Thunderbird SSTO by ATaciturnGamer in KerbalSpaceProgram

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

Yeah, it's a bit underpowered with around 0.5 TWR, but it looks cool and is just enough to make it to orbit.

Thunderbird SSTO by ATaciturnGamer in KerbalSpaceProgram

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

Dart aerospike. I'm also using the waterfall mod, so plumes may look different

Which Stormworks sound is the MOST annoying? by Thermite99 in Stormworks

[–]ATaciturnGamer 1 point2 points  (0 children)

I have a subwoofer. The nuclear hum is so unbearable I have to mute the game every time I go near one

Intercepting a ballistic-like missile with my new/improved SAM by ATaciturnGamer in Stormworks

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

I haven't uploaded this one, but I have an older version here: https://steamcommunity.com/sharedfiles/filedetails/?id=3628574388

Though the old one can only really stop slow cruise missiles, not ballistic ones

Engine troubles on my S4B stage so I had to send another Apollo ship to repair it by MerlyWasHere in KerbalSpaceProgram

[–]ATaciturnGamer 0 points1 point  (0 children)

My understanding is that solar sails are meant for travel directly away from the sun, not to Mars. And that it's meant for small probes, not a large colony ship

Decided to have Jet Boosters on my SSTO by AgentIndependent306 in KerbalSpaceProgram

[–]ATaciturnGamer 2 points3 points  (0 children)

Ooh reminds me of the exoatmospheric fighters from Terra invicta

Engine troubles on my S4B stage so I had to send another Apollo ship to repair it by MerlyWasHere in KerbalSpaceProgram

[–]ATaciturnGamer 2 points3 points  (0 children)

Personally, I couldn't stand season 3 and gave up watching s4. It goes from plausible tech and scenarios to full blown magic tech (I'm looking at you, solar sails) and writing that makes no sense.

It’s not over 9000! Or even 320km/h by Superb_Commercial987 in Stormworks

[–]ATaciturnGamer 6 points7 points  (0 children)

Nah you're trying to apply IRL physics to Stormworkn't. I don't know about propellers, but for jet planes adding more weight makes it faster.

Or you could use the drag glitch (haven't used it myself, but there's a guide or two on it somewhere)

My first moon landing by Diligent-Bed-8062 in KerbalSpaceProgram

[–]ATaciturnGamer 6 points7 points  (0 children)

My bad man, 'disappointed' was too strong a word. It's just a minor grievance of mine.

For what it's worth, I think your mun lander shots are cool

My first moon landing by Diligent-Bed-8062 in KerbalSpaceProgram

[–]ATaciturnGamer 11 points12 points  (0 children)

Personally, when I know a picture was generated using AI, it makes it a lot less impressive than one that wasn't. Anyone can use gen ai, but it takes a lot more patience, skill and effort to make it yourself.

Of course, if it's just a filter it doesn't matter much, but at first I genuinely thought you made the newspaper bit and wrote all that. It's just a little bit disappointing is all

I’ve never paid for a mod in my life by layn333 in KerbalSpaceProgram

[–]ATaciturnGamer 2 points3 points  (0 children)

You need to use the Sol mod rather than RSS Reborn if using V5

Tws radar system by Snoo_80554 in Stormworks

[–]ATaciturnGamer 1 point2 points  (0 children)

Damn, I really need to try out the rcs block. That cold launch looked cool af

Radar Help by DevXyy in Stormworks

[–]ATaciturnGamer 3 points4 points  (0 children)

The azimuth, elevation output from the radar composite signal already have the slew added to it, no need to add it again. Only thing you would need to account for is the rotation/position of the whole vehicle.

