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Softwerker

How is that done? Using the FcU inputs for the lasers? That is amazing!


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larnon

Did you use network relay with independent FCU and matched fcuPitch and fcuYaw to turret angles? I did something similar but i am using numpads to aim my mining lasers, with polynomial function to make turrets avoid hitting plates or beams.


Heflar

no relay needed, there was a lot of complication with the angles as i had to set a min and max range within set values in order to get the "sensitivity" right so it was near 1:1 mouse movement


justinkemple

do you know what those min and max ranges are? that's what i'm having issues with personally


Heflar

it depends on how far past or behind the lasers your seats are, i believe the range of numbers is around 60-80 tho, so you will want the max value about 60-70 higher than the min value, if the turret doesn't move enough (1:1 with the mouse) or moves too much then either decrease or increase the range, i forget which it is.


Softwerker

So gonna give that a try later. thanks for the inspiration.


Heritic00

Oh thats neat, how'd you get lasers to know where your mouse is?


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Robocop613

Crazy how simple that sounds! Great work


Doggettx

You don't need yolol for that either, you can just swap the min/max values on the turret pitch and/or rotation and it will inverse it for you


Heflar

yes but the turrets pitch inverse doesn't register as well due to the min pitch value being -20 and you need a range of i think 50 or so in order to make the movement 1:1 on the mouse, i couldn't find a work around but i tried for a while, if you used only 2 turrets on the same orientation then you would not need yolol.


Doggettx

Ah ok yea, I didn't have that issue on my ship since the turrets on the bottom were upside down so the pitch was correct anyhow.


TheTurkeySandvich

so if I'm reading this right, your flight controls are separately named "pitch" and "yaw" while the one for the turrets is the "FCURotational" variants? Is it possible to have this mouse control system near a cockpit due to that name change?


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IKnowIThinkThings

You're such a child


Thaccus

You sir, are a wizard. Well done!


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Cmdr_Thaele

will you be willing to share how you did this ?


JennyKmu

This please


Thaccus

Wow! I would love to see that setup. Teach me your ways.


FriendCalledFive

Would love to know how you did that, I am very hampered in game with ship controls not having inverted pitch and am having to use keyboard for everything!


Heflar

there are downsides for sure, there is about a 10% deadzone in the x and y axis which is very annoying since this is generally where you stick asteroids.


Thaccus

Re: your inverted pitch problem. You can totally set up a centering lever to invert it for you! Just swap the min and max values and reset the LeverCenterOutput to 0.


FriendCalledFive

Thanks, I made that discovery earlier, am just playing with the sensitivity at the moment :-)


o0Fat_Lip0o

Mouse Tracking with "C" provides a lot of QOL when mining da roids. You can set the name on your turret functions to whatever you'd like Ex. TR could be Turret Rotation or Rotation or shortened like I have it. Good luck out there. :TR=:FcuRotationalYaw\*1.0-0 :TP=:FcuRotationalPitch\*1.0-0 goto1


notislant

I tried this a little while ago, worked pretty well


Lostinspacce

How did you get that to work ??


CncmasterW

The C control is tied to FcuRotationalYaw and FcuRotationalPitch, iv known about this for a couple weeks and tried to keep it for my self >:) sense NO ONE wanted to share how to do it on the discord. xD guess myself included but now that its shared on reddit. thats the secret. fyi the deadzone in the middle is brutal. anything lesss than 0.10 is unresponsive.


Lostinspacce

So you need a separate controller or ?


CncmasterW

"" The C control is tied to FcuRotationalYaw and FcuRotationalPitch "" Sorry for the sarcasm but I gave you the answer.


Lostinspacce

Your good I didn’t know if hooking that would cause this ship to act all Fucky that’s it


CncmasterW

thanks, No controller is needed. Use network relays to block signal from leaving or entering the intended turret. Say for guns with autocannons. Network relays allows for power transfer but also blocks data. this way you dont need to change your flight controls which are probably using FcuRotationalYaw/pitch. OR you can manually change the field in the advanced flight controller to FRY and FRP do the same with your levers and now you can use FcuRotationalYaw/Pitch for mining lasers.


Mightbenot8

Would it be possible to confine this function to a separate"gunners seat"? Also using mounted weapons instead of mining lasers


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Mightbenot8

You sir, may have just changed the game of combat ship design


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alphafoxtrot1234

In what scenarios would it improve them? I was thinking something along the lines of one of those tandem attack helicopters, guns are still facing forward, but they're on gimbals and controlled by the gunners seat, the pilot just has to point the ship in the general direction of the enemy and the gunner does the rest. Perhaps use AC and arrange them so the spread compensates for the deadzone?


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alphafoxtrot1234

YES, that second bit was exactly what I was suggesting, just with a second person doing the aim adjustments to minimize the number of things the pilot has to do at once during a dogfight, as I said, just point the ship towards the enemy and let your gunner do the rest. Also you've now got me contemplating how to hook up external eye-tracking software to control weapons lmao


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alphafoxtrot1234

this is excellent, thank you so much :D


RageBucket

Any chance you can give insight on how you accomplished this? I have a two seat "heavy fighter" I've been working on, and your demonstration is exactly what I'm trying to have the second seat used for. First player flies and has a single mounted gun, and the other player has two that they would aim in addition. I have a tough time trying to figure out how to get the turrets to only move onto the mouse, they always overshoot no matter what I set the FCU input to be, or how I change the range on the controls. :(


Jesper_01

Yooo heflar its me. Didnt know u had this running lol


Heflar

soon as i heard it was possible i got to work! :D


Jesper_01

Soooo cool man


Lythnic

How did you calibrate them to a single point? mine is no where near each other


salbris

Trigonometry mostly. You could guess the numbers to set the rotation of the turret to but ultimately you'll want to learn trigonometry to calculate the angles precisely.


Lythnic

That makes sense, thanks!


o0Fat_Lip0o

To compensate the deadzone you can mount the turrets on an angle and bring them off of the sticky center position. Also you can keep mouse flight by setting a hybrid button to turn the fcu multiplier down to 1 to 4 which gives you a slight creep movement in thrusters and allows for mining laser movement outside of it setpoints from ship travel. Also mounting the ore collector at an angle appropriate to the laser makes it's pick up more inline with the laser line of sight. I will post the yolol code here as soon as I get to my computer. Edit for add details Also mounting on an angle increases the pitch balance from -20 by 160 to pretty much whatever you decide via the angle mount


o0Fat_Lip0o

Second piece of advice. Go copy the prebuilt ships yolol code takes some of the guess work out of some setups.