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its is easy to use turret to steer the missile then move the ship.
how long to the new script is up??
tnx for the help. :D
I have a new script in development that will support actual homing, and this script will be retired.
3) You need to make an assumption about the missile merge/connector/rotor's position relative to the missile's programmable block to determine how to detach the missile. Most scripts that operate in the way you describe use the one closest to the program. Now what happens if the closest merge/connector/rotor to your programmable block ISN'T the correct one?
4) If I fire the furthest/closest missile, what if I want a specific firing pattern?
I'm not in the business of making code guess a user's intentions, nor do I wish to impose design limitations upon how users build missiles any more than I need to. I'd much rather have the user explicitly state how they want missiles to be handled so that the code simply does what you tell it to.
"im surprised theres not some function that allows just firing of the nearest missile regardless of name"
The behavior of that is not user intuitive, repeatable, nor easy to troubleshoot. To support this, this would require multiple assumptions/edge case handling that I am not going to make.
1) If 2 missiles are the same distance from the measurement point, which fires first? How do you do it in such a way that it is repeatable and intuitive to the user taking into account floating point errors caused by mounting missiles on subgrids?
2) If missiles don't have any sort of identification of their blocks that means that you need to detach it from the firing ship before fetching blocks, otherwise you grab blocks you don't mean to (what you experienced). How, then, would I ensure all a missile's power blocks are enabled before detaching if there is nothing to identify which power systems belong to which missile?
As stated in the instructions for the missile script, you need to change both the name of the blocks on the missile AND the custom data to match. If all missiles are named the same thing, they will all fire at the same time.
OOPS! - Missile now running Optical Guidance System v62-18. Must watch the videos more closely.
When I Run the missile code with the 'Setup' argument I get the [OPTIONAL] warnings but also:
[FAILED] No main thrusters found - the forward thruster on the missile is named 'Main Thruster Missile 1'
I had placed the 'shooter reference' on the cockpit rather than the remote control so that was a noob error.
Thanks for the assist (from Oz)
I have battery, gyro, thruster, merge block, progblock, remote and timer all with 'missile 1' as part of their names.
The timer is set to trigger now/start/run the progblock with a 'fire' argument.
Missile progblock and craft with 'shooter reference' in its name both running rev 8.2 1/5/19 of Whip's Missile Fire Script
All blocks belong to 'Me'
When I 'Fire' the launch progblock reports"
WMI Missile Fire System
Triggered program named:
'Progblock Missile Launch'
Nothing reported via the missile 1 progblock
I also have the missile launch progblock stating 'No untriggered missile programs were found'
I thought I had followed the video but obviously there is an issue between the video and my eyes.
Thanks for your excellent work on this as the pirates are winning on my world
trying to use the programmable block on my ship to launch torpedo block missiles via GUIDANCE block. i have them set to rebuild and when they rebuild they get grayed out of the toolbar.
is there any way i can edit this to fend the signal to the GUIDANCE block instead?
just sits there
i usually use the guidance block to launch or lock missiles on to target? is that whats fucking me over?
i got the program to run just fine, says it launches missiles, but they don't release?
Is there a chance to join the Whiplash Mil. Industry? :D
:(