-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow auto targeting mode for turrets only with installed turret control unit #34202
Allow auto targeting mode for turrets only with installed turret control unit #34202
Conversation
…nit is present on turret's tile on loading save
… present Also reworded targeting mode options a bit to reduce confusing. Also removed a check for MANUAL flag as there is no items or vehicle parts with this flag. Also reworded reason of why you can't aim automatic turrets and added a missing period.
Also, on removing turret controls forcibly set targeting mode of affected turret to manual.
50/50 ... Maybe put it just on the bigger vehicles and not humvees?
Book. It feels like pretty advanced piece so I'd make it require a book.
Yes! Mention the epower usage on selecting the automatic fire-mode.
No... Yes... No... I don't know, but I'm more inclined to no. I guess it's about how would people envision the mechanics of the mount. I can easily imagine both.
I would add time here. 3-4 hours?
This is good. |
What do you mean by "bigger vehicles"?
The resulting unit is just a set of advanced electronics banded together. Survivor isn't crafting e.g. AI module or robotic controls by himself - he is just connecting all the pre-fabricated pieces. So I guess it's possible for a highly skilled individual to figure it out how to do it without any specific book. |
Tanks, maybe APCs but not Humvees.
Hmmm... looking at that this way you might be right. |
Ok. Made it so if turret's targeting mode is set to automatic, it means that TCU is constantly scanning the surroundings in search for enemies, moving the turret around its axis. Thereby it constantly consumes energy (100W, equal to headlights). If you don't want TCU to consume energy, just shut it down by setting corresponding turret's targeting mode to manual. |
Don't we need to add additional 'configuration' tool requirement for assembly of a robotic devices? You often need a computer (and sometimes a special tool to upload firmware) to configure similar devices in real life. This applies for smart IP cameras, tracking blocks, servo drivers and so on. You set up object types to be detected, signal types to be emitted when appropriate object has been detected. Then you tell how coordinates from detector apply to ballistic controller and then to servo drives... Long story short: I guess we need a laptop to assemble target control unit (additionally to other tools). Smartphone could also be sufficient if a vendor for AI Module and targeting system has employed good UI designer (never happens in real life). |
Also inreased craft time to 2 hours.
Done. |
Robotic APC certainly should have such system.
Yes. But it should need some mechanics skill as well (mechatronics = mechanical engineering + computers + electronics).
It could need some mechanics as well.
10W for IR camera + 90W for all data processing. If we want 50kg shooting thingy to rotate and target quickly, we need 1000W motors (peak load, when we should rotate 90deg in a second). But I guess this case needs more C++, and I am not sure such realism deserves this code. So I'd just increase it to 200-300W.
Any way is fine.
Looks fine. |
This is from some mod, I suppose? Vanilla doesn't have this vehicle IIRC.
Yes to autolearn, or yes to book? |
Also increased its power consumption from 100W to 250W.
and
Done. |
It should be autolearnable. Everything looks fine. Even if we want to overhaul all the stuff the roboticist can do (proper components, proper skill requirements, proper numbers), it should be separate PR anyway. |
…rol unit (CleverRaven#34202) * Added turret control unit * Made it craftable (autolearn) * Added corresponding vehicle part * Added flag to bitflags set * Added documentation * Forcibly set turrets' targeting mode to manual if no turret control unit is present on turret's tile on loading save * Allow changing turrets' targeting mode only if turret control unit is present Also reworded targeting mode options a bit to reduce confusing. Also removed a check for MANUAL flag as there is no items or vehicle parts with this flag. Also reworded reason of why you can't aim automatic turrets and added a missing period. * Turret controls must be installed on a turret Also, on removing turret controls forcibly set targeting mode of affected turret to manual. * Set turret control unit's state equal to turret's targeting mode * Increased control unit power draw * Added a requirement for laptop computer Also inreased craft time to 2 hours. * Added mechanics skill req for crafting TCU Also increased its power consumption from 100W to 250W.
Summary
SUMMARY: Features "Allow auto targeting mode for turrets only with installed turret control unit."
Purpose of change
Remove some magic from installed turrets.
I always wondered how it is possible that when I install absolutely ordinary machine gun on a absolutely ordinary turret mount the resulted turret suddenly gains conscience. It suddenly becomes able to understand who is friend and who is foe; how far is this foe; when it's a time to cast away stones, and a time to gather stones together; and other intelligent things.
Describe the solution
Additional context
[CR] because I need to do some more testing and I also because I have questions: