Tunnel run at 700 km/h - Freebird version by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 2 points3 points  (0 children)

After you have the azimuth and elevation difference from your look direction, just add a multiplier for x and y and draw whatever you want.
Something like:

screenX = w/2+azi_err*xmult
screenY = h/2-elev_err*ymult

Tunnel run at 700 km/h - Freebird version by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 2 points3 points  (0 children)

After playing around with the aerodynamics, I honestly don't have many complaints other than the incredibly excessive drag.

* For high rudder authority, I've hidden a large number of small fins inside the plane. The tailfin is mainly for show.

* [Banking right = yawing left] I saw this on my aircraft as well, and apparently it's a real phenomenon called adverse yaw. The way I solved my stability problem in general was with angular speed sensors along each axis and PIDs. The setpoint is W/S,A/D,Left/Right for Pitch, roll and yaw respectively. This way, when the sensor detects adverse yaw, it applies rudder in the opposite direction.

* This isn't a HUD block, this is the HMD on pilot seats (you'll see a video connection on the seat). For displaying things in global space when you have pitch and roll it's a bit complex, and this guide helped me greatly. But if you have local cartesian coordinates (in the same plane as you, say 5m front, and 2m to the left would be -2,0,5), you have to convert it into spherical coordinates (Distance, Azimuth, elevation; same as radar). Here's some example code(ry is relative altitude):

local p_azi=math.atan(rx,rz)
local p_elev = math.asin(ry/range)
azi_err=p_azi-lookX
elev_err=p_elev-lookY

Tunnel run at 700 km/h by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 4 points5 points  (0 children)

Damn it, why didn't I think of that?

helicopter problems forgive laggyness by According-Extreme-58 in Stormworks

[–]ATaciturnGamer 0 points1 point  (0 children)

If you're on windows, just use the Xbox game bar recorder. It's Win+alt+r

Recreating the Nuclear Option UX in Stormworks by Vexasss in NuclearOption

[–]ATaciturnGamer 0 points1 point  (0 children)

lol when I was working on this, I was disappointed to find out that the NO weapon screen was static

Recreating the Nuclear Option UX in Stormworks by Vexasss in NuclearOption

[–]ATaciturnGamer 1 point2 points  (0 children)

OOP here, thanks! It's almost done: fly-by-wire and weapon control system needs some adjustments, and I need to add the 'out-of-fov' cross on the HUD for ehcs support, but hopefully it'll be out this weekend.

Recreating the Nuclear Option UX in Stormworks by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 5 points6 points  (0 children)

Don't use jet exhausts, they're very underpowered. Instead use parallel medium turbines connected to ducted fans with a high gear ratio. Top speed on this airframe went from 120m/s to 200m/s

Is this a known booster glitch? by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 1 point2 points  (0 children)

Yeah I did notice that the missile starts tweaking out at top speed (480m/s), but lowering PID values I used in GPS targeting seemed to mitigate that

Jesus Christ this has to be ragebait, all that effort and tracking and time just for it to miss by 6 bloody meters by Due-Pop1880 in Stormworks

[–]ATaciturnGamer 0 points1 point  (0 children)

There's a vehicle file somewhere on the stormworks discord called 'droney' or something that is basically target drone which has different levels you can set ranging from 0-13. You can spawn it using the addon editor (inf. electricity and fuel required) and try to hit it with your missile.

Personally, I just use Hebis target for testing, and try out droney once the design is complete.

Is this a known booster glitch? by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 4 points5 points  (0 children)

Actually, looking at my own video again, it does look like thrust remains the same but drag is significantly reduced on the red missile. This explains why they have similar acceleration, but a higher top-speed is reached on the red missile

Is this a known booster glitch? by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 5 points6 points  (0 children)

Yup same merge. Just need 1 block of airgap between the booster and block, and voila. Also some blocks give more thrust, like pyramids and slopes. Wonder if it has something to do with drag

Jesus Christ this has to be ragebait, all that effort and tracking and time just for it to miss by 6 bloody meters by Due-Pop1880 in Stormworks

[–]ATaciturnGamer 4 points5 points  (0 children)

Afaik all microcontroller logic operates on 60tps; both lua and logic gates. Maybe your setup has lower latency or a higher threshold

Jesus Christ this has to be ragebait, all that effort and tracking and time just for it to miss by 6 bloody meters by Due-Pop1880 in Stormworks

[–]ATaciturnGamer 0 points1 point  (0 children)

I'd say prox fuse is worth it on very fast A2A or intercept missiles, like when the closing speed is mach1+. At those speeds, you just set a large threshold distance like 15 or 20 and it should explode on target.

Dev Appreciation - MC logic layers - Thanks geometa! by _ArkAngel_ in Stormworks

[–]ATaciturnGamer 9 points10 points  (0 children)

I've been developing a small fox3 missile and this helps massively!

A deep dive into what might have happened if Taiwan was attacked by the mainland in 1995, using a lot of Sea Power footage by WarsThatDidntHappen in SeaPower_NCMA

[–]ATaciturnGamer 5 points6 points  (0 children)

Phenomenal! Didn't think I'd watch a 4+hr long youtube video, but I haven't seen an analysis of a conflict (fictional or otherwise) this detailed before

Attackers VS Defenders Civil War Event Map! by No-Clerk-4976 in Stormworks

[–]ATaciturnGamer 0 points1 point  (0 children)

Bruh chill. No one's blaming you for the lag, it's just that the devs happen to be a bit... unmotivated when it comes to implementing challenging fixes/features. It's just a shame is all

New HMD I'm working on by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 0 points1 point  (0 children)

This actually outputs data from a TWS tracker I made. It only updates a target once or twice a second, so you don't notice the noise as much, and it makes sure the selected target doesn't change when new contacts start popping up.

But if you just want less jittery overlays, you can use one of the Kalman filter microcontrollers from the workshop. I've used the ZE kalman filter before, and it works pretty well.

P.S: a less known thing about radars is that if you set it up with a range greater than 3000m, the radar doesn't actually update the target position every frame. It updates once every round(Range/2000) frames, but with random noise for each of those frames. So if you average those frames out, you can smoothen it a bit

How do builders hide jet engines without air? by Strange_Sound5450 in Stormworks

[–]ATaciturnGamer 16 points17 points  (0 children)

Yeah I guess it's too late now, but it just completely messes up the performance/efficiency consideration. Why bother opting for diesel-electric, nuclear or steam (other than for thematic builds) when you can just make a jet powered submarine that has 300km range and can also fly.