

#

Who could have guessed playing Wii party till 4am would be tiring...

#

(I'll add it either today or tomorrow)

half garnet
#

I also need to remember to disable the warning message always appearing once i do that

half garnet
#

9 frames before deleting explosions was enough right?

half garnet
#

welp, mine fix has been uploaded, let me know if it's more stable

slender shell
half garnet
#

i'll keep it to 9-16 frames then, it's still a small enough timeframe that players shouldn't be joining in it

slender shell
unborn heart
#

Just a note: In the both branches I am consistently unable to set some settings and the thruster coloring is still bugged (the thruster power editing).

I assume as you mention that it gets the edited flag, and it seems the value is being set to 1.28687135245419E+34.

Even when placing new thrusters from the builder, they have the same massive value.

half garnet
#

Yeah, thruster coloring is still broken on the game side, the number is just how the secondary color gets decoded, based on whatever secondary you set

half garnet
unborn heart
#

As you noted, it's seems to be the current secondary value decoded, it is stuck to said value. The majority of selectable colors are too large, but colors like white and light blue don't crash the game since the power is 0 and 254947.5 which the game seems to be able to handle.

half garnet
#

Hmm

#

Should i just disable thrusters (you can do that in host options iirc), leave as is? Or create a new system based on the color you set? just that, no precise editing

half garnet
#

Of course it's the only solution that actually requires me to do stuff :p

orchid blaze
#

crazy

hardy jolt
#

is there any way to assossiate the start of the tracker with a keybind/logic input ?

half garnet
#

No, it was planned, but postponed due to being able to store little data

slender shell
#

@half garnet , how did you make the thing that stores information on a block with color with only the 0-1 range?

half garnet
#

First the float is converted to binary, (quick float recap: 1b for sign, 8 for exponent (between -127 and 128), and 23 for mantissa (a number between 1 and 2)) the sign and most significant sign bits get replaced with 0s and placed at the end of the mantissa, thus having a number between 0 and 1 (so always positive+mantissa always negative), with the new bits a new float is created and used, opposite for decoding

#

(technically there is an extra step in the middle, exponents that were too small (don't remember the cutoff) make the number round to 0, so I first convert the bits of the exponents to integer and sum ~100 so it's always between -27 and -1)

#

This is assuming I am right in remembering that 4 bits of the exponent get moved
Feel free to ask if it was unclear/you want the code

astral laurel
#

anyone know what this is about?

slender shell
astral laurel
#

@fathom current ?
this you?

fathom current
#

Please follow the description. Don’t get it

#

It doesn’t even work. I have no clue what I am doing.

slender shell
pulsar stump
#

patch notes for 1.4.Test.7.5:
-"target missiles" should now target both trackers and aerotrackers

somber birch
#

the mod keeps crashing idk why

#

had 4 crashes in like 10 minuites

pulsar stump
# somber birch

Ill check it out when i have some time, tho i cant promise itll be soon, nor can i promise ill find out what the issue is. Also, could you additionally provide the log of the mod? It should be named sth like
"Custom missile mod experimental branch.log" or sth similar

half garnet
#

There is an about 60% chance it's due to thruster power being set too high, but can't confirm that, so try disabling thruster editing from host options.
I'll check better later, but I can promise it won't be soon, I'm swamped at least until next week

#

And yeah, mod log would be appreciated

slender shell
#

@half garnet i tested the start active on the tracker(normal custom missile mod) and i can't make it save the setting

#

"activation distance" works normally and also making it 0 works like start active

half garnet
#

that's known, but since it's due to a bug with coloring in general i can't fix it

half garnet
#

i should probably just make it so pressing it sets the value to 0 by itself

slender shell
slender shell
half garnet
#

that's... supposed to happen already

slender shell
half garnet
#

believe it or not you are not the first to report that

#

tho i can't manage to fix it since i can't reproduce it

slender shell
slender shell
astral laurel
somber birch
#

i do have the problem with mines not exploding close to players,targets or anything

