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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976
it's next gen of this weapon. Lock-On fire mode was added. and many othe cool features.
ShipName+"Gyro"
ShipName is Torpedo1,2,3,4
You can place additional gyro named Torpedo1Gyro2 (it must be placed in proper orientation).
Or u can set GyroMult to higher value. cause 1 gyro can be more powerful.
I'll make and publish a skeleton design easy to adapt for your planes, I just want to rewrite script in more pro style and add Lock-On fire mode.
So check my workshop later.
I did an experiment, removing and replacing the gyroscopes on the torpedoes; if renamed to match the default gyro names, the torpedoes work, but replacing the gyros without renaming them breaks the homing and dodging effect of the torpedoes, rendering them unsteerable. It seems that there is not much plug-and-play functionality in this script.
Curiously, the exact gyro name (torpedo1gyro) never even appears in the torpedo's programmable block, so I'm not even sure how the script can talk to the gyro at all, even if properly named.
To complicate matters, my torpedo weighs twice as much empty as yours does when filled with iron ingots, so one gyroscope isn't going to be enough, and placing two gyros on one of your torpedes (both named 'torpedo1gyro' breaks the guidance script and causes the torpedo to fly along unguided.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=535178926
It's homing missile, able to lock and follow target in autonomous mode.
Launch distance is up to 30 000m (can be even longer, but for now i've limited it to 30km).
It runs in vanilla, requires no mods.
Ok, I will experiment with explosives.
ondrasovka
Plane stores its viewmatrix in a block, torpedos read this matrix and go along my view vector.
If there are some changes, let me know. Maybe you can try various types of payload in container and find a better stuff then ingots.
Might I suggest a stationary system to attach to large ships as a torpedo tube.
You can also use those pipes, ive made in the wings to load new torpedoes with ingots
Which im going to implement.
And then i'll make a skeleton BP with explanation how to mount it to your own designs.
Show us what your craft can be reduced down to.
Does the tracking system have to be on the same grid that the torpedoes are launched from?
Can the torpedo be launched from a separate craft to the guidance system?
Can the torped be fired from a standing start in free space?
Can I add more than 4 torpedoes to the system?
If you have more than one ship that has your torpedoes, will they interfere with each others tracking?
Is the torpedoes effectiveness reduced by having less ingots?
E.g Could you do "economy" payloads? Have you experimented with different loads?
Thanks.
Thank you for this. Its just what we need to defeat deathcubes :D
Excellent design. So easy to blow things up at range. Well done!
Awesome destruction :D
if u could launch a 2-player game on your computer, i could join and check whats wrong in place.
i've asked my friend to check this BP, and everything is working.
Does merge block detach when you press 4?
I noticed that :
PB_reserve script is empty
Programmable_2
Programmable_3
Programmable_4 just have " void Main ( string argument ) { } "
try to load my old testing world:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530309401
will it be functional?
what language is set in your game? this should not have any effect, but just in case.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531305806
Thanks for your help !
but if red light is on, they are allowed.
can you publish your world temporary, so i could check whats wrong?
I'm playing in creative mode, so Uranium would not be a problem anyway.
I checked "script allowed" in game configuration
and uranium in torpedo reactors