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Ps just thought if its a drone missile gets a lil more complicated. Your going to have to manually kill the reactors at around 1000m out just before turret range.
What type of missile is it?
Why no bigger that 3x3? Avoid pistons?
I can't manually kill the power. The system that I have build fires 8 missiles at once. I can't control 8 missiles and fly the ship. Plus if I kill the power, the script wouldn't work anymore so I can't hit moving targets.
I don't know why I should use pistons. The missiles are exiting the silos via their hydrogen engines and that works fine for me.
I think the sensor idea has potencial. I could (in theory) arm the warheads around 50m or less before the target.
In theory but can be unreliable in my experience, at 100m/s thats only 0.5 seconds for the sensor to fire. Sometimes i dont think it reacts fast enough, iv tried sensors to trigger things on torps either before impact or upon leaving my ship and never had much sucess. A big problem is when you reweld the torps sometimes names of blocks and groups dont stay so the sensor has no group to look for.
Which guided missile script are you using?
https://steamcommunity.com/sharedfiles/filedetails/?id=546494746
Its pretty good for this case, because the missiles will fly there where you are looking, so the have in theory infinite range.
2 missile groups, first is 2 of your missiles, 2nd it the other 6.
The first group fires a single second before the next
The 2 that fire first have a decoy in the rear and a lot of armour up front.
Those 2 eat bullets and distract turrets with your 6 damage torps right behind em :)
Apparently the script automaticly arms warhead when launching, so the sensor actually disarms the warheads. I have build in a timer to disarm them when launching and rearm them when the sensor triggeres. I will test this further.
The trick is to disable the proximity alert. This setting makes a small delay between detection and action.
I have disabled it and my missiles now makes some nasty holes. :D