#Missile/Tracker Mod
1 messages Β· Page 3 of 1
Yeah, that's not the problem
The problem is with the SetDrag function itself
That for some reason has a lasting impact, changing the drag even if blocks spawned after deactivating the mod
So you could change the drag of a block, deactivate the mod and the changed drag is still effective?
Is there a way to force a recaclulation of the blocks drag when the mod is deactivated?
it's not just that the one block that was modified kept its changes, that would be fine
#1140936220487192587 message
Is it all blocks ex all 2x1s have the modded drag until the server is restarted?
this is what happens after modifying the drag of a single block, and disabling the mod
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
doable, but annoying
Fair enough
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
TM is crashing way too often..
With my mod too
Also, what's the difference between Main.lua and Main(Quads).lua?
I tried using quarternions, didn't work
I do have a working one using them, but again, can't update
Thing is I never crashed, tho I keep hearing about people who do
Same thing no crash for me
Yea, only weirdness for me is on steamdeck. It sometimes doesn't like to power edit the 1x1 rocket thrusters
But other than that, not many crashes...
they probably have a system ram stability problem
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)
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
For some reason the power editing is not persisting. It keeps getting set to -0.59... I've never had this issue before today...
The coloring isn't working for jet/prop blocks
Probably depends by whatever the original color is
Can't really do anything, mod hasn't been update in ages and this is recent, can only wait for it to be fixed
My mod stopped working too and the next thing I need to do in my new version is the thruster editing π¦
the unfortunate but sorta common case of devs fucking around and the users finding out
Yea..The coloring functions were completely fine why change them?
they most likely didn't
This game makes sense (it doesnβt)
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.
just realised, start active stopped working too
the mysterious forces of computers really dont seem to like this mod
is thruster editing broken or something? no values are changing properly
might have something to do with having negative color values
setting colour of blocks (how it stores data) broke as of recently
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
i suppose only current options is to use previously colored objects or another mod to set stuff
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!
Thruster editing part does look to be something that broke with the latest hotfix (no idea why
)
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.
Edit - Oh it is specifically stuff like thrusters that are not changing colour, is that it?
yes i think so
the missile mod still works, you can edit the trackers and mines and they change colour
only the thrusters
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
the thing is, you can still use your old edited thrusters from like 3-4 days earlier and still edit them. Those work fine
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
)
based jamie ngl



nyone else having issues with the thrust values?
Its really ticking me off and i cant edit thrust values anymore :/
yes, scroll up
no fix in hotfix 4?
Sadly not. 
You can use the previous build beta that works for the coloring Not anymore
smh
then i lose my legally aquired 2 quadrillion coins
How can I also acquire some completely legally?
Wait a sec hotfix4 means that the previous build beta doesn't work π¦
good thing i have a laptop with 1.8 on it
Just acquire more illegally
cant
piracy is my gambling
cant stop winning π―
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...?
#1140936220487192587 message
i possibly found a temp fix for the value editing glitch and what not
Using edited power thrusters from older saves works

anything important since I was gone?
idk how long u were gone but thruster editing is broken
ye pls fix :)
fix tomorrow fr
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
that sucks :/
i was gone for like 3 months lol
then nothing much
only 1 new update,
missiles can attack missiles and some PID issues fixed
That update is not real
Had to revert it since it crashed way more
Should probably upload a "missile mod experimental"
aw
Ye, this and a bunch more on ds iirc
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
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?
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)
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
but i am lazy
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
maybe an additional "fix blocks" button can be added, which will see if the primary colors are normal or secondary colors are. when secondary, then you do a switcheroo, although that might be too much effort
ya, am laaazy
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?
