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Check the combat block of the missile if it is flying so slow, and check what it is targeting.
Also, minimum height of 0 meters is too low for large grid. Set it to 1m.
PASTE a link to your world to download, Ill have a look
https://steamcommunity.com/sharedfiles/filedetails/?id=2966788557
I have copy-pasted the missile on the runway
the launch tube is on your right side of the small hangar inside the mountain.
timer block Missile 1: activates A.I, warheads and triggers timer block 2.
You didn't activate the Thrusts, Gyro, turn hydro tanks stockpile off, or turn batteries from recharge to auto. Maybe this is activated when merged to grid?
Timer block Missile 2: increases thrust override, and starts timer block missile 2.
This will cycle 'increase thrust override' and 'A.I behavior On' for as long as the delay keeps ticking (every 10 s)
I don't think this will affect A.I behavior because it is already on
The A.I won't control a thruster that has thrust override.
Increasing Thrust override every 10s isn't practical.
Also, If you want to launch a Missile with thrust override, do the following:
(1) Set your Forward Thrust to maximum Thrust override
(2) Timer Block 1: Don't have it activate A.I behavior for the A.I Move block but Do have it activate A.I behavior for the Offensive AI block.
Why? You want it to find a target but not take control until thrust override is decreased to zero.
In preparation, Name a bunch of groups using the alphabet for 'forward thrust', i.e., *Forward Thrust (a), Forward Thrust (b), etc
(3) Timer Block 2: Set a Delay, i.e. 3 seconds
Now, fill every level with thrust decrease from a to z, and also set a trigger to activate A.I behavior for the Move block.
(4) The missile thrusts for three seconds before A.I takes control
Also, Offensive A.I has a detectable range. Check the block to see it searching. Put the missile within a kilometre of an enemy
If you need instructions to make an A.I Radar (to trigger missile firing), let me know