[Starsector Mods][0.95.1a] Leading Pip 1.9.2

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The image kind of speaks for itself, but to clarify, this mod adds a target leading pip in front of whatever ship you have targeted.  If you shoot at that pip, you will generally hit the target.  The algorithm takes into account your position and velocity, your target’s position and velocity, your weapon group, the positions of the weapons in the weapon group, and the projectile speed of the weapons in the weapon group.  Sometimes the target will be going too quickly to have any hope of hitting it, in which case the reticle may behave oddly, but this is rare.

Controls, colors, size, and line thickness are customizable.

Change Log
Version 1.9.2 (December 12, 2021):
– Updated for Starsector 0.95.1a
– Smoother lines

Version 1.9.1 (March 29, 2021):
– Updated for Starsector 0.95a
– Migrated version file to custom host (sigh)

Version 1.9.0 (July 11, 2020):
– Updated for Starsector 0.9.1a
– Migrated version file to BitBucket

Version 1.8.3 (November 16, 2018):
– Works in Starsector 0.9a

Version 1.8.2 (April 24, 2018):
– Toggle key now actually works

Version 1.8.1 (June 4, 2017):
– Various bugs fixed
– Works in Starsector 0.8.1a

Version 1.8.0 (April 22, 2017):
– Started change tracking
– Various bugs fixed
– Works in Starsector 0.8a

Woah, that’s pretty cool.

EDIT: Tried it, works great. Good if you aren’t particularly good at leading targets, and you can technically extrapolate particular parts of the ship to hit using it. Is the pip based from the center of the target?

Well, it is extremely effective…

Bit hard to deal with those jumpy ships it seems. :P

Slight compatibility bug with Combat Radar.  Update Leading Pip to 1.1 (and grab the next Combat Radar as well) and it will be resolved.

Lazy’s Combat Radar and DR’s Targeting PIP – for when you need the right information to kill the right ship at the right time.

Loving it.

While I personally wouldn’t use this, it is however certainly well executed and rather nifty.

Just noticed that it make the game crash when you target an enemy but have no weapons.

Indeed.  I fixed that in a dev version but didn’t get around to uploading it until now because of my shader work.

This is pretty nifty.

Current version still crashes, and still is labled as 1.0

If this version doesn’t fix it, the crash is completely unfixable by any means whatsoever.

java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at data.scripts.plugins.TargetingLeadIndicator.advance(TargetingLeadIndicator.java:154)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Assuming it can’t then be fixed, that is kinda disappointing, since it is a really helpful mod. It is mostly usable, so long as you don’t ever pilot a capital ship with all weapons set to autofire.

~To cause, I just use a ship, and set my selected weapon group to one past the last weapon group, then target an enemy.

~~Looking at the code, while I cannot be certain, I don’t think you have a check for having a group past the last one. However, I am not sufficiently familiar with Starsector’s API, so it is indeterminate.

You should have mentioned what caused the crash in the first place; I was assuming it was the same cause as before (a ship without weapons).  I’ll get it fixed once I get home.

You must understand that this entire mod is a slapjob I did in my spare time to demonstrate the intercept method I implemented for LazyLib.

Yea, that was a mistake on my part. I was not thinking correctly, and misread it as not having a weapon selected.

Sorry about that.

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