ye, the old and new versions can be useful if u dont remember the config of the missile
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
also, is the drag block not there because it randomizes drag of all eyeballs? or because it adds drag to all eyeballs? cause what if another block would be used as drag block? maybe it could even have the activation distance and have a trail of particles behind it (for cooler missile look)
now i realized it may not be a solution since drag may be needed to be customizable on per block basis
Both, 1: missiles would behave differently from each other cause of the random
2: if you have that same block elsewhere on the creation you'll have wonky behaviour
ye, i just realized theres no way to get around the randomness, but about 2, you can always choose a fairly niche block, like the lab flask, or bottle, jack-o-lantern or the siren. but ye if its random then the only way is to fake drag sadly
@half garnet sorry for the ping, but i need ur help π¦ 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
here the source code, i got no clue what i did but i messed something up
i tried marking every change i did with a comment --CHANGE but now im not sure if i have indeed marked every change
edited the code, now it only throws an error about line 403, which checks for DragBlocks[PlayerId][Key2].Seat.Exists(), and the DragBlocks[PlayerId][Key2].Seat is null, so it explodes. no clue why its null, or to be more precise, no clue why other seats arent null
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
-# again sorry for ping, just wanna make sure u see this
Don't worry about pings, I'm fine with them ||also discord is deciding to not show me where they come from||
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
k, ill dm you then (tho not the code yet since i have a small problem, which is very weird)
I'll check it in a bit
good, because im at a dead end (unless i do some funky shit, which i dont want to do)
well, the drag block reacts to the speed of the launch aircraft, even when it gets disconnected, so the missile does some funky shit
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
Correction, it's calculated only on missiles with leading enabled (for performance reasons)
unless you use the drag blocks for bombs, or fins, or anything else. i might want to try and steal the way you calculate tho, just to have an easier time implementing it
It's calculated in the basic way, check position against old frame, multiply by passed time, save new position
lets see if ill be able to implement it (or to be precise lets see how spectacularly ill fail)
Remember that speed is is world based, but if you want different drags those have to be local
no clue what you mean by that but the code seems to work perfectly when the block is on the launch plane, so apparently i included that
I mean that whenever you apply the opposite force to the block you need to consider block rotation
Else it's as if the "fin" doesn't turn
oh, yea no thats like the first thing i did lol
Cool, I probably would have forgotten :p
Perhaps since it doesn't exist on the first frame?
maybe
how do i create the field then?
and how do i even check if a field exists
Where are you storing the new position?
I'm guessing in the same table with the Modblock
Then when that table is created also add an oldpos field with an empty vector
I should probably have added a comment to what Id any block had...
Give me half an hour and i'll see
im an idiot
instead of accessing BlTable.OldPos, i was trying BlTable.Block.OldPos
Log says anything useful?
am checking rn
the mod log says the speed is not a number, so i assume thats what happens
Log the positions and time and see what's wrong
Tho the mod should register the blocks well after they get properly spawned
i dont think its the problem with the new blocks, it might be a problem with the old blocks that get destroyed
π€
its not a number, and then it explodes
π€ π€ π€
fixed it!
works!
ok, crashed again, but thats my bad, i inputed a value thats too high. lemme fix it rq
fixed it! (i think)
@half garnet if u wanna see all the shenanigans and jankiness we can join into a call
It's getting close to midnight, so I think I'll pass
alright
Tomorrow perhaps
hopefully tomorrow it will be done
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
Ye, doubt that'll happen
ok, it seems to work perfectly fine, and its so COOL!
i would call that a great success
now, i am gonna look into adding particles, unless JESS2005 wants to do it (im worried im gonna break shit)
anyways particles seems to be another things that just might make everything go boom
as in the game
no i dont mean rn (muh brain is a mush), just in general
Particles do be an annoying thing
There isn't really any straight forward way to add them
damn it
people could find ways to just put mad science block on it or something
ye but thats a 2x2 block with annoying connections, i would prefer to just have particles from the drag block (or to set engine particles to the ones dragon jets use)
Iirc the best I found was to just scale down the CoolJumpWhatever and move the asset around to make flames
But no smoke
Possibly lava asset for smoke
doesnt chirpo plane have smoke too
well, at least we have drag blocks
since u like funky shit, here:
and yes, it works in space
or well you know, the air resistance works
Can you Ping me or dm me when you are free?
