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Just as a question, is dispatch mode (and linking CMD to a different text panel) compatible with different runtime parameters?
The missiles I had put together did indeed point the V_Dampener block towards the planet, relative to V_MID. All of the V_ reference Blocks were 1x1x1. However, it no longer pointed the V_Dampener towards the planet when I choose an Earth planet, instead of a Martian planet.
I tried using the JDAM missile you made, and it works normally even on the Earth planet type. So I copied it's script and renamed the config area, to match my missile and it worked like a charm.
So IMO there is either something wrong in the Cruise Missile Script Mk.2 making it not work correctly on Earth type planets, which you fixed while making the JDAM, without re-uploading the script itself. Or I set something up wrong when I made it from scratch, which was then fixed by using the script from the JDAM, and renaming it. The latter is probably more likely lol
I've made a new missile using your Cruise Missile Script Mk.2, your Remote Targeting script Mk.2. It is set up to line its bottom thrusters up with the planets gravity. It works perfectly on some worlds, like the mars custom start world for example. But when I go to use it on an Earth like planet, it still tracks to the target, but no longer points towards the planets gravity, crashing into the ground before it reaches the target.
Any idea what might be causing this?
Here are some features that would make it even better:
* add functionality for using jump drive missiles / teleport bombs -- either as a way to get to the target, or as something that gets activated once the missile is within range of the target in order to penetrate the target's defenses.
* add support for multiple-warhead configurations, and for decoy deployment, to counter anti-missile defenses.
Going to be printing missiles. Imagining pre-locking several targets and then firing/printing/firing on several ships, then jumping once they switch to local guidance. Could fire many missiles and jump out before the first impacted.
This may already be supported but having difficulty figuring it out if it is!
1[T:123:123:123,W:456:456:456]
To force script to only read the command once, preventing it from keep initializing the waypoint info.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=563183894
Here is the setup Im currently having problems with
Will be modifying the Remote Targeting Script Mk2 to calculate the criteria based on target point instead, so that what you mention can be realised.
I do need to reconfigure the missile to fly in a 'better' spiral, that way the missile will almost certainly target an opponent that moves slightly during that three-second launch window.
This also means that if inter-grid communication ever does require an antenna link, the missiles would be completely self-guided, not dependent on any telemetry from the firing ship. Thus, much stealthier. They could even continue to track after targets if the firing ship is destroyed.
@Garmaul Its quite hard to detect, unless you use something like grid position. Meaning your missile have a fixed sized bay holding it, you can check every position (IMyFunctionaBlock.Position) if it is build completed. IsWorking i think
Currently I have six text panels for targets, with the aim of eventually locking multiple targets at once, and welding and firing missiles at different targets, but CMD's public title is currently set to CMD_TARGET_1, and won't change unless I retype it.
Here's the weirdest part: When I weld and fire a second missile, the two missiles seem to turn toward one another, hit one another, and blow themselves up. Lol!
As nearly as I can tell, the program is running. A sensor on the torpedo detects the launcher when it unmerges, and triggers the launch timer, which among other things, retriggers the program-timer-loop. I'll continue troubleshooting it.
One final problem.. =\ In survival some missiles are fired before they are done being built, welding times vary in survival depending on the work load of each welder, which vary depending on how many missiles have been shot and are currently reloading. Which makes timers useless for this.
But I'm wondering how I might go about writing a 2nd addition to the Launch next missile script, which would check for the existence of several blocks, before launching the missile. Do you happen to know of an "if" statement or something similar which would do this?
I'm Sorry, Alysius.. i found my mistake -.-'.
maybe you should use Public title also for LCD Panel as Default...
i tried to give Command via LCD Panel's Public Title. That doesn't work.
Textpanel is the right Choice ;)
thy for that script, works perfect :D
Thank you! =D
@Sero93 Try to ser the command as 1 instead of
I'm trying to write an addition to your script to fix a game bug where the battery is not usable after repairing it with a welder from a projector. I think I've come close but it's still not working. Im also not quite sure where to put everything into your script, I need an expert's opinion. Any help you can give would be greatly appreciated. Here is what I have so far:
string batteryName = "Battery";
int timeElapsed = 0;
void Main()
{
List<IMyTerminalBlock> batteries = new List<IMyTerminalBlock>();
GridTerminalSystem.SearchBlocksOfName(batteryName,batteries);
if (timeElapsed == 0)
{
for(int i = 0 ; i < batteries.Count ; i++)
{
var thisBattery = batteries as IMyBatteryBlock;
thisBattery.SetValue("Recharge", false);
}
great script! but i have a problem...
Beamriding doesnt work.(due to missing lasers in current SE build?)
i set up a simple missle. Programable as V_MID, batery infront of it as V_FRONT,
and the panel as CMD with public title . and gattling as BEAM.
Timer block loops it every 1 sec.
But the missle is just activating thust and wents straight. no turning to target at all.
tried also setting up with a V_TOP, and given the gyro and thruster the requested group names.
Is Beamriding Broken due to the not existing BEAM in current Creative mode, or am i too stupid ? :D
kindly
sero93