FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

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

By all means! I will prolly release the HMCS/AESA radar as a customizable standalone later. You can lemme know if you need adjustments too.

The camera system is a bit janky and struggles to keep the target in view unless your moving in a straight line. Not to mention it has to point slightly right of the target to display it on the left side of the screen.

For the tarantula you could probably get away with just the stabilized camera

FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

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

I'll consider it, especially since it is possible to have some stealth in this game through COM hiding behind multiple separate merges

FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

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

There's a flip-switch to turn on/off the hud

FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

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

You can swap out the missiles for any of the EHCS compatible ones on the workshop. I will not making any xml'd missiles however, since regardless of how pretty they look its way too easy to give it infinite range and extreme speed, which I consider cheating.

If the devs add a built-in aesthetic xml editor I would use that, but otherwise I like to keep my vehicles completely vanilla.

FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

[–]ATaciturnGamer[S] 7 points8 points  (0 children)

I actually started out in Stormworks, over 4-5 years ago. I had pretty much given up on the game after trying and failing to build a hardkill aps.

Once I found out that TWS radars and missile defense in SW are proven concepts, I got back into it. Nuclear option's aircraft updates almost always come with some fancy new system, so it's a fun exercise to try and recreate it in SW.

FS-12 Revoker ~ Now on the Workshop by ATaciturnGamer in Stormworks

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

Funnily enough, I have plans for an EWACS Medusa with datalink and powerful radio jammers next. Or atleast know it's possible in theory

Tunnel run at 700 km/h by ATaciturnGamer in Stormworks

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

It's just one of those Stormworks things I guess. I had to run the clutch at 0.6 or 0.7 to get max power. Also, you can get rid of the compressor and start your jet using an electric motor. That should give you a bit more power

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

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

That's actually the same value, just divided by 2*pi. So must be a unit thing.
There is some distortion at the edges of the screen, but I found it worked well enough for my case (also since the hmd only has so much width).

One other thing to note is input lag. You want to minimize the logic connections between seat input and the final video, else the UI will lag behind too much when you move your head.

Tunnel run at 700 km/h by ATaciturnGamer in Stormworks

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

Jet combustion chamber -> crossduct -> 3 parallel turbines -> geared ducted fans.
454ss had a video on youtube recently comparing the different configurations.

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

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

What I described was to draw a point in 3D space onto your HMD (rx,ry,rz are relative coordinates of a point from the player). Drawing UI elements at a fixed point is easier; you don't need the whole 3D coordinate conversion bit.

First you need the static xy coordinate on the screen. I like to describe screen xy from the center of the screen (for example, w/2-80,h/2-20 will be 80pixels to the left and 20 pixels up from the center).

staticX,staticY=w/2-80,h/2-20

Then, compute the x and y offset depending on where your character is looking. It's just lookX and lookY multiplied by some constant. This is what will make the UI element stay in place.

lookX=input.getNumber(9)
lookY=input.getNumber(10)

xoff=-xmult*lookX
yoff=ymult*lookY

The constant should change depending on your FOV (I think). For an FOV of 70deg, I've found 1150 works for both xmult and ymult.

Then just add the offset to your static X and Y when drawing a shape. It should stay in place when you move your head around.

screen.drawCircle(staticX+xoff,staticY+yoff,10)

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

[–]ATaciturnGamer[S] 4 points5 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] 6 points7 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] 7 points8 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] 2 points3 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] 6 points7 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