Perhaps
There is also an unlisted one from like last week
I'd say go for his version, the drag block is fixed
is there a color for it?
are the missiles meant to not explode on target blocks?
i think they can...
but its completely differnet compared to players
lemme test a bit
the mine is in fact on and set to 65 blocks distance
does the same thing on current ws version
Bros a D1 lurker
-_-
it is. front and back use the FrontStrength, the sides use the Strength
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)
Are you suuure you are targeting them in the settings?
yes
AAAAAAHHH
dont think they can get much closer than this
phew
but the game crashed
hmmmm
maybe that line of code was there on purpose
apparently whatever that line of code was doing, it was meant to be gone by the release version
experimental branch should have the change applied now
@astral laurel could u check if for u it explodes (the experimental branch uploaded by me has the change)
||i did a whoopsie||
yes give me one moment
Imprtant thing is that now it should be fixed
either its not working or it didnt update properly
Crap. Can you unsub and resub?
yes
relaunched the game 1 moment
ok maybe it just didnt update because new buttom refresh block
ok yes it is working
Good π
and flares too
Anything else that isnt working that seems like it should have?
have not messed with drag blocks much
just gotta see how the values work and everything
I made a whole new jet thats dependent on them to fly
Tldr, strength for sideways drag, frontstrength for front-back drag
Yep, it is
Sometimes i can get around it, but no clue what kind of shenanigans allow me to do that
i have a feeling its dependent on the session, where some blocks work just fine while others do not at all, so its inconsistent
Maybe, tho hopefully we will find a way to overcome it
is the thruster editing working yet? if not thats ok because im just wondering
yea its completely out of jess's hands, it is a bug introducted in hotfix 2 that affects every mod that has anything to do with coloring objects. we would need to wait until trailmakers 2.0 update before anything will be fixed as it has been announced there will be no more hotfixes
i have been able to edit the thrust of thrusters that already were edited before (so taken from a previous creation). apparently it doesnt work for everyone, but for me this did work
someone go back to 1.8 and make thrusters with powers 100-2000 with increments of 100 or so
actually my laptop might have 1.8 installed on it
wouldnt just the power of 2000 work? cuz you can always set its max power lower, right?
Just use steam db codes its really easy to downgrade
havent been on trailmakers in a while. The missile mod thrust values still not working? or is that on my end?
damn. Alright, Thanks dude
holy that looks nice
tho particles now crash when respawning
i think i know why (thank you errors in the log) but idk how to fix it yet
doesnt happen too often, so until someone shows me a way to replicate it idk how to fix it
so close yet so far
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)
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
the distance there is the activation distance, aka the distance the tracker has to travel before it activates. the tracker can detect stuff at an unlimited range
oh i see
and the strength is probably how hard the rocket pushes too get too its target right ?
on torque mode yes its how much force to rotate the missile
ok i see and waht is force mode ?
Moves the missile towards the target, mainly intended for guided bombs
at long ranges its not great, cuz either
missile doesnt have enough power at short ranges
or
missile has too much power at long ranges
but its infuriatingly good when designed for short range only
intresting so i could drop my big he bomb out off my bomberplane and it would be a guided one
green name π
soon i'll be blue
nice
da ba dee?
real
how difficult would getting per player block type be?
so basically never
I was planning to make it this week before stuff happened

Ill try to fiddle with it tomorrow and see if i understand anything
our lord and savior
would that be possible? unless your talking about per host
Kinda bad, but also potential security concerns
So fair enough
OH NO SAVING A TEXT FILE
SECURITY IS DEAD
extremely dangerous trailmakers mod malware: mod saves a text file to the dynamic directory that says "please delete system 32 for me thank you"
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
mesh and texture loading
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
I'd just need a get and a post, but relative to a vitim's folder
(if i wanted to be real fancy and http requests were a thing i could host people's data)
how about for now, no saving? and saving can be dealt with later
the different blocks seem to work
ill push the update in a sec
any bugs found should be reported
oh yea i was trying out smart detonation and was just error spammed
i do enjoy the sound effect when an explosion is triggered
can u give me logs (preferrably from right after being spammed? or the time when you were spammed?)
thanks! i thought it could help to differenciate when the missile hit something, and when it hit a mountain
tho it still leaves room to learn when it explodes on a target and when on a flare
im not at my pc currently i could probably get it today sometime
ok heres immedietly after the error
the missile was working fine initially, after i backspaced and the missile hit its target is when it was spammed
i was using a target block and not a player
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
i think its just literally failing to get the tracker info once its been kaboomed
replace .Exists() with if <expected thing that should have a value> then
fun thing about return variables is if theyre not null or 0 this will always work
this is why i usually initialize functions with a failsafe state incase it doesnt find anything
it really helps when stuff goes wrong but it is kind of like silent failing
doesnt spam the hell out of the "mod failed to load"
something i use as an alternative usually is <variable i expect> or <fallback value> where if the variable i expect fails to even exist itll just return to the fallback
(i use it on tm.vector.Create)
-# tm.vector3.Create(x or 0, y or 0, z or 0)
i wonder if the interpreter even supports meta functions
will any test branch features be coming to the main mod?
just in general, they've just been sitting dormant in there i feel like some integration would be nice
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
They will get ported to the main if stable enough (and I come back to modding)
main thing is whatever caused tracker blocks not work with proximity mines, besides that not much else is urgent
do yall know why the start active function wont work for my camera thing
@half garnet Sorry for ping, but our trackers wont save settings and wont work, is there a way to fix this or not?
