#Missile/Tracker Mod

3340 messages · Page 4 of 4 (latest)

half garnet
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Actually... I can't make it happen again

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Well, it's an easy fix, > becomes >=, I can live with that

half garnet
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Unrelated to that tho... Sometimes I hate how spaghetti coded this is

slender shell
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good thing is that it's a small mod

half garnet
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Can't really say the same here, expecially the experimental branch

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A better way of handling different kind of blocks would be great... And I do have one in mind, but I lack the time

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Also will

slender shell
half garnet
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tables

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basically used as classes

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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

slender shell
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that does seem time consuming

half garnet
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anyhow... now for some reason stuff gets activated when still in build mode

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i know why, thankfully

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i think it's always been here actually

pulsar stump
timber patrol
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ahh yes minecraft

half garnet
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so... i ended up trying to tune the pid properly via an 80 years old method

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aka this

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but it's quite terrible, Kd seems to really want to be more than Ki

slender shell
half garnet
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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

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then you look at the last row

pulsar stump
slender shell
pulsar stump
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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

slender shell
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@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

half garnet
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Interesting...

half garnet
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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

half garnet
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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...

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it might also open the doors to open sourcing block kinds

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as well as adding a little in-game guide, showing the color of each block while at it

pulsar stump
slender shell
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I did only test with 120 degree fov

pulsar stump
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Huh, i see

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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

slender shell
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From testing, missile with low horizontal/vertical drag are made way better with this change

slender shell
pulsar stump
slender shell
half garnet
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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

slender shell
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didn't think of that

slender shell
astral laurel
half garnet
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hmm... i guess i could

astral laurel
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you’d have to deal with poor loading times but if images are optimized it might not be horrible

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they don’t need to be 4k images

half garnet
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yeah, yeah, tho i don't think there is much that can't just be explain in text

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or well... that i can think of how to explain with images

pulsar stump
astral laurel
half garnet
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Yeah

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Like the aerotracker in the experimental

astral laurel
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finally biwi can stop complaining that missiles just orbit the targets

half garnet
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He can always complain that data can't be read properly

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I'm sure I can do that

pulsar stump
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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)

wise oracle
cloud anvil
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meanwhile me

wise oracle
cloud anvil
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there are no deadlines i just give up for months at a time

wise oracle
pulsar stump
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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)

wintry radish
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any future for this mod or nah?

vital sapphire
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I'm curious as well

half garnet
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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.

slender shell
pulsar stump
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anti drag blocks be like:

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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

thorny fossil
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YAY

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YAYAYAYA

pulsar stump
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@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?

surreal ice
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Try with ^2.2

pulsar stump
# surreal ice 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)

surreal ice
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2.2 is more likely to be correct, since a human must have decided to change it and using 2.19 would be weird

pulsar stump
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i know, i assume 2.19 because of the noisy data and all those weird data points as shown on the graph

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why 2.2 in the first place tho?

surreal ice
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maybe early on in development during tests they thought speeds were too high and wanted to reduce them

rugged siren
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Forgive me for sounding like a newbieCatScream 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

slender shell
rugged siren
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Maybe I just set it up wrong?

half garnet
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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

pulsar stump
pulsar stump
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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||

pulsar stump
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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

pulsar stump
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4th tracking type preview 👀

pulsar stump
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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

pulsar stump
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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

vital sapphire
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Swag

wintry radish
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does anyone have some template type builds? I've been trying to get the aerotracker and stuff to work but it doesnt track

pulsar stump
hollow summit
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What is the current difference between the experimental and main branches?

wintry radish
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Experimental has more features

pulsar stump
# hollow summit What is the current difference between the experimental and main branches?

