Space Engineers

Space Engineers

[Obsolete] Cruise Missile Script Mk2
Showing 21-30 of 32 entries
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Update: 13 Sep, 2015 @ 7:28am

Fixed issue with missile not launching when launch time is set to 0. Also updated script to allow targeting source to output targeting information at a rate slower than 60 refresh per second.

Update: 5 Sep, 2015 @ 6:33am

Added midToCenterOfMassDist variable to compensate for the distance if vectorMid is not the same point as center of mass. This is critical for Drift function to work, as accurate speed measurement is required.

Update: 23 Jul, 2015 @ 5:44am

Script updated to fix the compilation error caused by the rogue SE update.

Update: 2 May, 2015 @ 7:54am

Fixed script due to API changes.

Vector3D.CreateFromAzimuthAndElevation 3rd input parameter now uses Vector3D instead of Vector3. Changed the input variable type to Vector3D and compilation problem is solved.

Update: 18 Apr, 2015 @ 3:03am

Added the Lead Target function. By default, the script will try to lead the target. It will aim at the calculated interception point instead of the current target position.

Update: 11 Apr, 2015 @ 10:04am

Minor mode switching bug fix.

Update: 11 Apr, 2015 @ 9:52am

Fixed bug with waypoint enumeration after new waypoints are defined while missile is in flight.

Update: 11 Apr, 2015 @ 5:07am

If the target is lost or turret is destroyed during beam riding mode, the missile will home on the last known direction instead of spinning out of control.

Update: 10 Apr, 2015 @ 11:49pm

Automatically turn off Idle Rotation of the Beam Riding turret.

Update: 10 Apr, 2015 @ 10:44pm

Introduced Beam Riding, Waypoints and Notifications.