For some reason, when I run Starsector on my virtual Linux machine and press e.g. ALT+NUMPAD3, I get an unconsumed event (with getEventChar=='3' and isAltKeyDown()==true). However, when I run it on my Windows machine, I don't get an unconsumed event (both with 0.95a-RC14 and no other mods except mine and LazyLib). Any idea why that could be?
Not sure, sorry!
When calculating the target for Vector2f AutofireAIPlugin.getTarget() (in advance()), how can I access the current target leading accuracy? And how should I factor that into my calculations?
ship.getMutableStats().getAutofireAimAccuracy().getModifiedValue()
Range is something like -0.5 to 1.
1f means aim at the correct predicted point. 0 means assume shots are twice as fast as they actually are, so, lag behind the target a bit.
Of note: the vanilla autofire AI will improve its aim with time spent firing on the same target.
Update: Is my assumption that the values acceleration and deceleration (CombatEntityAPI/ShipAPI) refer to maximum possible rather than current acceleration and deceleration correct?
Hmm - are you mixing up acceleration and speed, maybe? The acceleration is a fixed value. The speed has a current and maximum value. Well, the speed doesn't really have a current value, the
velocity does...
Is there an easy way to check if a missile that hasn't been armed yet (the stage where you fire it but it basically bounces off stuff) has collided with something?
I don't think so, afaikr this isn't tracked.
Would anyone kindly name the mod that shows the amount of "danger stars" a fight is going to be during the ship selection screen? I used to rely on that so I'm not always throwing all my ships at a fight because I'm still relatively new to Starsector. I've been searching but I can't remember which mod it was part of
I don't know. It *might* have been one of Sundog's mods, though? I seem to remember him doing stuff with the deployment dialog, though it might have been something else.
I know of an easy way, but I don't think it's a good/reliable way:
Check if it's angularVelocity is very high xD Usually missiles spin like crazy when they collide with something.
Haha, that'd actually do it, especially for dumbfire missiles!