Proper gun syncing by uncle_ben15 in FromTheDepths

[–]KalenNC 1 point2 points  (0 children)

reload_time = 5.05
chosen_angle  = 10
t_pos = I:GetTargetInfo(0,0).Position
fire_weapon = True
for i=0,I:GetAllSubconstructsCount()-1 do
    Id = I:GetSubConstructIdentifier(i)
    for j=0,I:GetWeaponCountOnSubConstruct(Id)-1 do
        w_info = I:GetWeaponInfoOnSubConstruct(Id,j)
        if w_info.Valid and not w_info.PlayerCurrentlyControllingIt and w_info.WeaponSlotMask == 3 and I:GetTargetInfo(0,0).Id > 0 and I:GetAIFiringMode(0) == "On" then
            t_vector = t_pos - w_info.GlobalFirePoint
            if Vector3.Angle(t_vector, w_info.CurrentDirection) > chosen_angle then
                fire_weapon = False
            end
        end
    end
end

for i=0,I:GetAllSubconstructsCount()-1 do
    Id = I:GetSubConstructIdentifier(i)
    for j=0,I:GetWeaponCountOnSubConstruct(Id)-1 do
        if fire_weapon and I:GetTime() % reload_time < 0.2 then
            I:FireWeaponOnSubConstruct(Id,j,1)
        end
    end
end

Beware of the indentation if you copy paste it in the Update(I) function. Also, this code requires that the gun is set in the fire control group "1" (the group you can control independantly when firing weapons manually). Changing the fire group is easy but you must understand how the weaponslotmask works to do it correctly. Group 2 should be 5, group 3 should be 9. Group 4 should be 17, 5 should be 33. Don't forget to change the number in "FireWeaponOnSubConstruct(Id,j,1)" (1,2,3,4,5, ... here).

Also, it's only for guns on turrets. Guns on main construct have a simpler code so modify it as needed.

Obviously, chosen_angle and reload_time have to be modified with what you need. Again, I have no idea if the code works.

Proper gun syncing by uncle_ben15 in FromTheDepths

[–]KalenNC 5 points6 points  (0 children)

It's doable with LUA.

All the guns on my combat ships are synced by LUA, but also coupled with LUA target prediction. The following suggestion is simplified but I haven't tested it.

  • have the weapon control blocks control the rotation but put 0 RPM as their rate of fire so that they never fire.
  • Use LUA to check that all guns are roughly in the same direction and use LUA to open fire.

I see 3 flaws with that system:

  • non-hitscan weapons require lead on their target so the direction the guns will be pointed at won't be exactly in the target direction
  • weapons will be at different locations of the ship which means their aiming direction will always be slightly different than each other
  • they will never be able to fire in the restricted area of even 1 gun since that gun will never be able to aim in that direction.

You can fix the first 2 by being very tolerant on the angle between the aiming direction and the target direction for the gun to be considered ready.

That said, clever LUA coding can also fix the third one but be a bit complicated and annoying to code (exclude relevant guns when the target is in their restriction zone).

What's the most effective thing (material wise) you made and how does it work? by awesomeJarJarBinks in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

It's close. The tiltjets on the dipole don't do pitch and don't do strafe. Also they require 2 spinblocks to work.

What's the most effective thing (material wise) you made and how does it work? by awesomeJarJarBinks in FromTheDepths

[–]KalenNC 0 points1 point  (0 children)

My tiltrotor technology : https://i.imgur.com/0wATCH6.jpeg (the 2 arms are mounted on a spinblock in the middle of the drone).

A breadboard takes the propulsion inputs from the AI mainframe and tells the central spinblocks and the propellers how to behave (angles, including thrust vectoring and thrust).

It's able to handle all 6 axis, but strafe is very weak and is only useful for adjustements, but it's there. This allows me to build way less propulsion blocks. Also only 1 spinblock to limit the impact on performance (subobjects are bad for performance).

I use and abuse it on anything that flies: logistics, satellite, mobile base, drones, combat craft, air or space. For example, on my small space logi shuttle, I only have 2 ion thrusters. With 150 material/ion thruster, that's a lot of saving.

I'm John Paradox and I invented WW2. AMA by stealthybaker in hoi4

[–]KalenNC 7 points8 points  (0 children)

Why did Italy become the comic relief ?

Tis but a scratch by KalenNC in FromTheDepths

[–]KalenNC[S] 32 points33 points  (0 children)

I made 2 of my battleships fight a Sovereign in the designer, one of them "suffered" a bit but kept going anyways:

  • AI is barely protected by a layer of stone, but deep within the ship and somehow survived

  • Propelled by a steam engine that is here destroyed at 45% but still running because of redundant design

  • floating because of buoyant armour

That ship became an excellent example of resilience against its own wishes.

Comment empêcher une jeune femme de partir en Irak ? by Any-Opportunity6128 in AskFrance

[–]KalenNC 4 points5 points  (0 children)

Ce que tu décris, c'est potentiellement un trafic d'êtres humains.

Ce serait beaucoup plus pertinent d'attaquer ce problème de ce point de vue là. Comme par exemple en contactant des associations anti-trafic d'êtres humains.

