Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
just a question, is it possible to also do this with cargo containers? I am using inventory sorter and it would be nice to change the custom data of my welding ship based on which ship I want to weld. for smaller ships it is not needed as I can just paste all components to one single container. but bigger ships needs more and I have to spread the list across. doing it one time and saving the setting in game would be awsome.
@ funhans , congrats on becoming a professional software developer.
So, we do know the size of the bounding box facing a specific world-orientation.
We also know our very own world-orientation.
In theory, if we would utilize our own coordinate system, enter the corner-points from the bounding box in that and calculate the deviation from the direction the bounding box has in the SE-world (aka it's world-orientation) to a comparision-vector (let's say (1,0,0)) then rotate the whole cuboid by this deviation => we made it uniform.
Now we can calculate our own deviation from the comparision-vector and rotate the bounding box within our own coordinate system by that deviation => We cannot get the size and we cannot draw in let's say front or back BUT it could work out as a B-Scope, couldn´t it?
I may mix things up here but - at least in my head - that sounds like it could work
Thanks anyway 🍻
One could say I'm more of a fan if such things are developing and friends are friends ...
Oh, and btw, sorry for spamming the comment section of a completely off-topic script 👀
Fun fact: Your scripts and of course, SE brought me to learn my current profession :D
Problem with this:
I'm now a professional software developer, however I still have my issues with getting the math of SE together 🤪
Specifically I try to get the size of a MyDetectedEntityInfo object - that apparently seems to change depending on my angle to it (guess, it's simply world aligned).
I know the vector-transformations from MDK-SE's wiki - but I'm not able to get it to work 🤦♂️
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS DOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░░░░░█░░ Love you whip, just wanted to send you a notification.
This issue has been driving me mad for years!
Thank you for making this less of a pain in the ass.
Also big thanks to you for all the scripts that inspired me.
This is just perfect to update not just missiles but other scrips we use too. We just need to connect all ships save the blue print and update each script on all ships at once. This is great! Thank you!