#Missile/Tracker Mod
3340 messages · Page 4 of 4 (latest)
yeah
Unrelated to that tho... Sometimes I hate how spaghetti coded this is
i only know spaghetti code, old combat mod code is super scuffed
good thing is that it's a small mod
Can't really say the same here, expecially the experimental branch
A better way of handling different kind of blocks would be great... And I do have one in mind, but I lack the time
Also will
how would you do it differently?
tables
basically used as classes
instead of just if cases in the ui and.. about half other functions... it wouldn't hurt to be a diffrent place where to set each block's stuff
that does seem time consuming
anyhow... now for some reason stuff gets activated when still in build mode
i know why, thankfully
i think it's always been here actually
If u have a fix for this, lmk, since i gotta add it to the experimental branch too
ahh yes minecraft
so... i ended up trying to tune the pid properly via an 80 years old method
aka this
but it's quite terrible, Kd seems to really want to be more than Ki
yeah, that looks horrible
i mean, the formula itself is not difficult, you just set I and D to 0, increase P till you get a stable oscillation, that value is K0, you then get the period of said oscillation and that's T0
then you look at the last row
The best method is vibing it out, testing, then vibing it out again 🗣️
what i found to work best is the derivative being 1.2 times bigger than proportional and very little integral, for my rockets at least, and finding a good proportional was just testing
1.4.Test.9.0 patch notes:
-changed powerful loft to ballistic loft (mimics a ballistic calculator kind of. isnt perfect but works okay. currently the max altitude offset is set to be the horizontal offset, which should make the max loft angle around 45 degrees)
-added an "anti notch" capability. a missile will make sure the tracker/aerotracker block is never facing too far to the side in order to see the currently targeted block, no matter how far away the lead/loft is. this helps missiles not lose lock for no good reason. the buffer is currently 5 degress on either side
@half garnet i managed to make the tracking better on the missiles
What i changed is on line 1813, in the Pid function in the if UsingTorque then if. Instead of having local BlRot=TargetRot(tm.vector3.Create(), BlTable.Block.Forward()) i changed it to local BlRot=TargetRot(tm.vector3.Create(), BlPos-BlTable.OldHunPos) basically i used the velocity vector to know where the missile is going instead of knowing which direction it is pointing
Interesting...
i guess it's probably the best time to say: i am doing a total rework of the mod, it should now be extremely easy to add new settings... aka i can easilly add that
That is awesome
yeah probably necessary
ye, i'm pretty much redoing the whole mod, it should be actually possible to add new blocks and new settings without doing a treasure hunt...
it might also open the doors to open sourcing block kinds
as well as adding a little in-game guide, showing the color of each block while at it
Does this not run the risk of more easily losing lock? And does it not need the pid to be tuned differently depending on the missile?
The pid is fine as it is
Also i didn't really see any losing of lock while testing
I did only test with 120 degree fov
Huh, i see
Well, if youre free, we can test it with smaller fovs with my anti notch logic (which is made specifically to prevent losing locks) and see if it helps even if we use the velocity vector
From testing, missile with low horizontal/vertical drag are made way better with this change
Sure, in 20 minutes, i'm eating
Alright! Ping me when youre ready to test
Done eating
i'm sure it won't work that on stuff with little thrust or can't easilly change their direction (cameras, turrets...) but adding it as a setting won't hurt
yeah, you are right
didn't think of that
this also doesn't work when leading isn't enabled, beacuse of OldHunPos being updated only when leading is on
spawn some quads way outside the world border with some textures that show tutorial slides, and just use a camera to show the images
hmm... i guess i could
you’d have to deal with poor loading times but if images are optimized it might not be horrible
they don’t need to be 4k images
yeah, yeah, tho i don't think there is much that can't just be explain in text
or well... that i can think of how to explain with images
after testing with the anti notch that was modified to take into account AoA, this seems like it works well, only needs the pid retuned
what is this setting for?
will it change strength based on speed?
finally biwi can stop complaining that missiles just orbit the targets
1.4.Test.9.1 patch notes:
-added "smoothing" to the camera position, should make the camera appear behind the missiles, not in front of them (visually)
-added an option for aerotrackers to try and point their velocity vector towards the lead target, not their facing
-aerotrackers will point their facing towards the lead target position if the target is on the edge of the detection cone (same threshold as the anti-notch mechanism)
thats literally entirely how i code
jam out to loud music, remember the oddities of the modding api, turn the music even louder, overwork myself over 3 days, boom, new mod
meanwhile me
peak deadline matching
there are no deadlines i just give up for months at a time
server stability mod and brainrot vehicle detector and treasure island update and sensitive seats moment
1.4.Test.9.2 patch notes:
-changed how the facing lead and velocity lead are marked
-added "facing towards lead + velocity" (meant to be an inbetween of the two options, may be better in some situations, may be worse in others. induces more drag than facing towards lead due to higher average AoA throught the flight)
any future for this mod or nah?