Me and @regal sky are playing with eachother
they dont save setting when i click off of them [including exiting build mode]
nope, it was a bug introduced on one of the hotfixes and its completely in the devs hands
jess has no control and probably wont be fixed until 2.0
^
damn
Ok..
its an odd bug, so coloring sometimes works,
but grabbing settings from old blocks stll works
thanks, i just strapped a aim-9 i made to a camera mount and it works π
ye
Anyone know why when i set a thruster to a value, it resets when I click off?
really wish OP can pin in forums
Old thrusters keep their set values tho, so if you have any old builds you can repurpose the thrusters
have a thruster set to something high like 5000, you can set its speed value for specific values
you can fix them already
function names changed, thats all
up to the mod maker to update it though
They didn't change...?
The set secondary color function is still the same, I'm quite sure
If it changed then nothing would save anymore, yet some things do
i fixed the color block mod, and the thruster mod
they work as intended
you only have to forest through the api, find what the old one was, and what the new one is in its place
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
So... What did you actually change?
for the thruster mod i found out having it run twice works, but for the functions themselves i only updated their names
for the color block mod that was actually the only thing breaking
precisely only this section, actually
block.SetPrimaryColor apparently used to be called differently
making the function crash entirely
so gotta watch out for function name changes
theyre few but they can cause mayhem
Yeah, no, those were changed quite some time ago, the missile mod has the correct ones
The old functions are deprecated
made a simple warning sound for when you're being actively tracked
gonna attempt to add an option to disable and enable the sounds
ok figured out how to disable it but only through host options
thats not the right pitch
its not based on any specific RWR sounds, as i have no control over the pitch
what is the pitch coming from then
its a modded sound
im just saying you should probably pitch it down if you can since it sounds like my oven and its kinda annoying
again, modding doesnt let me do that im stuck with that specific beep sound
also i think you'd kind of wanna know when you're about to die
host can also disabe it
its just an mp3 type thing and to change it you would have to make a new sound?
no, tm provides a specific list of sounds that are able to be used
theres no way to add custom audio so im completely stuck to using a "test beep" sound that is in there
i am completely unable to change what it sounds like at all
thank you for explaining it that makes sense
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)
actually i was also thinking about adding an RWR, but i didnt want that sound to get confused with the mine exploding, so i wondered if a GUI could work, but havent heard of a way to draw anything (not even in ascii art since we dont get nice characters for that) and i didnt find a way to get a new window to open
I mean there is this
the box has text next to it
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
doesn't this game only run a 60fps no matter what you're doing
not the visuals
with vsync and a 60hz monitor yes
but all of the physics calculations are on 60 fps
my monitor never does more than 60fps so i never knew
The game wont let me do βstart activeβ on the experimental branch
Anyone else having problems with that?
probably everyone else, a game patch broke the coloring function and now that happens. i suggest finding a tracker that has it enabled or setting the distance to be negative (idk if it works on the tracker)
Ok thx
just setting it to 0 works
you might be able to do perplayer options easily though
yea im not smart enough for that
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}```
i dont believe i get a player id for the targets data, its simply a position without any player associated to it
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
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
fair enough xd
ok, i actually updated the mod and added the description of how it operates in the mod description. may not be super intuitive for some (if not for many), but it was made like this cuz im afraid of potentially corrupting/breaking the split values
one question. how do i get start active to work it just keeps undoing itself
you can still use an old tracker that has the setting activated already
otherwise its difficult to change it
or just set the activation distance to <0
for some reason changing thruster values either doesnt save, or it crashes my game.
actually, its not letting me edit anything.
