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PredatorPie

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  1. "Next target" doesn't seem to work if I'm pointing at the target with only the pod. I think for "next target" to work the target needs to be in the macer lock on cone or otherwise identified? About your theory, the laser doesn't interfere with the final locking procedure of the macer, if the target is "vehicle" (or more specific) on the sensor screen. It's just comes up there as "laser target" most of the time.
  2. PredatorPie

    General Discussion (dev branch)

    Todays update seemed to broke something on the targeting pod. The "area" mode doesn't return to the last location anymore after being forced out of it by its movement range limitations. Also the "point" mode doesn't want to track vehicles anymore. EDIT: I think it was as actually caused by joystick axis bindings in aiming. No idea how it's related but removed those and it's working again. Sorry for jumping the gun a bit.
  3. Even with macers I'm doing the initial target spotting/locking with the TGP and afterwards pointing the actual macer at it. The thing is, with the pod I can lock to the vehicle just fine right after I turn the laser off, so the target does have enough signature. This has worked every time right after turning the laser off, so the range and angle hardly change. The laser almost always seems to override locking directly to the vehicle, which in my opinion shouldn't happen when macers or anything similar type is selected. This would be less of an issue if there was a dedicated key for toggling the laser on/off.
  4. Sorry maybe I should have specified that I meant a joystick axis. The problem is that you don't get anywhere near the max rotating speed with a joystick axis. Did some testing, timing how long it takes to move the pod on x axis from lock to lock. Mouse input 4 seconds, joystick input 44 seconds. Tried with different devices, only binding one device at a time.
  5. Very much liking the direction this is going, having to actually find the targets, and everything else as well. Just some improvements and additions I would ask you to consider: Make it possible to control the targeting pod when it's not full screen and at least the following keybindings separately just for the pod; moving, toggle zoom, nvg/flir mode. Of course the current bindings should still work in full screen mode. Slaving TGP to boresight. Need a lot more movement speed when binding aiming (the pod) to an analog axis. Adjustable sensitivity would be nice. Re-sizable panel windows. I know it's an old quote, sorry if it's pointless to bring it up again for whatever reason. Why not just make it impossible for them to render the same thing twice? Or resize them both at the same time to the same size? Even fixed size options for them would be better than only one. Seems simple, maybe I misunderstood the problem. Separate key to toggle laser on/off. It's a bit annoying to switch weapons back and forth just to do that. Why do I even need to keep turning it on and off? Well I could say it's not polite to confuse other pilots by lasing at nothing, but it's mostly because of next thing :) Macer can not lock to a vehicle that is being lased (in TGP view and using "lock target" binding). You lock on "laser target" but macer can't lock on a laser. It's probably intended, but in that case it should lock to the vehicle itself if you have macer selected, even if it's being lased.
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