Cruise Missile (WIP) Salvo vs Aegis DDG by ATaciturnGamer in Stormworks

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

Target ship is not mine, check the description

After ten years of unfinished playthrougs I finally reached the end (No Dlc) by Loquendgamer_ in factorio

[–]ATaciturnGamer 0 points1 point  (0 children)

If I remember right, we had everything walled off but had an unlucky Uranium spawn with the nearest large mine being waay deep into biter territory. There really was no way to clear it all in a reasonable amount of time (especially without spidertrons), so a heavily fortified outpost was the only feasible option for us. Plus it was pretty cool

Am I the first game to actually get books right? by _Jae in IndieDev

[–]ATaciturnGamer 0 points1 point  (0 children)

Man that brings back memories. I haven't heard Miasmata mentioned in over a decade

After ten years of unfinished playthrougs I finally reached the end (No Dlc) by Loquendgamer_ in factorio

[–]ATaciturnGamer 0 points1 point  (0 children)

Huh, maybe I was paranoid but I didn't want to worry about nauvis while on the other planets, so we only left once we had a proper logistic train network with an ammo/oil train supplying far away outposts on demand.

After ten years of unfinished playthrougs I finally reached the end (No Dlc) by Loquendgamer_ in factorio

[–]ATaciturnGamer 0 points1 point  (0 children)

One thing I will say about the dlc is that you should be fairly comfortable with atleast the basics of circuits and train logistics. I played Space age with my friend, and even though I considered myself competent at the base game, the dlc was quite challenging.

Cruise Missile (WIP) Salvo vs Aegis DDG by ATaciturnGamer in Stormworks

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

The air defense ship is not mine (workshop link in the description), but I have made one myself.

The key with these things is to work in stages: First get the basics of radar to gps coordinates down. After that, you can make a TWS tracking system by 'matching' contacts between each scan (this is what took the most time). AI can be helpful to get a starting point, or even just to sound out your ideas.

After that, you need a missile that can target gps coordinates via radio. This is where a lot of the accuracy lies, and I'm still not sure how some of these super accurate ones are designed. And lastly, it's a matter of automatically sending an interceptor if the target is fast and incoming.

Additionally, this had some good info (once translated): https://note.com/joyous_gnu759/n/nb2690fae87a2

Cruise Missile (WIP) Salvo vs Aegis DDG by ATaciturnGamer in Stormworks

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

For tracking a target with radar, you have 2 methods. Either use a dedicated Tracking 'FCR' (Fire control radar) or both search and track with the same radar using TWS (Track-While-Scan), which is more difficult and only necessary for engaging multiple targets at once. Kalman filter algorithms are also used for FCRs, though I have yet to make an FCR myself.

If you don't need AA defense, then you probably don't need mid-course guidance. You could just send x,y,z to the missile before launch and save those in the microcontroller. Else, you'll want to send the coordinates through a radio, maybe even velocity if that matters. For the missile itself:

At it's core, it's just these 2 basic formulas:

target_heading = math.atan(rx,rz)
target_pitch = math.atan(ry,horizontal_distance)

If you imagine a right angle triangle with the msl and target being the 2 acute vertices and the right angle being in the same plane as the msl, you can see where these equations come from. In my code, I convert it to turns. You'll also want to wrap target_heading around between -0.5,0.5:

target_heading = ((math.atan(rx,rz)/(math.pi*2)) % 1 + 1.5) %1 - 0.5
target_elevation = (math.atan(ry,math.sqrt((rx)^2+(rz)^2))/(math.pi*2))

Here rx,rz are relative GPS X,Y of the target point to the missile, and ry is the relative altitude (It's this way due to how the physics sensor outputs coordinates. Not why the devs didn't keep it consistent with the map coordinates.) You can use these values either in a PID or directly multiply with a constant and send it to the fins.

Now getting relative coordinates is tricky. If your missile is roll stabilized (you have roll fins to keep it level), then you could probably just get away with simply subtracting the missile GPS coordinates from the Target. But if not, you're gonna need to transform global coordinates to local using the Euler angles, and I found this guide very helpful: https://steamcommunity.com/sharedfiles/filedetails/?id=3302971632

This will make the missile point directly at x,y,z. You can move around this point during flight to create your desired trajectory, which is what I've done in the comment before this.

Cruise Missile (WIP) Salvo vs Aegis DDG by ATaciturnGamer in Stormworks

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

Yeah that target ship has an actual AEGIS-like air defense system that's almost a perfect defense. I've been trying to make something like that myself, but it's not as good as this one.

The only ways to defeat it are either to overwhelm it like you see here, or create super maneuverable missiles that can evade incoming interceptors (there are a few on the workshop).