#

could it be a corrupted upload or some uploading bug

gentle osprey
#

So im trying to assign the values to all the different parts of the missile using the eyes, but the values arent saving. When i move on to the next missile in the build mode, the one i worked on previously resets to default 0 settings, any advice?

dull quartz
slender shell
half garnet
#

It's probably the classic thruster too powerful issue

#

actually.. I'll see about fixing it today

slender shell
slender shell
half garnet
#

if i'm correct it's not about modified thrusters, but about the ones for which you didn't edit the values, with the default being way too high

slender shell
#

so a temporary fix is to make the secondary color of all thrusters black

half garnet
#

should be, yeah, tho i'm not sure what value it will set it at

slender shell
#

seems to work, black had rgb 0,0,0 right?

half garnet
#

i need to differenciate between normal colors and colors with values encoded inside, it was very easy before, now it should be a tad harder

half garnet
slender shell
#

it set all the thrusters to 80 power x_x

half garnet
half garnet
#

hm, the problem seems to be elsewhere

#

the set color on thrusters just doesn't work

#

ok, yeah... set color on thruster just... doesn't work

#

if i remember correctly it just doesn't work on any functional blocks

#

ah... now it works...??

slender shell
half garnet
#

no, don't worry, it stopped

slender shell
half garnet
#

yeah, no, anything before iirc 2.1 has all the data erased, pretty much

#

due to colors being clamped between 0 and 1

half garnet
#

i think it was 2.1, lemme check

slender shell
half garnet
#

so, 1.9 was the update that broke set color

#

sometime later another update clamped it

slender shell
#

2.0.3

half garnet
#

good to know (i kinda forgot all about tm updates)

#

so... long story short....

#

i think i'll just set all thrusters to 10k and say it's a decent enough fix

#

i do hate it, but at least it will work

half garnet
#

yeah

#

it should be plenty

#

and if you want lower you can lower it from the in-block setting

slender shell
slender shell
half garnet
#

if you tell me a color the 2nd one

slender shell
#

another fix can be checking if a thruster has any of the colors that you can apply in game, and if they do just don't modify the power

half garnet
#

it will always have colors you can apply, since set color doesn't work

#

(except some random specific cases that i can't pin-point)

slender shell
half garnet
#

i had an if statement that if the target was a target block it would just... stop

#

probably there for testing and i forgot to delete it

half garnet
#

yeah, it's fixed

#

i'll check if i can do something about z lock than i'll update

half garnet
#

ok, the code differenciating normal from locked missiles is a bit shittier than expected

#

maybe not

half garnet
#

ok, new update is live, it should now be almost as good as it was when it all worked

#

although slowly more and more a spaghetti monster

odd vigil
#

fun

#

perfect example of how programming feels

dull quartz
dull quartz
half garnet
#

Hopefully

dull quartz
#

im testing right now ill see..

dull quartz
half garnet
#

Normal

dull quartz
#

ok

#

yep works now!

dull quartz
#

ok nvm

slender shell
#

@half garnet where is the log file stored?

half garnet
#

Same folder as the one for your personal mods

slender shell
slender shell
half garnet
#

just a tracker?

slender shell
half garnet
#

well, i just fixed something about seatless trackers with z lock giving errors

#

was on a totally different line tho

slender shell
half garnet
#

give blueprint? if it's not important

slender shell
#

idk if i still have it, if i don't i'm going to try reproducing it

slender shell
slender shell
slender shell
half garnet
#

Ah, forgot to mention, it should be properly fixed now

#

But I forgot to upload

#

Experimental will also get these fixes soon

pulsar stump
#

1.4.Test.7.6 patch notes:
-whatever magic @half garnet did

slender shell
pulsar stump
dull quartz
#

dont know what changed but missile mod isnt working

#

i may be dumb

#

no tracking at all

pulsar stump
dull quartz
#

normal

pulsar stump
#

when is the last time it was working?