I'm curious as well
so, there is a total rework of the mod that's about 70% done i'd say, but i haven't worked on it in a while for one reason or another.
It's gonna add a bunch of quality of life stuff both to you (proper guides with images, example builds, more block type customization) and to me (easier to add new blocks), fix some problems that were introduced in 2.1, as well as re-introduce some features i deemed too unstable and some from the experimental branch.
Sounds great! If you want help with example builds I would be happy to make some.
Cool
anti drag blocks be like:
1.4.Test.9.3 patch notes:
-added anti drag block (can induce negative drag either at block point or at center of mass, wasnt tested much)
if you find any bugs, please let me know and ill try to fix them as soon as possible
@glad dagger sorry for the ping, but i wanted to know what do you use to determine drag? as in, what does the function look like? currently, in the anti drag block implemented above, i assume the drag to be d*v^2, where d is the drag coefficient, but it seems to not be correct, as with no gravity, a missile of mine that gets that force added back (to remove the drag) first decelerated from +200m/s to 175ish m/s, then stopped decelerating. is there any way you could shed some light on how drag is done inside the game?
Try with ^2.2
that works wonderfully actually. its not perfect, but considering im adding force here based on a speed in a rather unstable manner, this seems to work increbigly well, at least well enough for my speed display to be too inprecise to show it. good call!
also, i decided to do some desmos experimenting, and it also showed a power of 2.19 would be the best fit, although the data was very noisy (delta V plotted depending on V)
2.2 is more likely to be correct, since a human must have decided to change it and using 2.19 would be weird
i know, i assume 2.19 because of the noisy data and all those weird data points as shown on the graph
why 2.2 in the first place tho?
maybe early on in development during tests they thought speeds were too high and wanted to reduce them
Forgive me for sounding like a newbie
been a while since I was on here, does the mod still work? I tried using my older builds or making new ones, mod seems completely disfunctional
Last i checked the mod worked, can you specify which version are you using, the test branch or the normal version?
I tried both😔 I can give more details when I get home
Maybe I just set it up wrong?
I don't blame you for asking, the more recent updates broke quite a bit and I took longer than I wanted to fix it, right now it should be mostly working, at least with newly made missiles
all old builds are broken, due to how data was saved. moreover, there is no way to recover the data, unless you would run an older version of the game itself and you would have a conversion tool
1.4.Test.9.4 patch notes:
-changed the anti drag block to use v^2.2 multiplier, since that seems to be the correct one
-||added a way to log velocity and time from a drag block that is disabled by default, can be used to experimentally collect flight data for later data evaluation||
1.4.Test.9.5 patch notes:
-changed how the smart explosion works, now taking the true closest point, even taking into account points inbetween ticks
-removed a mechanism that prevented collisions resulting in no explosion, no clue how to exactly implement this
-mines now despawn the structure upon exploding, may revert it if i find a better method of dealing with a new problem
4th tracking type preview 👀
1.4.Test.9.6 patch notes:
-added "mine disappeared" message (happens when an active mine is deactivated without exploding)
-added emergency and contact explosions (happens when a mine block disappears and mines were once within the trigger range, emergency if nothing was in the path of the mine, contact if something was in the path of the mine, contact explosions happen at the contact point)
-added "mine emergency exploded" message
-added "mine contact exploded" message
-added a 4th guidance mode "optimal AoA control", it will start off with no lead, then incrementally switch to lead, then incrementally switch to lead with velocity compensation, then do full lead with velocity compensation. based off of the TTI, for now its 6,4,2 for TTI thresholds, subject to change. meant to prevent bleeding off too much speed at the start of the flight
1.4.Test.9.7 patch notes:
-added support for an uncapped aerotracker strength. probably unstable, use at your own risk. done by setting the strength to be below 1 (which before would cap it at a 0, since a value below one that is floored resulted in 0). this has a side effect of allocating more bytes to the multiplier that gets multiplied by speed, since it no longer is constrained by the maximum value
TLDR uncapped aerotracker strength more precision with the force multiplier for aerotrackers with uncapped strength
Swag
does anyone have some template type builds? I've been trying to get the aerotracker and stuff to work but it doesnt track
I dont have templates per say, could build one later tho. If you want, you can show me the missile and what values you have inside and i can try and help
What is the current difference between the experimental and main branches?
