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回報翻譯問題
But the missile only launches when the target is at 800m from the turret, instead of 2000m. Do you know a way to avoid this and make the script fire the missiles when at 2000m?
meaning if it were in a tube could it still work ?
no way at present, you could add a random offset to target centre, with respect to how big the target is, its possible, but I am trying to only do critical bugfixes maintenence on the program currently due to an over-subscription of various projects,
no way to pre detonate the warhead with the tow guidance as it has no idea how close it is to a target, you can try using a few staggered sensor blocks to achieve the same effect possibly
I have some questions though.
1. Is it possible to have a fire and forget setup where as an example, having a remote control block and the programming block on the missile. Then detach it from a vehicle/aircraft/spacecraft with a fusion block and activate the script by using a timerblock? I was experimenting with this without luck cause it still used TOW guidance with my craft.
If it's possible, can you tell how.
2. Is there an option, where the missile will not fly in the center of the target?
3. Is there a option to detonate the warhead before impact (just like the turret guidance) with the TOW Guidance?
Best Regards
Here is my contribution to your work. Thanks !
https://sp.zhabite.com/sharedfiles/filedetails/?id=3322322307&searchtext=
I believe keen may have changed some of the behaviour so it messed with the timing and sometimes you can't hear the warning lock on noise now
if it is doing this, it will normally be shooting, it should also work if the turret is actively tracking but not firing too, but the best debugging indicator its correctly tracking is the turret firing
if its not shooting the target then the script won't see it as 'tracking' an enemy
There is something wrong with the turrets you have on those ships,
They are bugged, and they are refusing to target enemy blocks, even with a clear shot
was the blueprint of your launching ship made in a modded world perchance?
I fixed it in my own world by:
replacing dlc blocks with vanilla
replacing the turret, renaming turret to #A#
recompiling pb
the missiles then worked tracked and hit fine
here is the link, i wish you luck on trying to solve this, as at this point im about ready to pipebomb my own mailbox out of frustration.
I would say definitely test in an unmodded world, if you wanted to upload your unmodded world where they are not working, unlisted to the workshop, and give me a link I could take a look,
My initial guess is possibly ownership related issues, but often you'll find that when trying to debug these things you start changing stuff and accidentally start compounding problems together, it can be quite frustrating, either way, if you try it in an unmodded world, get as far as you can then upload and send me a link I should be able to take a look,
The ore scanner. (Ore detector)
TBH - Industrial Batteries
Paint gun - realistic painting for survival + special creative
Build Info
Control module - Basically key binding for ships
High torque rotors
(OBSOLETE) THRUSTER FORCE MAGNITUDE X 1000 replacement
Q-tech utilities 3.3
The missiles will never lock on unless the turret is actively tracking the target, as if it is not tracking the target the script cannot see that it is 'tracking' a target, and thus use that for guidance
.
thank you