dull quartz
#

yesterday

pulsar stump
#

hmmm, thats interesting

dull quartz
#

heres the blueprint of what im making right now

#

it should work

#

nothing from usual

#

my old missiles arent working either

pulsar stump
#

lemme try

dull quartz
#

maybe because im in a server? idk

pulsar stump
#

someone elses server?

dull quartz
#

mine

#

feel free to join rn if you want idc

pulsar stump
#

i assume the correct block is selected?

dull quartz
#

yes

#

i have green and yellow eye

pulsar stump
dull quartz
#

oh

pulsar stump
#

for me it was set at 120 when i booted up the mod

#

maybe thats the issue

dull quartz
#

you might be right

#

yep

pulsar stump
#

lol

dull quartz
#

mine was at 160

#

sorry for the trouble but thanks aswell

pulsar stump
#

np πŸ‘

half garnet
quaint marsh
#

The activation distance works the first time but then instantly targets every time after. What exactly am I doing wrong?

pulsar stump
pulsar stump
#

1.4.Test.8.0 patch notes:
-added a G indicator for missiles (with smoothing and clamping to 100G)
-added smoothing to TTI display

#

1.4.Test.8.1 patch notes:
-clamped the TTI to -100, 100 range

quaint marsh
pulsar stump
quaint marsh
#

After entering build mod and dropping back out.

quaint marsh
#

Still an issue, also, eye color changes on the bottom so I can not get tracking to work.

pulsar stump
quaint marsh
#

Who even is this guy?

half garnet
#

The main guy working on the experimental branch

pulsar stump
# quaint marsh Who even is this guy?

A guy who wants to help you.

If by the "eye color changes on the bottom" you mean the secondary color (which is the lower color when you are painting), then that is normal, since the mod itself changes the secondary color, all that needs to be set by you is the primary color

quaint marsh
#

So then why does Jess post a picture at the start of the thread showing a specific color choice and specifying tracker of targets?

quaint marsh
quaint marsh
half garnet
#

and even if you are not using the experimental branch he's still probably the 2nd person who knows most about how this mod works

quaint marsh
quaint marsh
half garnet
#

well... of is definetly a typo, should have caught it sooner... but "leave the 2nd color as is" to me still means "ignore whatever happens with 2ndary color"

quaint marsh
#

Considering you have an image attached it is context based.

pulsar stump
quaint marsh
pulsar stump
#

didnt bail, just didnt know why it was happening. sth similar happens rarely for me, but iirc it happens after respawning (holding backspace), so i dunno if this is the same thing

quaint marsh
#

You can't even say you didn't bail. You literally left the conversation by saying nothing. That is bailing.

pulsar stump
#

i didnt add anything to the conversation, because i had nothing to add. dont really know why it was happening, but i got enough from you to recreate it. after trying, didnt happen to me, so nothing else i could have said

quaint marsh
#

There are dozens of things you could have said, one of the main ones literally being what you just told me.

pulsar stump
#

alright, will make sure to next time always add a "dunno why its happening to u" next time

quaint marsh
#

That isn't how you figure out bugs

#

But yeah, do whatever you are gonna do.

pulsar stump
#

usually is how i figure out bugs

timber patrol
#

i made a missile with a green eye for tracking and a purple eye for more speed but it doesnt seem to track

#

if tried to increase and decrease the strenght and made sure it was locked onto some1 but it doesnt work

#

idk if this is a problem with something i did or the mod itself

pulsar stump
timber patrol
timber patrol
pulsar stump
# timber patrol
  1. im pretty sure you dont need that much strength
  2. aerotrackers work by taking the part of strength after the decimal, multiplying it by speed (or speed squared if quadratically proportional) and treating that as the actual used strength, while treating the integer part of the strength as the limit. so instead of 25000 it should be sth like 25000.5, or probably 250.5
timber patrol
#

yeah 25000 is needed i think bcs it can speed up to around mach 1

#

but tyvm for the help

pulsar stump
timber patrol
pulsar stump
#

can you show me the missile?