Been like this for a while now
Old thrusters and trackers still work properly
Just take old thrusters off of builds
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)
- dont think theres a seperate one
- its not finished per say, but i got it working well. its just that i cant be bothered to make it more easily usable since lazyness. it shouldnt loft when paired with the normal one, since the normal one has the loft permamently disabled (due to slowly running out of savable values)
could you tell me what strength value you inputted into the aerotracker?
2500
- you dont need that much (i am pretty sure, since my missiles are rather accurate and have 100x less strength)
- 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
actually point 1 depends heavily on the missile blueprint and values in there
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)
in a minute, ok?
okay
vc3?
sure
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
damn that sucks
Can someone give me some decent missiles?
Or some crative ways to use the blocks?
Creative*
also, I can't hear any audio for being tracked
this is a really good missile i made, you will need to remove the inputs on detachable block, thruster and dynamite
You can use βdead inputsβ (idk if theres an actual name for it so I made one up) so that it wont reset to default, just put a key you would never normally press in all the inputs you dont use
thanks
Thanks for the tip
wdym? afaik the mod doesnt have any audio queues for being tracked, the only one that i know of is the "your mine exploded" sound which is only in the experimental branch
One time the orange pfp guy sent a video in here showing audio for being tracked
i modified the mod to do that, never has been uploaded by jess or me
alright
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
@half garnet this might be important maybe
tbh i rarely crashed using the mod in singleplayer and the other times were probably related to the 2000+ comp i had spawned
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
hmmmm, now the question becomes if that will screw up the trails for the thrusters on the experimental branch?
Hmm
@slender shell have you tried if doing .Despawn() for the explosion obj also fixes it or still crashes
no
i don't even know what it does lol
Just what it advertizes
Deletes said object
Should have the same effect as ClearAllSpawns but without... Clearing all
why do explosions need 2 ticks to spawn?
Sorry, .Despawn(), .Destroy() is for structures
.Despawn() i have tried but it was very scuffed and now i'm pretty sure it didn't work because i didn't use it corectly
i'm gonna try it again really quick
cool
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
hm, annoying... but it could be done
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)
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
radar
WOW the gif quality is terrible but basically yeah
one of the lights are blinkin cuz it detects that player to the right
what tracking distance did you set?
there's a tracking distance?
also I resolved the issue by setting the activation distance to 1 block
Ye no sorry i meant the activation distance, not tracking distance. Confused the name
yes but a bug from 1.9 hotfix broke mod coloring, which means thruster editing doesnt work for now
it will be fixed when 2.0 comes out
Roger
Wait, will it be fixed?
yes, i tested it out on creator branch it seems to be working
Nice!

thanks jamie β€οΈ
oh yes
finally i dont have to keep saving 2 balls and 1 thruster to use in builds

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
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 theyβre actually working
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
is the missiles mod fixed?
the thruster editing is still broken =/, the ones edited before the 1.9.3 update still work
if anyone is willing, i wanna test out the crashing and a potential fix for it. ping me if anyone is available
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.
ye, i heard of that. do you know if despawning them in the OnPlayerJoin thingy is okay? or should i despawn before that ever gets activated? cuz rn i got a fix that:
- despawns all the explosions when someone joins
- despawns all of explosions that playerX spawned when playerX repairs/refreshes blocks
1- i tried, it did not work
2- you run the risk of someone joining after the explosion but before the update -> crash
i know, i have both of them for now
also i don't know why explosions are like this, this feels like another bug in the api
ye, sounds like it
Also, doesnt the despawning of explosions after 2 ticks get rid of their particles?
After 2 ticks no particles dissapear, idk about after 1 tick
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
The particles aren't connected to the PFP_Explosion you despawn, those will still be there even if you despawn the explosion
the server did crash after all. ill do the fix now (even though i dont want to π). ping me if you can test it with me
Are you still working on this mod?
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
if you want one that still gets updates you should check the updated version by him
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)
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
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)
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
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)
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
ohh i see thanks :]
this worked, thanks a bunch
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)
I know this is a missile mod but I made a silly dogfighting drone with it and its pretty cool
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
unfortunately colors had to be clamped to fix the annoying "black hole" colors that resulted from invalid colors
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 π
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
huh, weird. never saw any of the eyes, teeth or pipes have that (since those are the ones i used as trackers)
probably because people simply didn't care to use it on those when shields had a much bigger effect
guess for a limited amount of time there is the previous version of trailmakers (in betas), but after that its RIP mod
ye no i mean i didnt notice any weird displays when i was using those blocks, unless the settings had to be weird and it never got to that point on my trackers
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
im pretty sure you need an external tool in order to create it, modding shouldn't be able to do it
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
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
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.
