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That indicates that the missile does not have its own lock on your target. If a missile has no target of its own, it flies in semi-active guidance mode and attempts to track whatever LAMP is actively painting. Once it has a lock of its own, it only listens to LAMP updates associated with its actively guided target.
You can set "Antenna name mode" to "MissileStatus" to troubleshoot the homing status of each missile through its antenna name.
"Another question, is there a way to take over control of the missile manually through the remote block?"
I mean you can try, but the script will actively fight you as that is not intended functionality. You can always manually launch via RC and steer it in yourself.
Another question, is there a way to take over control of the missile manually through the remote block?
Uhhhhh... I keep forgetting to finish the writeup lol
Yep
"Does spinning (miscellaneous parameter of WHAM) affect effectiveness of missile?"
Yep. Higher spin makes it more difficult for the missile to track a maneuvering target
"What spin rate is safe?"
Honestly depends on the missile itself. The heavier/less maneuverable the missile, the worse the effect spinning has on responsiveness
"Can I compensate for the lack of side cameras on two out of four sides with spinning of missile?"
Yes. WHAM will use whatever cameras are facing the target that it can find.
Does script works well with top mounted cameras from automaton update? (Nothing obscures the view)
Does spinning (miscellaneous parameter of WHAM) affect effectiveness of missile? What spin rate is safe?
Can I compensate for the lack of side cameras on two out of four sides with spinning of missile?
If you have no thrusters name tagged with "Detach", set the "Detach duration" to 0.
I am not using any Mods. And i am using both the latest version of WHAM and LAMP.
As of late, my Missiles start turning while within the Welding Chamber.
Whereas before, the would leave the Chamber/Bay/Silo - whatever you might call it.
And then start turning.
I have medled with the Settings;
[Delays]
Guidance delay (s)=1.5
Stage 1: Disconnect delay (s)=1
Stage 2: Detach duration (s)=2
Stage 3: Main ignition delay (s)=0
To try and adjust this issue.
I even tried using Missiles from your Viper Demonstration BP.
but they do the same, on all of my Grids.
Even ones i build arround your Viper showcase.
The pasted Viper on its own, works just like a charm.
Thank you very much for all the neat Creations you share with the community.
No, the distance for timers is a lot more simple than the distance for warheads. For timers, distance is simply the distance from the center of the target.
The distance for warheads is calculated in several different ways depending on what you have attached to your missile. If you have cameras on your missile, WHAM uses them to do close range proximity scans for very accurate detonations.
Too down height is configurable in custom data. Please see the full guide for descriptions of all the custom data settings.
crashed into the gound even with the top down mode does it have ground avoidance ?
or is there wway to increase the altitude it goes to when launched ?
does taht mean i need to turn that on ? or if i leave that off will that impact accuratie ?
Speed limiting is disable by default, but you can enable it in custom data.
I'd recommend running the stealth_off argument in LAMP so that you can visually track the missiles through the antenna signal.
now i am no genie with this toke me 7h to figure out how it works XD any guidance on it ? is there range killswitch ? does it manage its own speed ? i use mod that allows relative speeds based on mass/thrust ratio is there a way yo limit its speed ?
I have problems with the missile fusing to early to do damage to a fighter( the fighter is positioned in an 90° up position)
Just got a question for you in regards to missiles successfully intercepting targets, My world sim max speed is 350ms, and the missiles I use are 2600 kgs. I only have forward thrust (4x small hydro thrusters, they fly at about 120ms).
When I'm fighting an enemy ship and I fire my missiles, they tend to either undershoot and have to double back. Or they do a huge, wide loop and try to intercept using the chase approach (I think its called chase).
Now I aint no rocket scientist, but If I change the navigational constant to a higher number (lets say from 3 to 20). Would that improve the chances of my missiles hitting the target dead on instead of having to double back?
Guess i will have to shelf the idea for now..
Thank you for the super quick replies though, and for the game-changing and awesome script!
How i want it to work is that i start by guiding the missile using BeamRide, then when within 5km, the missile will lock on and guide itself using cameras.
The missile is actually two missiles baked into one, where missile 1 has a LAMP script on it aswell. Upon launch the LAMP script is activated and starts searching for a target. (using a moving targeting head on the front of the missile using a custom turret). Once lock is achieved, Missile 1 and 2 will separate + the homing head (since it creates instability) then auxiliary cameras maintain lock for missile 2.
I cannot for the life of me get the missiles to lock on when the missile is far away from me for some reason... Its like the script or camera mechanic in space engineers stops working.
Do you know of any successful ways of guiding a missile beyond the 5km limit?
ApplyGyroOverride applies the rotation command in your reference block frame and applies it into the gyro frame. This makes it so that the gyros can be in any orientation relative to your reference block without any control issues.
To get rotation angles:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Unpolished/GetRotationAnglesSimultaneous.cs
To apply rotation commands:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Unpolished/ApplyGyroOverride.cs
You can see how these are used in WHAM:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Released/WHAM.cs#L1997-L2025
GetRotationVector and ApplyGyroOverride in WHAM are newer versions of the two above methods.
Quick question.
I spawn a ship using your script, shoot the rockets, they lock and everything works.
but when I spawn it again and my friend enters it, shoots the rockets, they don't lock a target.
any Idea why that happens?
thanks in regard