Experimental has more features
Mines:
-smart explosions (aka closest point explosions), explosions when collisions (mostly), more explosion types
-aerotrackers, aka trackers with loft, different leading styles, and speed dependent strength
-drag blocks, apply a drag linear to velocity or velocity^2
-anti drag blocks, meant to reduce the drag the game gives builds
-thruster blocks, thrust for a certain amount of time
-camera controls, aka a menu with info about aerotrackers that are active (Gs, AoA, angle to target, speed, distance to target, time to impact) and the ability to follow the missile in flight (cant be orbit or strict orbit cameras)
-distance to threat, aka shows the distance to the closest trackers/aerotrackers actively seeing you
-a lot more possible errors 🤷♂️
1.4.Test.9.8 patch notes:
-added info blob to the aerotracker about the speed dependency and strength
-added info blob to the info tab about the TM discord server thread and the anti drag (pink block)
My eyes keep resetting to 360 cone detection, as well as never adhering to the activation distance. (they instantly start tracking which messes with vehicle steering).
do you use the eyeball block, or sth else?
also, afaik some blocks dont like being used as trackers, so if youre using a custom block, it may not work. also also, after changing settings, i suggest adding a block onto the build before leaving build mode, and saving if possible, to make sure the game realizes you want to update the blueprint that it then respawns for you
this should help with the resetting
I didn't know you could use other blocks, been using eyeballs.
well, you can, but not all of them (setting colors doesnt work on some blocks, so the mod breaks), and the forward direction isnt always what you would expect
lmk if the "add/remove a block and save" trick works, or if you still have problems
also, do not repaint the secondary color on the eyeball (idk if youre doing that, but ive seen one person do that)
It did not.
huh, that is very weird
i know sometimes, very rarely, the mod doesnt like setting the colors for some reason
i assume you tried turning the mod off and on again?
This is a re-occuring issue yes
can you show the log?
It tracks, it just doesn't want to not track
Which one?
ye, i get it. but by setting colors i mean changing the settings actually, so whatever the default turns out would be the one that is constant
mods log
Not sure how to check it
steam\steamapps\common\trailmakers\mods\Custom Missile Mod.log or sth like that
go in game > session options > open modding directory
send the log with {mod's name}.log
What do you want me to show you?
send the .log file here
There is none
No clue
i mean the main one, or the experimental one
Main one
do you have a custom missile mod folder?
Yes
but no log file?
that is very weird
ok, this is a longshot, but can you try restarting the game? idk if itll help, but may be worth a try
I have gotten one of the eyes to be 240 but the other is still staying 360
I'll try the restart
A combination of the restarting and saving after change has apparently fixed it
Thanks
ye, sometimes i think the game just doesnt like changing colors, its a bummer when that happens, tho for me its very rare
for most this probably isnt really important, but for the few that use the experimental branch with T-pipes as their blocks:
am making a "little" calculator that should accept a lot of different configurations of missiles (basically you build the missile in the calculator) and then display their velocity over time graph (and velocity over distance), which should allow for easier designing of missiles, since you see more or less how it will fly (tho for now it assumes horizontal flight with the consideration of AoA to keep level)
after a LOT of pain, and torturing the desmos, i was able to make this:
https://www.desmos.com/calculator/4icwt7pwn4
it allows you to:
- set the thruster powers and times (also automatically scales the weight based on the amount of thrusters)
- set its side and front drags (including anti drag)
- set its loft value (between no, slight and medium, there is no extreme loft here)
- set the starting position, and velocity, of a target its aiming for
it is configured for use with T-pipes, and isnt perfect, but it does seem to work
(the big black line is velocity * 10 depending on distance, orange and red are position of the missile, its red when burned out, purple is target position)
Might seem obvious but i cant figure out how the distance to threat number reading stuff works @pulsar stump
iirc, its meant to show the distance to the closest tracker/aerotracker that is going after you, the second number is the same logic but about your target blocks (the blue ones)
lemme check to see if it actually checks for trackers too
Is it like a block that can read it or what
?
i dont fully understand your question
Like how do you get the number reading is it just in the mod menu or can you use a block and use it inside of logic and stuff
no its just a mod menu thing. there is no way to interact with logic with mods, so even if i wanted to do a readout into logic, it would be impossible
ah ok thanks
actually seems like it doesnt
1.4.Test.9.9 patch notes:
-optimized internal workings of the aerotracker. should lag a bit less (unless its using optimal AoA control)
-changed optimal AoA control to now have TTI thresholds of: 8, 2, 2.
