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WIP Escort Carrier - Whiplash Military Industries (WMI)

Discussion in 'Community Creations' started by Whiplash141, Jun 11, 2015.

  1. Kephyr Apprentice Engineer

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    193
    All works well now! The mainignition delay actually makes the missiles start off in the right direction faster.
    --- Automerge ---
    I've been working on universal SG missile racks for missile bays, that make welding SG missiles as convenient as possible. I think you and anyone else who enjoys your missile scripts may take interest in them.
    There are two of the missile racks, the MRx2 and MRx4, for two and four missiles respectively. Here they are with the links to their pages on the workshop:

    MRx2: http://steamcommunity.com/sharedfiles/filedetails/?id=1127225004
    [​IMG]

    MRx4: http://steamcommunity.com/sharedfiles/filedetails/?id=1127224397
    [​IMG]


    Also just updated my arsenal of missiles that run your scripts, got both missiles for space use as well as for planet. I'm still working on the arsenal, I know I want to add explosive missiles with warheads.

    Here's a link to the missile showcase world: http://steamcommunity.com/sharedfiles/filedetails/?id=1127202772

    In there you can check out how the missile racks work in action, as well as be able to try them out on your own with simple LG missile boats I made that use the MRx2 and MRx4 racks.
     
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  2. Ronin1973 Master Engineer

    Messages:
    4,886

    I don't use the spiral trajectory function, usually. Missiles should definitely not spiral until they've reached their cruising orientation. I found rewriting the code to implement a second "stage" of flight after the missile's remote block is a specific distance from the guidance remote block is great for determining a second set of actions: this could be spiraling the trajectory, arming the warhead, using a second set of offsets, etc.

    I think the next evolution would be to create hooks where programmable blocks in missiles could dump of a string of settings to another programmable block for analysis and that programmable block could shoot back a string of settings for the missile to update its settings. Perhaps this could be done in flight. But I generally try to do this for missiles that are attached and not yet launched. I've done that in a build of mine already and now I'm trying to make the system recognize a list of special commands stored in the missile, display those commands on an LCD, then be able to act on those commands via a menu system, and affect the missile. The commands would be simplistic and not predetermined. The missile would basically shove out a list of available arguments and then each argument could be fed into its specialized programmable block.
     
  3. Kephyr Apprentice Engineer

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    193
    Yeah, that would be a good idea. It's especially problematic on planets, as missiles still tend to spass out and stall at lower speeds, but spiral trajectory is too effective against turrets to not have it on.

    I agree! I believe either Pennywise or Alysius has that function in their scripts. I've been bugging Whip to add a second stage to his code as well for a long time now, along with a feature to switch between firing modes (i.e. lockVectoronLaunch on/off) before the missile(s) is fired, but I guess he has better things to do.

    But yeah, a second stage would be swell. A long time ago I combined Whip's script with timer blocks to make decoy missiles that worked well at distracting turrets. With stationary targets, these missiles would straight up have tirrets waste their ammo until they run out, and with ships, in PVP, it was essentially a CC mechanic. The timer blocks would activate after 10s or so, turn of the controlling programming block and turn on inertia dampeners so the missile stops, and starts spinning. It had two decoy blocks on either end, and since their vecttors are constantly changing, it's difficult for turrets to track the decoy blocks. This could have worked very well with homing missiles, that lock on targets with camera blocks and can tell distance to target with precision.

    Another idea I had was to have a spy missile with either a beacon or a laser antenna that would accelerate towards the target in the 1st stage, then turn around and decelerate in the 2nd stage enough to attach to the target with a landing gear, then broadcast the targets position if it jumps away, essentially allowing you to chase them across space.
     
  4. Whiplash141 Junior Engineer

    Messages:
    961
    I'm not going to do that. My code already has 4 stages built into it. I'm not adding a 5th that is distance based instead of time based because that is significantly more difficult for the user to configure and understand that. Also, I'm not going to add many more features to the Optical code since I have version 102 of my Hybrid Missile System nearing completion.

    That is out of the scope of this code.
     
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  5. Apina-32 Trainee Engineer

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    2
    Would you be able to make a new script or modify the Auto door and airlock script to be more oxygen saving? By that i mean that it could have an Air Vent depressurize the airlock before opening the Exterior doors. Heres my example i made using 6 timer blocks: http://steamcommunity.com/sharedfiles/filedetails/?id=1146483253
     
  6. Whiplash141 Junior Engineer

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    961
    No, because that would require a separate input other than directly opening a door. I'd need a timer or a button panel to determine if the user was trying to exit an airlock and that is what this script seeks to avoid. What I do in airlocks instead is set the vent to always depressurize.
     
  7. Apina-32 Trainee Engineer

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    2
    Lets say that the airvent is always set to deprussurize and when you/script close the interior door it would check the airvents info and when theres no air left it would allow all of the door to be opened. And just like it is now if in this situation you were to open the exterior door, it would turn off the inteior door. Also if you were to open the interior door it would turn off the exterior door. So in this situation when the door isnt in use and is ready for use from both sides, the inside of the airlock would be depressurized. And as long as there were some air left in the airlock it would keep the exterior door off. Something like "[Example] Airvent ". Could this be done to your script.
     