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
don't hope for a fix anytime soon. the modding API was never really the highest priority of things in the game, especially for hotfixes/patches. yes there could possibly be alternatives but those are likely gonna be way more complex and are gonna take a lot more time to implement. so just don't get your hopes up π’
If it is clamped to 0-1, could you divide the value to something like 0.something when painting the eye and then when reading the color just multiplying it back to the value?
it isnβt gonna have the same amount of precision
Is there a limit to how many numbers you can put past the dot? If not you could paint the tracker 0.0000005 and then when you multiply you get 5
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
I never thought a day would come when this mod is completely broken by an update
Clanping the value before displaying would mean doing the check on each frame, which would likely affect performance (even if no invalid colors are being used). A dedicated api for storing data in blueprints would likely be complex to add, and looking at how low of a priority the modding api has i wouldn't bet on it happening any time soon
Yes, although you would lose 3 bits of information per color channel in the best possible case
Considering storing data in blueprints has always been a hack, it's not that unexpected
how low of a priority the modding api has
Feels like it has no priority whatsoever tbh, maybe with the exception of map mods
i'm gonna look into this a bit more and change custom missiles mod, if it is consistent and good i'm gonna send a message here
ohh nice, did you get it to work?
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
laright i'm gonna join
wasn't jess encoding the value in bytes and then converting those bytes to a float? If that's the case, you don't need to divide, you just need to skip bits 0, 1, and 2 and encode the value in the remaining 29 bits
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
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)
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
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
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
i would
ye no, it seems completely screwed up. 250.00066 rounds the same way as 50.00066 with a divider of 8192 (aka only able to go to 4096 before getting above 1, since positive and negative), so im completely lost on what to do
and rounds the same way as 0.00066....
what are the values before and after rounding?
0.00066 -> 0.0004883
120.00066 -> 120.0004883
250.00066 -> 250.0004883
seems like its 11 bits for the decimal place
and how are you rounding? That should happen automatically
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
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
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
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
Little problem
With the new hotfix the steam previous build will likely bring to 2.0.3
Aka, too late
ouch
yes itβs already out
So, for the few people on previous build (just me probably) don't update
maybe @pulsar stump is still on it but idk, i've updated because one of the bug fixes is important for a mod i'm making
At least for you bug fixes are actually fixing stuff....
not really a fix, it's the distance sensor 0.125 offset thing, which wasn't a problem before
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....
also, you talked about using the alpha channel for colors, right? but like, how can you use it? i couldnt find it anywhere in the docs
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
is there one like that?
the docs dont mention it
nor the SetSecondaryColor() function
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
i'm trying that right now, currently i have installed 1.9.5 and 2.0.2, hopefully it works
i'm currently on 2.0.2, there are no servers =/
pretty sure you have never been able to set it
I do remember having a function that took 4 color inputs, before you could get color and ModColor was a thing
before that change these were the only references to color
ill try this, thanks for the idea!
ive been trying, and for unknown reasons there always is a weird ass thing that resets all color values when one is in a seemingly arbitrary range, idk why, makes no sense
gotta clear my mind and/or find another way to encode numbers
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
the default missile mod will also get an update soon
Nice
π«‘
Default not yet, obo's version yes
The mantissa is 18 bits instead of 23
Which is vague, but unless you want a number with a lot of significant figures it shouldn't cause issues
i doubt there is but is there a way to currently get around broken coloring function?
Couldn't find any, as I mentioned it seems that any block that does stuff can't be edited
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
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?
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)
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
probably
am i doing something wrong or why is the mod not working at all for me?
I.. mau have forgotten to upload the fix today... The experimental branch should work tho
Ye, i sure hope i updated the experimental branch and didnt forget to hit upload or anything...
it is now
horray
Did you ever fix spawning explosions causing crashes when people join bug?
