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Rapporter et oversættelsesproblem
1. in LAMP, use precise mode with the argument "precise_on", lock on to a different area on the ship, and use the "retask" argument to send any active missiles to that new target
2. use "Max aim dispersion (m)" in WHAM custom data to specify a randomized impact point radius
My ship is using LAMP and WHAM missiles. I look on target with camera turret (camera mode) and fire 2 missiles . First one always hits (nicely) but if target got damaged to the point of splitting or center of target grid gor vaporized with first missile , the second one just don't knwo what to hit and just akwardly fly around.
What I could do in situation liek that other than just :
a) kill any missiles that don't know where to go with command
b) shoot 1 missile at the time.
I want to have swarm of missiles but don't want them to just get so lost.
Why do scripts compile on the main thread? Idk :(
Version="170.22.2" Date = "2024/05/03" CompatVersion = "95.0.0"
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 ?