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 🤷‍♂️

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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)

quaint marsh
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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).

pulsar stump
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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

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this should help with the resetting

quaint marsh
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I didn't know you could use other blocks, been using eyeballs.

pulsar stump
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lmk if the "add/remove a block and save" trick works, or if you still have problems

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also, do not repaint the secondary color on the eyeball (idk if youre doing that, but ive seen one person do that)

pulsar stump
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i know sometimes, very rarely, the mod doesnt like setting the colors for some reason

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i assume you tried turning the mod off and on again?

quaint marsh
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This is a re-occuring issue yes

pulsar stump
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can you show the log?

quaint marsh
quaint marsh
pulsar stump
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mods log

quaint marsh
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Not sure how to check it

pulsar stump
astral laurel
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go in game > session options > open modding directory
send the log with {mod's name}.log

quaint marsh
astral laurel
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send the .log file here

quaint marsh
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There is none

pulsar stump
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👀

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that is...concerning

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which mod version are you using?

quaint marsh
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No clue

pulsar stump
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i mean the main one, or the experimental one

quaint marsh
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Main one

pulsar stump
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do you have a custom missile mod folder?

quaint marsh
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Yes

pulsar stump
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but no log file?

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that is very weird

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ok, this is a longshot, but can you try restarting the game? idk if itll help, but may be worth a try

quaint marsh
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I have gotten one of the eyes to be 240 but the other is still staying 360

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I'll try the restart

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A combination of the restarting and saving after change has apparently fixed it

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Thanks

pulsar stump
pulsar stump
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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)

pulsar stump
# pulsar stump for most this probably isnt really important, but for the few that use the exper...

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)

jagged pulsar
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Might seem obvious but i cant figure out how the distance to threat number reading stuff works @pulsar stump

pulsar stump
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lemme check to see if it actually checks for trackers too

jagged pulsar
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Is it like a block that can read it or what

pulsar stump
jagged pulsar
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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

pulsar stump
jagged pulsar
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ah ok thanks

pulsar stump
pulsar stump
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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

jagged pulsar
pulsar stump
jagged pulsar
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I cant completely remember but it was just an integer do i need to do smthing different

pulsar stump
jagged pulsar
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if i set the strength to 0 does it then have an unlimited max strength

pulsar stump
jagged pulsar
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do i still need to set the decimal part to something

pulsar stump
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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

pulsar stump
jagged pulsar
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so if i set it to 1.1 then the multiplier would be 1

pulsar stump
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no, then the multiplier would be 0.1

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and the max strenght would be 1

jagged pulsar
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ok

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i get it now

pulsar stump
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100.2 means multiplier is 0.2, and the max strength is 100

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the max is there to make sure the missile doesnt just rotate 360 degrees out of nowhere when its going too fast

jagged pulsar
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yeah

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for whatever reason tho the aero trackers still arent aiming towards targets at all

pulsar stump
jagged pulsar
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hold on

jagged pulsar
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these are the settings i used

pulsar stump
jagged pulsar
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its very basic it is just a test to try get them to work

pulsar stump
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huh? quadratically proportional, my bad

jagged pulsar
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it seams to be working but it turns really slow

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what strength should i do to make it quicker?

pulsar stump
jagged pulsar
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yeah it seams to be working now thanks

pulsar stump
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my missiles are usually much smaller

jagged pulsar
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yeah i have other smaller ones but this one is a bigger cruise missile type thing

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Do you reccomend user the aero tracker over regular tracker

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cus thats what i normally use

pulsar stump
jagged pulsar
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yeah ok ill try them thx

half garnet
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thumbnail coming sometime in the future

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there has been minimal multiplayer test so it might be completely broken for all i know

slender shell
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I'm gonna have fun testing this

half garnet
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Let me know everything wrong

urban shell
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is anyone else getting failed to call update every time you launch a missile?

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in missile mod v2?

half garnet
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ok no, it's fine, just pushed the fix, it seems my last second untested change was... untested

slender shell
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@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

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So many options =O

slender shell
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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

slender shell
half garnet
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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

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so a simple missile, or a little car with a camera gimbal would work

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there is gonna be just one problem, modded thruster powers will come when 2.2.2 releases, (a bug currently breaks it)

slender shell
half garnet
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if you want it's already uploaded, but it only works with blocks that aren't a vanilla color

half garnet
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ok, so, i messed up something with loading default values, just reloading the mod should fix it forever

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should now be fixed

slender shell
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@half garnet I have made a blueprint for missile, flare, drag, mine and target

slender shell
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i'm getting some weird crashes while using the mod and being in f5, just while being in f5