    Last edited: Sep 27, 2017
  8. Ronin1973 Master Engineer

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    4,886
    Hey @Whiplash141

    For your gravity bomb predictions. How about running some computational models? A programmable block, a battery, a remote control block, a timer, and a merge block attached to a ship flying level over a lake at 1000 meters, 2000 meters, and 5000 meters. With the ship moving at 100 m/s, trigger the programmable block.

    The programmable block then detaches the merge block and runs every tick. Every 60 ticks, it records its elevation and coordinates to three lists; one vector3d for its coordinates, one for its elevation above the planet's origin, one for its elevation above the surface. Each entry will represent one second of travel.

    The world map should be configured to make blocks and voxels indestructable so that the programmable block data can be recovered. Maybe add an LCD for recording purposes.

    Running the experiment a few times from different elevations will allow a mathematical model to be generated regarding the curve. As long as the impact point can be calculated to within 25 meters of the actual impact point, I would suspect the results will be "good 'nuff."
     
  9. Whiplash141 Junior Engineer

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    961
    @Ronin1973
    I already did all of that to verify my iterative method. You can't make a mathematical model for an iterative process. It just wont work.
     
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  10. Whiplash141 Junior Engineer

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    961
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  11. Uranius Crack Trainee Engineer

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    47
    Hey whip, I remember you saying something about how the PB can only read inputs from the main cockpit, making the MART script useless for multicrew turrets. Does this limitation also exist for cockpits on separate but connected grids?
     
  12. damoran Junior Engineer

    Messages:
    608
    Amazing work, thank you so much for sharing!

    And of course thank you Whip for the script! (hey that rhymes)
     
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  13. Whiplash141 Junior Engineer

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    961
    Yes it does :(

    Its a game wide thing. Even happens with remote controls.
     
  14. Whiplash141 Junior Engineer

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    I've been tired as hell and unmotivated to release anything so I made a thing:
     
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  15. halipatsui Senior Engineer

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    1,253
    Is it a (lidar)radar?
     
  16. Whiplash141 Junior Engineer

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    Raycast Radar. Kinda like LADAR, yeah.
     
  17. Lt_Duckweed Apprentice Engineer

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    417
    What's its scan rate, resolution, and distance?
     
  18. Whiplash141 Junior Engineer

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    Configurable, configurable, and configurable :p

    However, greater resolution and distance takes exponentially more time to charge up.
     
  19. Ronin1973 Master Engineer

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    4,886

    Would it work better as a lock-on radar? When active and not detecting it faces forward and scans in a narrow beam optimized for distances out to 3km, when it locks on, it scans in a wider beam based around the contact coordinates, as the target gets closer, the beam gets wider to account for target being able to change its relative angle to the radar. The radar then broadcasts the target's location and the location of the radar and the relative size of the grid it's attached to. With those three pieces of data, any drone or homing missile would be able to use it to intercept the target without flying into its host. Maybe also include a way to activate a specified sound block or a timer when it locks up with a neutral or enemy target?

    Just a wild thought. Oh, I use the word "beam," rather than raycast array, just a little less technical sounding.
     
  20. halipatsui Senior Engineer

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    1,253

    Are you intending to release this/what kind of functionality the script could possibly have?
     
  21. Whiplash141 Junior Engineer

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    It is also more ambiguous as beam is not an array :woot:

    I do once I determine what the heck I can use it for haha. Issue is that the recharge time makes auto scheduled scans kinda impractical for automated detection
     
  22. Whiplash141 Junior Engineer

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    961
    I finally succeeded in making a turret stabilization system for MART:


     
    Last edited: Oct 15, 2017
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  23. halipatsui Senior Engineer

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    1,253

    You mean that it looks at the same direction even if the base moves under it?
    Or does it reduce shaking?
     
  24. carnivore Apprentice Engineer

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    158
    WHOA!
     
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  25. Whiplash141 Junior Engineer

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    Yep. The last video demonstrates this best :)
     
  26. Whiplash141 Junior Engineer

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    Soon^TM


    Sooner^TM
     
  27. halipatsui Senior Engineer

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    1,253
    What is difference between salvo and sequencer scripts?
     
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  28. Whiplash141 Junior Engineer

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    961
    Weapon Salvo Script Improvements:
    • Multiple independent weapon groups controlled with one code (main feature)
    • Runs better (less lag)
    • Uses group names instead of block names (easier setup)
    • Can configure weapon group parameters using the custom data of the program block to save settings over loads
    Those are the main ones. Essentially the weapon salvo script is an evolution of the older weapon sequencer script :)
     
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  29. Ronin1973 Master Engineer

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    4,886
    If you can designate an order of fire for each group that would be nice. Perhaps sorting an alphabetized List of custom data tags?
     
  30. Whiplash141 Junior Engineer

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    Weapons are sequenced alphabetically by name within each group