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)
I also need to remember to disable the warning message always appearing once i do that
9 frames before deleting explosions was enough right?
welp, mine fix has been uploaded, let me know if it's more stable
2 frames, frame 0 spawn explosion, frame 1 do nothing(in this frame the explosion damage happens and the particles also spawn), frame 2 despawn explosion
i'll keep it to 9-16 frames then, it's still a small enough timeframe that players shouldn't be joining in it
yeah, a 8 tick window isn't that much
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.
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
About this, does the thruster have said way too high strength or is it stuck to normal power?
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.
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
By the color you set plz
Of course it's the only solution that actually requires me to do stuff :p
crazy
is there any way to assossiate the start of the tracker with a keybind/logic input ?
No, it was planned, but postponed due to being able to store little data
@half garnet , how did you make the thing that stores information on a block with color with only the 0-1 range?
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
anyone know what this is about?
no idea
@fathom current ?
this you?
Yea. Donβt worry about it. I was messing around with the code from CMM
Please follow the description. Donβt get it
It doesnβt even work. I have no clue what I am doing.
you should delete them, just so there are less mods that do nothing on the workshop
patch notes for 1.4.Test.7.5:
-"target missiles" should now target both trackers and aerotrackers
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
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
@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
that's known, but since it's due to a bug with coloring in general i can't fix it
ok
i should probably just make it so pressing it sets the value to 0 by itself
yeah, that's a good idea
is it planned to make mines be triggered by target blocks?
that's... supposed to happen already
it does not from my testing
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
this is what i used to test it
also on the version of custom missile mod that obojetnie made it is fixed
i believe @pulsar stump made a fix at some point for experimental branch but i havenβt really used it because of more frequent crashes and extra feature not important to me
could be but thrust edit is a key feature in my missiles like my aim120 ish thing
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
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?
i need help lolπ. whenever i change ANY values espascially thrust my game crashes when i get out of build mode. pls pls help
is it in multiplayer or single player?
It's probably the classic thruster too powerful issue
actually.. I'll see about fixing it today
i had that problem too but with 700 power on thruster, i see now
it does it even if i put the power to 10, i don't think it's exclusive to thrusters that are too powerful
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
aaaa, makes sense
so a temporary fix is to make the secondary color of all thrusters black
should be, yeah, tho i'm not sure what value it will set it at
seems to work, black had rgb 0,0,0 right?
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
yeah... by work do you mean not crash or does the thruster also thrust properly
it set all the thrusters to 80 power x_x
it does not crash
as expected... more or less
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...??
wait what
no, don't worry, it stopped
this makes sense because i was using planes built before 1.9.2
yeah, no, anything before iirc 2.1 has all the data erased, pretty much
due to colors being clamped between 0 and 1
now i'm confused
i think it was 2.1, lemme check
2.0.3 i think
so, 1.9 was the update that broke set color
sometime later another update clamped it
2.0.3
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
10k what, power??
yeah
it should be plenty
and if you want lower you can lower it from the in-block setting
yeah, good idea
will every thruster have 10k power or only ones that are painted a color?
if you tell me a color the 2nd one
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
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)
purple
so.... turns out it was totally my fault
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
sounds like an easy fix
ok, the code differenciating normal from locked missiles is a bit shittier than expected
maybe not
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
i think ive only tried in multiplayer
so no more crashes? if so thanks so much
Hopefully
im testing right now ill see..
is it the expiremental branch or the normal one?
Normal
is there a way to set it to something lower than 10k newtons of thrust?
ok nvm
@half garnet where is the log file stored?
Same folder as the one for your personal mods
thanks
When i get out of build mode with a tracker it gives me an error, here is the log file
just a tracker?
yeah
well, i just fixed something about seatless trackers with z lock giving errors
was on a totally different line tho
i did have z lock on, but it was a seated blueprint
give blueprint? if it's not important
idk if i still have it, if i don't i'm going to try reproducing it
here it is
i can't reproduce it with a new eye
i fixed it by changing the primary color and then putting it back to green, super weird bug
Ah, forgot to mention, it should be properly fixed now
But I forgot to upload
Experimental will also get these fixes soon
1.4.Test.7.6 patch notes:
-whatever magic @half garnet did
btw the fire from the purple thruster eye seems to go forwards instead of backwards
i realize that, but i left it like that because i thought it made the missiles more clear/accurate to where they are. i may test it to see if thats the case just in case
dont know what changed but missile mod isnt working
i may be dumb
no tracking at all
normal or experimental branch?
normal
when is the last time it was working?
yesterday
hmmm, thats interesting
heres the blueprint of what im making right now
it should work
nothing from usual
my old missiles arent working either
lemme try
maybe because im in a server? idk
someone elses server?
i assume the correct block is selected?
check the max detection cone in the host options
oh
lol
np π
I think I forgot again
The activation distance works the first time but then instantly targets every time after. What exactly am I doing wrong?
wdym the first time and every time after?