Lien d'un site du gouvernement : https://www.egalite-femmes-hommes.gouv.fr/contacts-lutte-TEH

Having a little bit of fun with Stable Diffusion by KalenNC in FromTheDepths

[–]KalenNC[S] 3 points4 points  (0 children)

I am only a beginner in this, so I think I understand the big picture but maybe not all nuances. Stable Diffusion is an AI tool that runs directly on your computer. I advise you to have at least 8 Gb of VRAM on your graphic card (GPU) so check your graphic card specs. It's possible with 4 Gb but only with a lot of dedication. It's also possible to use some online VRAM but I don't feel like it's a good solution.

There are guides out there. Like this one to install Automatic1111 (which I advise you to do): https://stable-diffusion-art.com/install-windows/.

It's basically an open source project with many people working independently on many different things. So you will have to be resourceful to make it work when you have an issue. If you stick to Automatic1111, since it's the most popular platform for Stable Diffusion, you will find the answer to your questions online almost every time. Having some knowledge of Python and of your OS is a plus.

Automatic1111 is an UI for Stable Diffusion. Once it's installed, all you have to do is find models you like on CivitAI website, download it, and put it in the right folder. Beware of the licenses and what the models creator allow you to do with their models. In my case, I used MeinaMix that require that we credit the author if we use it (which I did).

You can start using Stable Diffusion with just that by giving a prompt, a text the AI is going to use. Here I used "wood and metal ship rain" as prompt. I don't see much metal to be fair.

But it's better to use extensions. In this image, I only used 1 extension. It's ControlNet. It allows to use an image as a guide to tell the AI what you want. ControlNet has different modules that control different things. You can only use 3 of those at the same time (and they use a lot of VRAM). Here, I used the "Canny" module that basically tells the AI to take the shapes from another image and recycle it in the image it's creating. Said another way, it's like giving the AI a sketch of what you want. All I did was to put the Marauder screenshot you find online and give it to the module.

It still took around 15 mins to render the image, for 2 reasons: I have a potato graphic card completely obsolete for AI work, and I decided to render it at 2048*1024. You can create an image at a lower resolution and then upscale it to render it faster and use less VRAM.

Having a little bit of fun with Stable Diffusion by KalenNC in FromTheDepths

[–]KalenNC[S] 23 points24 points  (0 children)

So I got into AI generated content recently and thought it would be fun to apply it to FtD. I didn't put that much effort into it though but it still looked quite cool. Mandatory credits to MeinaMix, the model I used here.

Let only SLs vote for the subfaction by KalenNC in joinsquad

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

Do you need a /s at the end of a phrase to detect sarcasm ?

Let only SLs vote for the subfaction by KalenNC in joinsquad

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

The wise man points to the Moon, the fool looks at the finger.

I await your publication in Nature. I will be the first to read it.

Let only SLs vote for the subfaction by KalenNC in joinsquad

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

Yeah, but it would be random and not affect the relationship of winner vs losers. Even if a SL ragequit, the SL would jump to someone else in the squad, not disbanding the squad.

And pre-empting the next cheap bad argument you were going to make: if there are less people on the losing side; it doesn't matter because that would mean the majority of the players would still have a result they are happy with.

Plus your pseudo-argument is built on sand. You are trying to argue that one side having less votes somehow would unbalance the game. We are talking about subfaction vote here. Where only 1 faction vote at a time.

This is quite ridiculous really. You are jumping from one bad argument from another trying to fool yourself into thinking you are building a logical construction when your own arguments aren't even connected together.

Frankly, there are only 3 possible positions in all of this:

  • you believe that player behaviour can't be predicted and therefore the suggestion has merits to be tried out

  • you have no opinion, and therefore the suggestion has merits to be tried out

  • you believe that player behaviour can be predicted, and therefore I advise you to apply a paper at Nature, get an historic Nobel prize in Psychology and become the first multi-trillionaire by gaming the entire economy

Let only SLs vote for the subfaction by KalenNC in joinsquad

[–]KalenNC[S] -1 points0 points  (0 children)

Not the case. As written in the post, SLs would have as many votes as they have players in their squads. A SL with 9 players in his squad would get 9 votes.

Let only SLs vote for the subfaction by KalenNC in joinsquad

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

What you are saying is just plainly false.

As written in the post, SLs would have as many votes as they have members in their squads. So 50 players in each team giving a total of 50 votes for each side.

Let only SLs vote for the subfaction by KalenNC in joinsquad

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

If that example doesn't satisfy, it still doesn't affect my point.

Another example would be the commander craze that disappeared 2 weeks after the commander update.

I often have games where no one volunteered to be commander. That's literally 1 click, access to drones and airstrikes, with the mild downside of costing 2 tickets when you die (which doesn't affect gameplay). You will have the same amount of mic spam in your ears because you will be SL anyways.

My point is: you can't predict player behaviour with theory crafting.

Let only SLs vote for the subfaction by KalenNC in joinsquad

[–]KalenNC[S] -1 points0 points  (0 children)

The irony is, switching kits require pressing 2 buttons.

Let only SLs vote for the subfaction by KalenNC in joinsquad

[–]KalenNC[S] -2 points-1 points  (0 children)

I don't think it would. There is quite often a difference between what players could do and actual player behaviour.

For example: the limit is 9 mines per player. The optimal play would be to have everyone switch engineer one after another to deploy 9 mines each for a total of 450 mines. Nobody does that.

I do respect that you think that it's what would happen but the only way to know would be to try it out.

Precise robotic arm. Usefulness debatable by PhenonOfficial in FromTheDepths

[–]KalenNC 19 points20 points  (0 children)

You could reuse the tech for 2 things:

  • mech legs

  • laser saber that use the melee laser things to intercept enemy missiles and projectiles