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I have a follow on question if this is possible. Is it possible to trigger timers/event blocks with this function?
So I had to use Mod.io to get the world to publish
Here are the mods It uses just in case
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1455159191
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2311663286
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064349719
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3009210348
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178970494
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=380164935
Thanks :) and yes Hydrogen should work everywhere.
Couple of things to think about:
1. Are you using the proper missile type for the atmosphere? ie are you trying to use ion missiles on a planet? If so, I stop the launch because they won't work. Same with Atmo in space.
2. If you're using Atmo in atmosphere, are you too high in the atmosphere? I do run a check for max potential thrust and if it's below a threshold I stop the launch for the same reason as #1
If neither of those are the issue, feel free to drop a link to your world and I'll give it a test :)
The short answer is yes to both :)
The longer answer...
1) You can toggle auto-launch and they will auto-lock onto any enemy craft that gets detected, OR you can use the commands to cycle targets and launch them manually
2) Any size missile is fine, as long as they have the required components (check the videos for details). And make sure they have enough thrust :)
2 questions, i went through the description twice, but i was wondering:
1. So this will lock onto something in the radar correct? so if it's at least below the max radar range which i think is 10km correct?
2. Can the script work with any size missile, well, but i mean, does it have to be a big small grid missile, or could it be a very small missile that could attach to the wing of an aircraft? cause i'm making aircraft using the Lidar Mapping Script as radar, and i would love to use this missile script for it,
It will require either raycast or the elite sensor mod to work. It is not compatible with WC
You want it to fly higher? I can probably add a setting for it, yeah
I also had issues when I tested with high speed limits. In *theory* it should work using the algorithm, but I think the issue is more with how SE adjusts speed per frame and at higher speeds it's harder to control.
As for using multiple connection types, the script only looks for the closest one to the missile PB, but you can easily use both by setting it up so that once your missiles are ready to fire (fully built) just disable all missile merge blocks (or connectors, whichever is further from the PB) and let the script disconnect the secondary during the firing sequence.
LAMP is only suitable for use on boxes. and yours is like a death star)))))))))
I'll have to see if there's a way to provide you the necessary info
This script doesn't care where the command comes from, but neither this script nor the mapping script has that functionality built in.
You would have to write a script that broadcasts the command to other grids and on the receiving end triggers the launch.
Can you send me the blueprint / world for testing? Thanks
The projector is what I use to ensure the missile is fully built before allowing it to be deployed
Initial Setup Complete means it should show up on the LCD in the lower right where the missile #s are found.
Then you would use "Set Target" and "Launch" to fire the missile (in the Lidar PB, not the missile PB) - are you able to set a target but not launch?
No, that's so you can manually add targets to the map with the "Manual Target" command
{ ; The name of the dedicated targeting camera.
; Required for manual targeting.
;
Target Cam Name=Target Camera ] - it's is in your script
should I give this name to the camera on the torpedo for better guidance?
Glad to hear it. If by multiple warheads you mean throwing a bunch on the missile, yep. I arm and ignite them all
You can publish the blueprint and shoot me the link. I'll check when I get a chance
As for reloading, the script will only turn on / off welders that are part of the block group, and you'll need to have the proper projection set up