timber patrol
#

the green eye is in the middile

pulsar stump
#

the center of drag is too far forward

#

the fins in the back should also be real

#

or have the real fins move back

#

behind the center of mass

#

(also for a fin like effect without accounting for wind, you can use the drag block)

timber patrol
#

could this work?

pulsar stump
timber patrol
#

it moves in a straight line but doesnt track

#

i think it works

pulsar stump
#
  1. make sure targets are set up correctly so it can actually lock on
  2. make sure the host didnt limit the fov to sth less than what youre expecting
  3. try using quadratically proportional to speed, see if anything changes
pulsar stump
timber patrol
#

tysm for the help u dont know how long if tried to fix this

pulsar stump
#

np

timber patrol
#

and idk how but it doesnt work anymore 😭

#

it doesnt track me

timber patrol
pulsar stump
#

also before that

#

make sure it is on, as in after repairing or getting out of build mode refresh your blocks

timber patrol
#

alr ty

#

i checked everything and it still doesnt work

#

like i dont get it my friend missile works fine

#

THERE ARE 2 FUCKING DIFFRENT COLORS OF GREEN WITH A SYSTEEM

#

HOLLYYYY

#

light green is weird and darker green works perfectly

#

i hate my live

pulsar stump
timber patrol
#

then whats darker green?

pulsar stump
#

its meant to work a little bit more realistically, varying its strength with speed

pulsar stump
timber patrol
#

whats the diffrents?

pulsar stump
#

basically, normal tracker can:
-lead (optional)
-stay vertical (optional)
-track missiles (optional)
-point itself no matter the speed

aerotracker can:
-lead (always)
-loft (aim higher to have an arch for a trajectory, optional)
-vary its strength depending on speed

timber patrol
#

ahh so aero is more like for ground attacking?

#

or boat missiles

slender shell
#

@pulsar stump how did you do the leading for trackers?

pulsar stump
# timber patrol ahh so aero is more like for ground attacking?

aero originally was made purely to simulate irl missiles, since the strength of their turns depends on their fins which depends on the airflow, but i also added lofting since real misiles do it too. i also have lofting on air to air missiles, since irl ones do too

timber patrol
#

ahhh

pulsar stump
timber patrol
#

alr ty for your help

pulsar stump
#

np

half garnet
slender shell
pulsar stump
half garnet
# slender shell i don't really need it but it would definitely be cool to know how it works

At least the new version is just some simple vector math (old one used cosine rule),
if Tp=target position, Tv=target velocity, Mp and Mv are the same for missile, V is a unit vector and S is time passed
we can say that S*|Mv|*V+Mp=S*Tv+Tp solve it and you get where they'll hit.
Now, this is assuming the missile keeps a stable speed and can turn on a dime, but it's plenty good enough to hit most targets.

#

It kinda assumes the missile as a gravity-less, friction-less projectile that's about to be shot

slender shell
half garnet
#

No, but it does when it detects it can't possibly reach it

pulsar stump
#

although idk how exactly to go about it

vocal turret
#

sorry if this is a stupid question but do i need to update the mod?

#

ive been having crash issues for a while now and havent touched it in a bit and i was told there was information on it here

slender shell
vocal turret
vocal turret
#

does anyone know why i cant turn off the "start active" without it turning the activation distance to zero?

half garnet
#

"Start active" should automatically turn on if activation distance is 0, and deactivate if it's larger, since they do the same thing,
I am pretty sure tho that I forgot to update instantly the UI, so it only updates after you de-select and select the block again

#

TLDR: start active does nothing, it does it anyway if activation distance is 0/ doesn't if greater

slender shell
half garnet
#

Makes sense

#

Eh, guess I'll do it rn

slender shell
half garnet
#

?

#

Haven't done anything yet

#

I guess it's one less problem

slender shell
#

that's why i said it needs more testing

slender shell
half garnet
#

Nope, it does seem to not always work

#

At least with the worse case scenario (missile connected directly to seat)

half garnet
#

It's like VERY rare tho, happened once over 20 rapairs noe