-made it impossible (hopefully) for optimal AoA control to go back to more optimized flying compared to a less optimized flight (that is, it will not go into leading, then stop leading again). Should make it a bit better
-Added various mechanisms to hopefully prevent optimal AoA control from directing the missile straight into the ground
Another question when ive tryed using the aero tracker it just doesnt lock onto targets am i doing smthing wrong
am i doing smthing wrong
probably, as ive been using exclusively aerotrackers without any issues (well, with issues but they still lock onto targets)
what strength settings did you set?
I cant completely remember but it was just an integer do i need to do smthing different
in the window. Integers are the MAX strength. the decimal part is the multiplier. if the decimal part is 0, then the multiplier is 0. and 0 multiplied by any speed is 0, so the tracker had no strength
if i set the strength to 0 does it then have an unlimited max strength
if you set the integer part to 0, then yes
do i still need to set the decimal part to something
with the remade missile mod the way to set the data will be reworked (on the back end), so itll be easier to make this more user friendly. for now tho the experimental branch will be stuck with weird stuff like the integer vs decimal parts
yes, because if not, then the multiplier is set to 0, and again, 0 times anything is 0, so no strength
so if i set it to 1.1 then the multiplier would be 1
100.2 means multiplier is 0.2, and the max strength is 100
the max is there to make sure the missile doesnt just rotate 360 degrees out of nowhere when its going too fast
yeah
for whatever reason tho the aero trackers still arent aiming towards targets at all
what are the rest of the settings?
here
these are the settings i used
that looks... okay. can i see the physical missile?
try quadratically linear maybe?
huh? quadratically proportional, my bad
it seams to be working but it turns really slow
what strength should i do to make it quicker?
bigger i guess
yeah it seams to be working now thanks
my missiles are usually much smaller
yeah i have other smaller ones but this one is a bigger cruise missile type thing
Do you reccomend user the aero tracker over regular tracker
cus thats what i normally use
the point of aerotrackers was so that you could model a flight path that was more realistic in a sense, so if you want that, then yes
yeah ok ill try them thx
missile mod v2 is now out
https://steamcommunity.com/sharedfiles/filedetails/?id=3609076770
thumbnail coming sometime in the future
there has been minimal multiplayer test so it might be completely broken for all i know
I'm gonna have fun testing this
Let me know everything wrong
is anyone else getting failed to call update every time you launch a missile?
in missile mod v2?
Send blueprint
ok no, it's fine, just pushed the fix, it seems my last second untested change was... untested
@half garnet if you want, i could do some example blueprints, this way i can also test the mod more while having something to do
So many options =O
Sure, just keep them simple
found a ui error, when you are in client settings, in used blocks and you have one block added and then you add another block it gives an error. Also when you have 2 blocks added or more and you remove one it gives an error
what should they be? like a simple missile or just the eye block? Also should i do it for all custom blocks?
do it for those you want i'm not forcing you, but i was planning to have some at least for mines and missiles, maybe even drag blocks, it should be a tiny thing with not much other than the special block and wathever it needs to work
so a simple missile, or a little car with a camera gimbal would work
there is gonna be just one problem, modded thruster powers will come when 2.2.2 releases, (a bug currently breaks it)
ok, i was just now wondering about that
if you want it's already uploaded, but it only works with blocks that aren't a vanilla color
this one's odd, the error is more related about the lack of p,i,d values
ok, so, i messed up something with loading default values, just reloading the mod should fix it forever
should now be fixed
@half garnet I have made a blueprint for missile, flare, drag, mine and target
i'm getting some weird crashes while using the mod and being in f5, just while being in f5
i launch a missile and i spectate it with f5 and then it crashes after 10 seconds
that's... odd
So to reproduce it you need to do:
- Have a target somewhat far from you
- Launch missile and wait for it to lock
- Go in F5 in single player so the time stops
- unfreeze time
- game starts lagging and then crashes
and then the game lags and
Yeah I checked it out after you mentioned it
It's already fixed on my end, will upload the fix later today
nvm, now i can't reproduce it, it just kills the missile instantly.
