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Is it possible to configure how "high" the missile goes before falling down to target via the topdown feature? In my case, my target is within a bubble that turns off all thrusters within 6km, so ideally the missile would be coming down in a straight line from 6km+ up. In my testing it seems to set the "height" of the top down fall around 1km above the target.
I have tried different scenarios and cant make the missiles to be completely weld up, i started a fresh test world with no mods (sorry, ther are 2 mods, buldvision and nicer ui.) and only difference is with scripts enabled, survival and spacemaster.
Pasted in Komodo, fired missiles, perfect!, welded them, flawless, fire again, no dice :/
Tried gray wolf, fired missiles and then the welding will not finish, only welds the base of the missile.
Pasted Eidolon, that one welds the small ones but for some reason it does not weld the large ones and will not fire.
Feels like een did something else than just the collision boxes, i do not know but it seems the range of welders is affected by the collision boxes and some other update did something with the firing seqience of your script :/
Made a world where i tested it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2214085302
If you can confirm this (if you have the time that is), i can make a post on Keen forums about the issue.
Also had this when I added them to an angled mount on a Humvee.
Also, this is non essential but on your example ship you have a screen that shows how many missiles you have left, how do you get that one to appear?
Thanks in advance, not just for the future help you might give but also for making a few of my favorite scripts (this one being one of em)
Kind regards,
Milan van Nek
You can, however, use turrets with silly ranges, you'll just have to change the active antenna range inside the custom data of LAMP to ensure you can broadcast that far.
Does lock_on start searching for targets? The status screen will tell you. If it does, that simply means your friends aren't actually aiming at what they think they are aiming at.
If I had to guess, you are the host of a local multiplayer session and they are clients, yes? This sounds like some standard view desync if so.
Will this (or anything similar) work, or does the missile need to be remain in antenna coverage for the entire duration of the flight?
If your missiles have cameras, they will acquire their own locks shortly after launch. If they do not have any cameras, then yes, they need to stay within the antenna range of the LAMP platform.
The missile merely needs to be able to receive the LAMP platform's antenna broadcast