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i launch a missile and i spectate it with f5 and then it crashes after 10 seconds

half garnet
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that's... odd

slender shell
half garnet
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Yeah I checked it out after you mentioned it

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It's already fixed on my end, will upload the fix later today

slender shell
round mountain
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Is there any chance thrust editing will come back? sometimes the 10k is a bit too much

tacit mirage
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You can change how much the thruster uses by changing the speed

round mountain
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ohhh of course 🤦‍♂️

round mountain
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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

slender shell
round mountain
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oh alright

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it's a strange bug

slender shell
half garnet
slender shell
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it was nice having it in cmm but this is fine too

half garnet
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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

pulsar stump
pulsar stump
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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

slender shell
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@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?

slender shell
slender shell
half garnet
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it wasn't implemented yet, it will come back soon or later

half garnet
slender shell
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once it was when my drone, which had the target block, crashed into a pillar

slender shell
half garnet
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It should, it was on the test branch

slender shell
half garnet
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Ehhh... High seas I think

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Mabe the one before, still, 3 years at least

slender shell
half garnet
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-_-

half garnet
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it seems it was my fault for not having tested the fix...

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tomorrow i'll go #BlameFrans

acoustic smelt
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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

pulsar stump
# acoustic smelt does mines work against missiles too? I dont think they do cuz ive been trying t...

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)

slender shell
half garnet
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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

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(the fix is pretty easy, just have not not make it so close, but i'm real busy recently)

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do note, "not make it so close" likely still means less difference than that the screen can display

round mountain
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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

rugged siren
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is missile mod dead? it aint working for me😔

pulsar stump
pulsar stump
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(You can ping me if it still no work)

rugged siren
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i remember using it with this mod but jess said something changed with the game engine and thrust editing doesent work anymore?

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nevermind i got it, thanks anyway <3

slender shell
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how does the strength multiplier on v2 work? is it like strength * speed^2?

half garnet
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It should, yes

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Unless I forgot to implement it which is honestly possible

slender shell
half garnet
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Yes

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With a meter being 4 blocks

slender shell
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also, why does it say 0/n for drag blocks when you spawn, shouldn't it be 3/3 because they always work?

half garnet
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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

slender shell
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it confused me for a second until i tested it

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lol, what's with the AAAA

slender shell
half garnet
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hm, hate these error, they don't really say anything, what blocks were you using?

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as in types, were you also using mines/flares...

slender shell
half garnet
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So the error stay without the mine?

slender shell
half garnet
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As expected, the good news is that I have a... 70% chance of knowing which is the error

slender shell
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sooo, why do mines explode multiple times?

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also the tracking of the missiles looks really weird, like it keeps changing from leading to looking straight at the target.

half garnet
half garnet
slender shell
half garnet
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do you have target missiles enabled or not on the mines?

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unrelated to the targeting thing

slender shell
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i have smart mine enabled

slender shell
half garnet
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thing is, that wasn't changed (not on purpose at least)

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can you send the blueprint of whatever was giving errors? as usual when i test stuff nothing goes wrong

slender shell
slender shell
slender shell
half garnet
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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

half garnet
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if the unreliability is always there, not just with leading then that's it

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the plan was to add a "legacy pid" option, but i still need to decide how to implement it decently

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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

slender shell
half garnet
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so it's not the pid... yet the leading logic should be literally the same

slender shell
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is there any way to see what version of the mod it is in game?

half garnet
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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

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if you use vs code it will update automatically, notepad will require you close and re-open the file

slender shell
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the error is fixed now

half garnet
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nice

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the double explosion should still happen, i know the problem, but it's a slightly more annoying fix

slender shell
slender shell
slender shell
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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

waxen panther
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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

untold falcon
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how can i change the speed of the thrusters?

plain lark
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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

pulsar stump
# plain lark Hi guys. I’ve been playing around with the custom missile mod for a few days and...

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

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The aerotrackers are indeed stupidly complex and buggy, but they were meant to represent more complex flight profiles and missile designs

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If something is unclear, just ping me

plain lark
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Should I just use the regular tracker for now? I feel like it’s more consistent in actually locking

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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

pulsar stump
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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