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Send me a worldfile or link or hop in the discord if you are still having issues,
Alternatively the ship could be not locked on properly, but that would be pretty apparent as there wouldn't be a big glaring red icon on the LCD
the script should trigger now any timers named #A# once, on launch, unsure if that's any help, feel free to ask in the discord server if you've got a more specific setup in mind, I should be able to respond a bit quicker over there
@Rdav nevermind my last question, apologies for asking something I stumbled into the answer on my own. I do have a more technical question worthy of your time though; I have event controllers on my missile set to enable a beacon on merge block detach, but the trigger rate is inconsistent, only about half to 3/4ths of the time will the beacon activate properly, and I'm not sure why. Any advice?
Feature request unless impossible or already added: Fire and guide base/silo/mothership missiles from other grids
It works just fine now!
Oh boy this ones a big one;
New Features Added; (all are optional, and off by default, see user edits section to enable them)
- Ordered Launching! add a prefix the merge name (ie 001, 002, 010), the order they appear in the terminal is the order they will launch,
- Automatic connect mode for connectors, (no need to timer spam anymore)
- Selection of LCD used in the cockpit,
- Customisation of gravity correction, allows for ground skimming or anti floating-ship missiles,
- Enable force own construct (prevents script grabbing connected grids stuff by accident)
Bugs Fixed;
- Thrust clamp adjustment, (better performance for large grid missiles)
Try transplanting your missiles on the demo ship I have linked at the top, or visa versa, should allow you to isolate if its the ship setup or the missile,
If you are still having issues please feel free to link me a blueprint, or hop in the discord, I'm able to reply a lot quicker over there and I'll help you find the issue,
and somehow here with the simplest script on earth i'm stuck. The ship is seems to be configured correctly ( The script in the programmable block thinks so at least) , however after locking on to a target it won't respond to the fire command.
No idea why, my missile won't launch.
I followed the instructions to the letter twice. Any idea what kind of a rookie mistake I made here? Not sure where to start debugging it. it's not like there's much I could do wrong.
I'm the only owner of all blocks involved.
I have a testing station I've set up with a rack of small-grid missiles and a large-grid silo, but I've been unable to make it work. I have 2 sets of flight/offensive AI blocks and 2 instances of Gen3 (each with a different tag setting) running on the grid, and there are no subgrids except for the small-grid missile racks.
The small-grid missiles work fine, but the large-grid missile fails to launch entirely, burning its thruster for a bit without moving forwards at all. How do I rectify this?
thank you for making this script :)
You can change what it looks for in the setup options,
same as this will also let you aim at two different consecutive targets
What if I build a torpedo boat that has a swarm of tiny missiles, but also a couple of big honkin' torpedoes? I want to be able to script those things separately.
Could there also be a feature to ensure freshly rebuild missiles don't auto fire unless their batteries or fuel tanks have filled up to a certain percent?
Im a server admin and think about ban people who use this...
I did originally envisage a version with both in there,
But the problem was it started effecting how easy it was to use and set up, one of the guiding design mantras I work to is to make things quite easy to pick up and learn so it kind of conflicted with that,
maybe if there is enough demand I will add it back in, but I didn't find that it added a significant amount extra in terms of utility in combat tests,