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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Leading Pip 1.10.1  (Read 295263 times)

SilentAlfa

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Re: [0.95.1a] Leading Pip 1.9.2
« Reply #75 on: May 07, 2023, 10:59:01 AM »

This mod appears to work in the latest update. A real lifesaver for me I'm terrible at judging distances.
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Dark.Revenant

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[0.96a] Leading Pip 1.9.3
« Reply #76 on: May 09, 2023, 11:14:26 PM »

Not much to report here; just a new version!

(Requires LazyLib 2.8)

Version 1.9.3:
- Updated for Starsector 0.96a
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Ceebees

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Re: [0.96a] Leading Pip 1.9.3
« Reply #77 on: May 10, 2023, 02:40:10 PM »

Thank you!
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SpaceDrake

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Re: [0.96a] Leading Pip 1.9.3
« Reply #78 on: May 10, 2023, 03:01:07 PM »

Literally the most important Starsector mod, I swear to god.

Thank you!
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Edapblix

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Re: [0.96a] Leading Pip 1.9.3
« Reply #79 on: January 30, 2024, 07:44:24 AM »

A fantastic mod!
FWY if your reticle has disappeared, the tilde key ยง can toggle it on and off 
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Dark.Revenant

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[0.97a] Leading Pip 1.9.4
« Reply #80 on: February 02, 2024, 11:39:04 PM »

Not much to report here; just a new version!

(Requires LazyLib 2.8b)

Version 1.9.4:
- Updated for Starsector 0.97a
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MissLassThe43th

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Re: [0.97a] Leading Pip 1.9.4
« Reply #81 on: April 29, 2024, 03:31:28 PM »

This mod is the best mod ever created in this place.
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Metadane

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Re: [0.97a] Leading Pip 1.9.4
« Reply #82 on: November 24, 2024, 06:57:18 AM »

Thank for mod!
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Genir

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Re: [0.97a] Leading Pip 1.9.4
« Reply #83 on: December 22, 2024, 07:59:07 AM »

Hi!

AI Tweaks mods adds aim assist, allowing players to aim directly at the target without manually leading. The weapons automatically calculate and apply the lead. But the leading pip still guides players to manually lead, which might be confusing.

Would it be possible to integrate AI Tweaks with the leading pip? When aim assist is active, the leading pip could center on the enemy ship instead of indicating manual lead.

If you're ok with the idea, I could make a pull request with the changes.


I managed to handle the intagration in AI Tweaks code.
« Last Edit: December 24, 2024, 03:41:03 PM by Genir »
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Jaga

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Re: [0.97a] Leading Pip 1.9.4
« Reply #84 on: March 05, 2025, 04:46:34 PM »

Excellent mod, should have been part of the base game.  Kudos!   ;D
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Dark.Revenant

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[0.98a] Leading Pip 1.9.5
« Reply #85 on: March 31, 2025, 01:31:06 AM »

Essentially just re-compiled for Java 17.

(Requires LazyLib 3.0.0)

Version 1.9.5:
- Updated for Starsector 0.98a
« Last Edit: April 01, 2025, 11:22:56 AM by Dark.Revenant »
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MakeTheFuture

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Re: [0.98a] Leading Pip 1.9.5
« Reply #86 on: April 29, 2025, 09:19:57 PM »

Thanks for this mod! One of my absolute favorites and made me finally start piloting ships and choosing the ship perks and enjoying myself piloting.

Do you know if there would be any problems with the PIP positioning when combined with this mod? https://fractalsoftworks.com/forum/index.php?topic=25567.0

Also, i've noticed that when you have missiles selected that the PIP location is not accurate. Should this disable when missiles are selected (improvement idea)? Or am I mistaken or not using it correctly (user error/potential bug - more info needed)?
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Dark.Revenant

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Re: [0.98a] Leading Pip 1.9.5
« Reply #87 on: April 30, 2025, 01:14:40 AM »

Thanks for this mod! One of my absolute favorites and made me finally start piloting ships and choosing the ship perks and enjoying myself piloting.

Do you know if there would be any problems with the PIP positioning when combined with this mod? https://fractalsoftworks.com/forum/index.php?topic=25567.0

Also, i've noticed that when you have missiles selected that the PIP location is not accurate. Should this disable when missiles are selected (improvement idea)? Or am I mistaken or not using it correctly (user error/potential bug - more info needed)?

It can't predict weird physics, but it does respect stat boosts like projectile speed, etc.  Which missiles are inaccurate?
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Dark.Revenant

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[0.98a] Leading Pip 1.10.0
« Reply #88 on: May 02, 2025, 12:38:35 AM »

Major feature update!

Spoiler





[close]

(Requires LazyLib 3.0.0)

- Supports LunaLib -

Version 1.10.0:
- Improved accuracy of pip when using weapons with mixed projectile speeds and weapon slot locations
- Removed inaccurate "backup" intercept method; it won't render anything if the primary (accurate) intercept method doesn't find a valid solution
- Now properly calculates intercept points for accelerating rocket-type missiles
- If an alternating weapon group is selected, only the currently active weapon is considered for the purposes of calculating the intercept point
- Will no longer render a leading pip if no weapons within the weapon group have a valid target leading projection
- Target leading now takes into account the time-scaled velocity of target ships
- In combined pips mode, "bad" intercepts (ones which are mathematically valid, but would exceed the weapon's range) are culled unless there are no "good" intercepts to display
  * This behavior is suppressed if out-of-range pips are configured to neither fade nor hide
- Added different pip display configurations:
  * "Individual" mode: an individual indicator will be displayed for each weapon in a linked control group
  * "Combined" mode: the legacy behavior; a single indicator will be displayed in a position that represents a "smart" average aiming point
  * "Auto-Scaling" mode: the new default behavior; a modified variant of "Combined" mode, which causes the combined indicator to dynamically re-scale to represent the standard deviation between individual aiming points
- Added different pip out-of-range behaviors:
  * "Show" mode: pips are displayed normally
  * "Fade" mode: pips that are too far out of range are dimmed
  * "Hide" mode: pips that are too far out of range are hidden
- Added LunaLib support
« Last Edit: May 03, 2025, 11:55:07 AM by Dark.Revenant »
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MakeTheFuture

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Re: [0.98a] Leading Pip 1.10.0
« Reply #89 on: May 03, 2025, 08:49:12 AM »

New features look great mate. I'm still testing them out in all conditions but i'll feed back - just didn't want to leave you hanging :)
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