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
I set it to 1000 and the first launch will go up to 1000 before activating, every time after that it immediately starts to track.
note, due to the finniky nature of how the G indicator was done, it may not be perfectly accurate
as in after repairing?
After entering build mod and dropping back out.
Still an issue, also, eye color changes on the bottom so I can not get tracking to work.
Wdym on the bottom? You mean the secondary color?
Who even is this guy?
The main guy working on the experimental branch
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
So then why does Jess post a picture at the start of the thread showing a specific color choice and specifying tracker of targets?
I don't use the experimental branch.
Really not much help, you bailed last time. And this time you act as if the bottom color pallet and the secondary color are not the same thing.
if you read, it does say to paint the main color, it's selected just so i could easilly show which colors, anyhow, as he said, only main is important, secondary is used to store data, so changing it will erase all block data
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
I still prefer your input, so thanks.
If you read it you put "if you want them being trackers of targets, leave the 2nd color as is" which translates to leaving the 2nd color as the blue in the image. Language is everything
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"
Considering you have an image attached it is context based.
I bailed? What are you referring to?
Also, i did not know if the bottom was referring to the bottom pallet or to a color that is physically on the bottom, which then i have no clue what it would mean as i havent seen that yet
This convo
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
You can't even say you didn't bail. You literally left the conversation by saying nothing. That is bailing.
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
There are dozens of things you could have said, one of the main ones literally being what you just told me.
alright, will make sure to next time always add a "dunno why its happening to u" next time
usually is how i figure out bugs
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
could you provide a blueprint of said missile? or tell me what settings you set?
well its just that any missile i build the green eye just doesnt track it just spins in a cirkle
again, what settings?
- im pretty sure you dont need that much strength
- 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
yeah 25000 is needed i think bcs it can speed up to around mach 1
but tyvm for the help
i doubt it truly is needed, unless the missile is built with the center of drag very far in the back (or with very very strong fins)
i changed it to lower and with the .5 but it still just turns in cirkels
can you show me the missile?
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)
could this work?
maybe, dunno exactly where the CoM is, fire it away and see what happens i guess
- make sure targets are set up correctly so it can actually lock on
- make sure the host didnt limit the fov to sth less than what youre expecting
- try using quadratically proportional to speed, see if anything changes
oh, thats good
tysm for the help u dont know how long if tried to fix this
np
idk what happend but it stoped tracking
try this list, see then whats up
also before that
make sure it is on, as in after repairing or getting out of build mode refresh your blocks
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
light green is the aerotracker
then whats darker green?
its meant to work a little bit more realistically, varying its strength with speed
the normal tracker
whats the diffrents?
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
@pulsar stump how did you do the leading for trackers?
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
ahhh
dunno, i copied whatever magic @half garnet made, but its possible to solve it urself since it should work out to be a quadratic
alr ty for your help
thanks
np
If you need the actual math/reason behind it I can provide it
i don't really need it but it would definitely be cool to know how it works
"Cannons that never miss" (on yt) shows perfect lead implementation, as opposed to stuff like p-nav (i think the cmm uses this normal/perfect lead as opposed to p-nav)
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
does it still switch to no lead when close it's enough to the target?
No, but it does when it detects it can't possibly reach it
this actually gives me an idea on what else should be fixed
although idk how exactly to go about it
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
steam should automatically update the mod also jess did update the mod to fix a crashing issue, you should just try using it and if it still crashes come here again
ty ty, i got it figured out now π
does anyone know why i cant turn off the "start active" without it turning the activation distance to zero?
"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
that might need a bit more testing, sometimes it does do that, other times i doesn't, maybe put it to -1 or change how it checks
seems to work now
that's why i said it needs more testing
yeah it works perfectly, must've been doing something wrong before
Nope, it does seem to not always work
At least with the worse case scenario (missile connected directly to seat)
aha
It's like VERY rare tho, happened once over 20 rapairs noe