Profile image

Advanced Targeting

Dev WNP78  6.1 years ago
67,757 downloads
Version 1.0 Tool

NOTICE
Since the 1.9 update, the functions of this mod have been mostly implemented into the stock game (by me), so this mod is obsolete.
The predictor quality can be changed (or switched off entirely) in the quality settings of the game. If it is switched on, it will provide indicators when bombs, cannons or torpedoes are selected, and also when guns and an air target are selected.

A mod that adds two things:

  • A target lead predictor: shows a crosshair indicating where to aim when shooting a moving target
  • A bomb trajectory calculator: shows the trajectory and impact point of bombs when they are selected. Also shows a red target in front of the selected ground target indicating where it will be when the bomb impacts based on its current velocity. Line these two up when bombing ships or convoys. Remember, it's not just for dropping bombs. Detach force is simulated on detachers so it works with bomb cannons too!

They both require no configuration and can be used out of the box, but they can also be customised with HellFireKoder's Mod Settings Mod. A summary of the settings is listed here:

Bomb Predictor:

Bomb Predictor Enabled: Turn this off if you just want the lead predictor
Bomb Marker Size: The size on the screen of the marker, although it scales when zooming in/out.
Bomb Predictor Accuracy: 1 is totally accurate, as it uses the same time scale as the game's physics engine, anything below (0.5, 0.25...) decreases accuracy but runs faster and anything above 1 is pointless because the prediction would become more accurate than the game's physics engine, making it less useful than 1.
Bomb Predictor Max Simulation Time (s): The time of the simulation in seconds at which it should just stop simulating.

Lead Predictor:

Lead Calculator Enabled: Turn this off if you just want the bomb predictor.
Lead Projectile Velocity: The speed of the bullets to use in calculations. If set to -1, it will be the average (mean) of all guns on the plane. This can be broken, for instance, if there is simulated shell casings (made of scaled down bullets), which would affect the average.
Lead Accuracy: The number of passes the algorithm should make. 10 should be enough for normal use. Unless you're ultra-plane-sniping...
Lead Turret Mode: This should normally be off, as long as your guns are facing forwards. If, say, you're firing from a moving turret, this would need to be on for it to be accurate.

Vehicles used in screenshots:

  • Log in to leave a comment
  • Profile image
    60 NGC543

    Counter measure

    7 days ago
  • Profile image
    0 h5fgh

    @h5fgh It's like blowing up a missile in the air in reality

    5 months ago
  • Profile image
    0 h5fgh

    I suggest making a module that can intercept missiles ,When sailing like this, I won't be afraid of being hit by missiles

    5 months ago
  • Profile image

    @WaltySimplePlanes69 go to the activation groups panel and click “Air-To-Air” or “Air-To-Ground”. If there’s a selected target the advanced targeting should appear.
    Note that this is already a feature so you don’t need to download anything

    7 months ago
  • Profile image
    1,335 Leviatham

    Its not working with cannon projectiles, it dosen't display anything . Am i doing something wrong? @WNP78

    7 months ago
  • Profile image
    Dev WNP78

    @Simplestt I've said this to many people before but it's not our choice. If we didn't make the changes that removed mod scripting support on Android, SP would have been removed from the google play store because it wouldn't have supported 64-bit only devices. It also just wouldn't run on some modern phones, as 32-bit emulation is being removed from modern mobile processors.

    +1 8 months ago
  • Profile image

    If you wanna make things better in simpleplanes android THROW THAT PHONE JUST GO TO COMPUTER

    -Jundroo

    8 months ago
  • Profile image
    4,437 Corn8

    Tanker: ???

    8 months ago
  • Profile image

    I dont understand how the bombing works?

    9 months ago
  • Profile image
    13.8k vonhubert

    @WNP78 Indeed, i've understood that standard drag coefficient works only while a bomb is a part of a plane.
    At first glance seems like these formulas may be enough for me to modify calculations.
    Thanks a lot!

    one year ago
  • Profile image
    Dev WNP78

    @vonhubert bombs (after they have been dropped) have a different type of drag to SP's normal drag for some reason, instead of being SP's custom directional drag system they just have standard unity fixed drag (with a value of, if I remember correctly, 0.05). The way PhysX applies this drag is according to the internet via the per-frame formula velocity = velocity * ( 1 - deltaTime * drag). That's a frame-by-frame process, but if you want to do it with continuous calculus then that can be rearranged to the forumla acceleration = - drag * velocity (with drag being 0.05). Which I guess you can form a differential equation for or something

    one year ago
  • Profile image
    13.8k vonhubert

    @WPN78
    Hi! I'm trying to make a bomb sight right now, and came to a problem with bombs drag coefficient. Currently i've made a simple calculation that omits drag. It simply calculates a time of a freefall of a bomb without drag, than calculates a distance that a bomb would travel on the speed of a plane taken at the drop moment, and than an angle of a right triangle corrected by pitch angle.

    Unfortunately it only works if a plane drops a piece if a fuselage with grag set to 0. even if you set a bomb's drag to 0 in XML, it starts repidly decelerationg as soon as it leaves a plane, presumably when it is dropped, its path calculation omits XML drag setting. So a stock ingame bomb always imopacts noticeably behind any other object with 0 drag.

    Thus, can you share some kind of an inside how the bomb aiming calculation works in this mod? Or hopefully, may be you make some kind of a bomb sight camera, that simply aims at the point of impact instead of drawing a green line?) Thanks a lot!

    one year ago
  • Profile image

    @RangoPilot they didn't

    1.2 years ago
  • Profile image

    It is in the stock game and it’s cool but you don’t have to brag about it

    1.5 years ago
  • Profile image

    I think they deleted this function from phone versions

    1.5 years ago
  • Profile image
    0 NeilLi

    I wonder if it really means leet@ZilithyneYT

    1.8 years ago
  • Profile image
    188 C5

    i just found this mod for some reason but, i need this since
    i love obliterating the ai ima get it on the steam workshop coz why not

    2.0 years ago
  • Profile image

    Link

    2.0 years ago
  • Profile image

    Go to settings to change it back

    2.0 years ago
  • Profile image

    Errr... does anybody know if we can bring lead turret mode back? I mean, the 1.11 update allows for camera-aimed turrets but the lead indicator seems to be off... a lot.

    +1 2.0 years ago
  • Profile image

    @WNP78 i was looking for ways to locate incoming missiles so i can program my guns to autoaim and auto shoot them down just like those lasers have been doing at the icebase. even if u r not going to implement it do u think i can take a peek of where i can get started??? i know there must be some values associated with ANY projectiles in sp, namely the incoming missiles (from ships or enemys).

    +1 2.1 years ago
  • Profile image

    in the settings if you change it to high it changes it a little bit but not much

    2.2 years ago
  • Profile image

    7 * 191 = 1337 (leet)

    +3 2.2 years ago
  • Profile image

    It disappeared on my game how to enable it back

    +5 2.3 years ago
  • Profile image

    @WNP78 Thanks!We will try to decode it.

    2.3 years ago
  • Log in to see more comments