I got it again but i had to freeze time a few times before it crashed
nice
Is there any chance thrust editing will come back? sometimes the 10k is a bit too much
You can change how much the thruster uses by changing the speed
ohhh of course 🤦♂️
also i'm noticing stability issues with servers - i'm not sure if it's something else but whenever i'm hosting a server with the missile mod (experimental branch) i keep finding that ever so often i get a disconnected message which is strange considering i'm the one hosting it and i shouldn't be able to disconnect from my own server
the disconnecting from your own server happens in unmodded servers too, so i don't think it's caused by cmm
yup
Will come back as a separate mod as soon as 2.2.2 drops
You can download it even now, but it will be broken until 2.2.2
https://steamcommunity.com/sharedfiles/filedetails/?id=3609067068
it was nice having it in cmm but this is fine too
Yeah, but having 2 uis for who uses cmm feels less of a downside than having a whole missile mod that risks crashing the fame for everyone who just wants powerful thrusters/engines
there is a chance, a fairly high one, that the missile mod is just broken and crashing the game constantly. if i have time, ill try to rewrite as much as possible to bring it up to the CMM v2 standard, but its a long way from now
1.4.Test.9.10 patch notes:
-halfed the refresh rate of basic info, should be at 30Hz (hopefully helps with lag)
-hopefully fixed a bug with optimal AoA control that would make the missile go straight towards the ground
@half garnet how do you store the data in blocks with color? i want to make a mod that has that but i have no idea how to do it efficiently. Could you show me how you did it in custom missiles mod v2?
Here are some errors i got while using cmm v2 , they were when the eyes got destroyed
Why was the targetting option removed? i feel like it was useful
it wasn't implemented yet, it will come back soon or later
remember which kind of block they were? missiles, mines...
i had 1 tracker 1 mine and 1 target in the session
once it was when my drone, which had the target block, crashed into a pillar
🥳
Is it fixed now? I didn't see anything about modding in the patch notes
It should, it was on the test branch
Wait, since when are you a tester?
it's still broken
-_-
it seems it was my fault for not having tested the fix...
tomorrow i'll go #BlameFrans
does mines work against missiles too? I dont think they do cuz ive been trying to kill missiles, with missiles but it just doesnt work. Its basically impossible to shoot down a missile without mines so why even use that function
why even use that function
targetting missiles allows you to:
-build missile detectors
-steer AA guns automatically (provided they have autoaim)
from there you can also use the missile detectors to automatically launch a flare, or sound an alarm, or explode the plane before the missile even reaches it (because the plane got scared or sth, idk)
plus, there still is the pre-mine way of exploding a missile, although it would probably need to rely on sth different than a distance sensor (one of the designs in my mind requires the missile to be unstable aerodynamically)
Terrorsoul made a thruster editing mod and that one works. It uses colors to store the data.
Why does your engine editor mod not work?
https://steamcommunity.com/sharedfiles/filedetails/?id=3625227764
i try to keep the color as close as possible to the vanilla ones so you can have both look and functionality, the game doesn't like it
(the fix is pretty easy, just have not not make it so close, but i'm real busy recently)
do note, "not make it so close" likely still means less difference than that the screen can display
v2 doesn't seem to allow me to cycle through every player on the specific target mode, it might do one or two before just freezing on one player and not changing
is missile mod dead? it aint working for me😔
Doubt it. Last i checked it worked. Typical stuff to check:
-block type properly selected
-color properly selected
-targets are visible to the tracker
Ah okay, I'll check again.
(You can ping me if it still no work)
i got it! the missile tracker itself works, but does thruster editing still work?
i remember using it with this mod but jess said something changed with the game engine and thrust editing doesent work anymore?
nevermind i got it, thanks anyway <3
how does the strength multiplier on v2 work? is it like strength * speed^2?
i was just asking to be sure that my missile will turn. Speed is in m/s right?
also, why does it say 0/n for drag blocks when you spawn, shouldn't it be 3/3 because they always work?
Hmm, If I remember correctly I keep them disabled since I don't need them to do anything during the update function, they should still be working tho
they are
it confused me for a second until i tested it
So some errors are happening when i respawn right after i launch the missile
lol, what's with the AAAA
probably because respawning now deletes any detached thing you had
some test logs i forgot to remove from the looks of it
hm, hate these error, they don't really say anything, what blocks were you using?
as in types, were you also using mines/flares...
