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This is terrible for a large grid.... the Easy Lidar Homing Script is forever in my heart...
how should i lock on the target ??
However it would be far nicer if there was an option to set a custom arming or detonation range. Even that much would greatly enhance their power in these situations. And there might even be a way to make the tripwire detect shields directly using the API DarkStar exposed, though I am not sure.
I was wondering if either change could be made, and if not, if there was a way to find the unminified source and try to make the tweaks myself?
проблема появляется когда я вставляю из мастерской противников ( NPC ) в креативе. Как только я удаляю врага ctr+Delete сварщики моментально начинают собирать проекцию! В выживании ни чего не работает так как там есть стандартные (NPC)
1) The Merge Block on the launching ship is Off (the merge block that is connected to and holding the missile's merge block)
2) Not enough required components to weld.
3) If small grid welder is used, it is possible part of the conveyor system used some 1x1 small conveyor, so some components cannot flow to the welder causing missile components.
4) You are welding in a missile merge block that is Off (missile projection's merge block is Off).
I could see a missile with some decoy blocks on subparts and once the missile reaches a certain point (that you can set in custom data or something), like "about to reach enemy ship's turret range", trigger a specific timer block to do some actions.
Those actions would be for example to unmerge the decoy parts (while turning on the decoy's thrusters to push them away from the main missile)
meaning I can have a "composite missile" with 5 thrusters, PBs, antennas, gyros, etc ... and once the cluster launches (via separation of the main merge block) at some point if the 5 parts could detach from eachother and work as 5 independant missiles that'd be great.
I was wondering if you could make it so we can design a multiparts missile
For example, when a missile is launched, the main merge block disconnects and the missile launches as usual, but then mid-flight, some merge blocks inside the missile disconnects and each subpart act as an independant missile, like the just cause 3 Fire Leech weapon. Some subparts can even carry a decoy and fly somewhat away from the main missile to draw fire and prevent your main missile from being destroyed before reaching target
Another example would be a Surface to space missile where the missile ditches it's atmospheric thrusters once it reaches space, as to make it lighter and thus turn and react faster.
The target that i did have whas indeed to smalll thanx for your advice
I did everything as in the description.
When I paste one missile to my ship it will launch.
So a take a bp from it
But if I paste more bp from that missile on my ship only the first missile will fire and the rest of the missiles are not launching
My first missile I did CHECKMISSILE before I paste it on my ship an de CHECKDETACH after it is connected on the merge block to my ship
If missile flies backwards, it means there are too many front thrusters (by right you don't nees any front thrusters).
Right now you cannot tweak its flight path as it is using very light weight cruise control. A flatter flight control is on its way and in construction atm.
There is a section about how to launch the manual aim but that is going to be revamped.
1. When the script initializes it causes a HUGE lag spike. Noticeable stutter for single missiles, several seconds freeze when printing all 8 at once. Cause is definitely the script, printing missiles without it loaded doesn't stutter.
2. Whenever I launch missiles manually using DDS they fly backwards instead of forward. Any idea what causes this?
3. I kind of dislike how the missiles kind of just tumble into space and then leisurely turn towards their target. Is there anything in the settings or missile construction you can tweak to get a flatter launch profile kind of like this: https://youtu.be/WFV3FUlTzas?t=42
4. how exactly does manual lock-on work? The DDS page mentions DDS Aiming blocks, but nothing else.
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