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Posted

Has anyone been able to generate a continuous beam onto a moving target? I am assuming that Spot.setPoint function would update the laser spot, but couldn't get it to work.

 

I did a workaround (see below) to end and restart the laser every second, to keep the beam updating onto the moving target, but it's jumpy and difficult to lock as SPI from the A-10 TGP.

 

	-- function to generate IR and laser from Origin Group Lead to Target Group Lead
function SparkleLase(OriginGroupName, TargetGroupName, LCode)
	local OriginGroup, TargetGroup = Group.getByName(OriginGroupName), Group.getByName(TargetGroupName)
	local OriginUnits, TargetUnits = OriginGroup:getUnits(), TargetGroup:getUnits()			
	local spots = {}
	local TargetVec3 = TargetUnits[1]:getPoint()													
	local TargetAdjVec3 = {x = TargetVec3.x, y = TargetVec3.y + 2, z = TargetVec3.z} 		
	local status, result = pcall(function () 
		spots['Sparkle'] = Spot.createInfraRed(OriginUnits[1], {x = 0, y = 2, z = 0}, TargetAdjVec3)					
		spots['Laser'] = Spot.createLaser(OriginUnits[1], {x = 0, y = 2, z = 0}, TargetAdjVec3, LCode)
	return spots
	end)
	if not status then
		env.error('ERROR: ' .. assert(result), false)
	else
		if result.Sparkle then
			local Sparkle = result.Sparkle
			function KillSparkle()
				Spot.destroy(Sparkle)
			end
			function UpdateSparkleLase()
				KillSparkle()
				KillLase()
				SparkleLase(OriginGroupName, TargetGroupName, LCode)
			end	
			timer.scheduleFunction(UpdateSparkleLase, nil, timer.getTime() + 1)
		end
		if result.Laser then
			local Laser = result.Laser
			function KillLase()
				Spot.destroy(Laser)
			end
		end
	end
end

Posted

Run it at least 10 times a second to smooth it out. But I think the continued creation and destruction of the laser might cause the avionics to have a hard time gaining lock.

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