2 drags, 1 tracker, 1 mine
So the error stay without the mine?
no. Without the mine there are no errors
As expected, the good news is that I have a... 70% chance of knowing which is the error
sooo, why do mines explode multiple times?
also the tracking of the missiles looks really weird, like it keeps changing from leading to looking straight at the target.
this i don't know
this should be because the speed of the missile and the plane are very close to each other, so when the missile doesn't think it can reach the target in time by leading it defaults to normal targeting
it makes mine fly really weird
do you have target missiles enabled or not on the mines?
unrelated to the targeting thing
nope
i have smart mine enabled
i will say that the tracking in custom missile mod v1 feels way more reliable
thing is, that wasn't changed (not on purpose at least)
can you send the blueprint of whatever was giving errors? as usual when i test stuff nothing goes wrong
bruh, i tested the exact same missile on both mods and they fly totally different.
wait a second, now i can't reproduce it
i got it twice with this blueprint but after respawning a lot
turns out i was only checking broken active blocks and not inactive, which was a problem, not sure if the one you are having tho
i may have forgotten that i completely changed how the pid works
if the unreliability is always there, not just with leading then that's it
the plan was to add a "legacy pid" option, but i still need to decide how to implement it decently
well, i uploaded a couple possible fixes, not sure how soon it will update for you, but check the logs for version 1.3.1
that probably is it
lol, without the leading it tracks perfectly
so it's not the pid... yet the leading logic should be literally the same
is there any way to see what version of the mod it is in game?
i don't think the workshop tells you, the quickest way should be to just open the log while the game is still running, as soon as the mod is loaded it prints the version number
if you use vs code it will update automatically, notepad will require you close and re-open the file
alright
the error is fixed now
nice
the double explosion should still happen, i know the problem, but it's a slightly more annoying fix
wait a second, my testing wasn't great that time. without leading it still looks like it does weird stuff, like going in a straight line adn then doing a really sharp turn
I need to test this out and with a different missile, i'm not 100% sure right now
it's weird, when i changed the missile to be more unstable both the leading and non leading got better so i think it is both that are not working well
hi i have a problem with the custom missiles mod the the normal one when i use the tracker no matter what strength or activation distance i set on it tracks a player with maximum strength while on my vehicle and for the experimental when i launch a missile the whole game goes into a slow-motion i have tried reinstalling both mods but nothing works
how can i change the speed of the thrusters?
Hi guys. I’ve been playing around with the custom missile mod for a few days and the V1 works perfect fine. Everything works and is easy to use. When I try the experimental or V2 everything goes wrong. I don’t know what half of the options or colours do and I can’t find anything like a video to really to explain it. I was trying to use the thrust purple eye and the aero tracker light green eye but they are very hard to understand. If someone could tell me if I need to add a normal tracker and a aero tracker, or how the drag, thrust, and aero trackers works I would greatly appreciate it. If anyone knows lmk thx
Thrust just applies a force for a certain amout of time, gets activated the same way as the flares. Aerotrackers are complicated:
-quadratically vs linearly proportional changes whether the "strength factor" gets multiplied by speed or speed squared.
-the "strength factor" is the value of the strength input after the decimal point (so the strength input of 200.2 means strength factor of 0.2). The integer part is the cap of what the actual strength can be, if its 0, then no cap.
-the loft means how much higher the tracker aims, to fly in a parabolic motion.
-then the last set of options (i forgor their name) changes how the tracker aims jtself exactly.
Facing towards lead means that it just looks at the leading point.
Facing + velocity means the same, but it slightly overcompensates to account for the missile drifting.
Velocity towards lead means it will keep turning until the velocity vector points in the correct direction.
All of these have tradeoffs of increased drag due to the progressively more aggressive angle of attacks, so optimal aoa switches from one method to another to try and optimize the drag while retaining the more agressive turns when closer to the enemy
Drag block just applies a force to the part proportional to the velocity, or if value inputted<0, then proportional to velocity^2
Antidrag always does proportional to velocity^2.3 (what the game uses), to basically allow for any drag value you want
The aerotrackers are indeed stupidly complex and buggy, but they were meant to represent more complex flight profiles and missile designs
If something is unclear, just ping me
Thank you so much
Should I just use the regular tracker for now? I feel like it’s more consistent in actually locking
I feel like I was trying to make a complex missile too early. I just copied the one in the thumbnail for experimental branch and tried to tweak around the settings until it somewhat worked. I got the proxy fuse and the thrusters. But I couldn’t get the aero tracker to work. But I will try again maybe making an easier design
thats purely up to you
i know that the experimental branch is broken, but i have no time nor energy to sit down and rewrite all of it to be in the v2 standard