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The missile launches, but does not track the target I fire at.
Here's a test blueprint of my creation: please see what is wrong?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=653557661
When i used your missiles from the demo, and put it to use in space (with thrusters and appropiate naming mind you) it launched, but didn't track. could you make a video on this concept? (update 1.126)
Most of the time the missile is not hitting the target (stationary). Its just flying forward or in an angle away from my ship.
I build the setup exactly like in the video shown.
Furthermore, what happens, if Im not exactly on the target? Can the missile autolock on a target (real fire and forget)? If I want to hit a fast moving target pointing directly at that sounds very complicated.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546494746
The idea is to fire the missile in manual guidance mode when facing very large targets, when it is necessary to direct fire at specific areas of the enemy ship/base. For smaller and more nimble targets, auto-homing mode is better; a single hit at center mass will almost assuredly cripple or obliterate them.
I tried renaming your LREMOTE (and several other blocks) so that one remote control block could serve as the control point for either script, regardless of which one is running. Unfortunately, even with copy & paste to ensure that the block and group names do match precisely, I cannot get the self-guided mode to work properly.
I'll continue troubleshooting this issue.
@silentdeth Missile uses a different kind of Lead target instead of angles for PN, as the locking algorithm allows getting exact coordinates.
It covers some different algorithms for missile guidance.
Managed to achieve missile spin by adding:
SetGyroRoll(spinAmount);
SetGyroOverride(true);
after the lines
else if (mode == 3)
{
at 385
Makes it less accurate, but still good enough at 30rpm or less.
An additional set of commands that lets the user trigger blocks at set distances to target might be a very nice feature.
Example:
distance1 = 1000m
distance2 = 100m
if (distance <= distance1) {
"start timer block extending piston with decoy on top and activating said decoy"
}
if (distance <= distance2) {
"rename antenna block to 'BOOM BI**H' and activate antenna"
}
You get the idea :)
Are you saying there's a way to get a "target in front of me"-s GPS coordinate from looking at it?
Great job!
[Remote Targeting (SARH)]
Strong : Precise targeting, manageable multi-target, Off boresight
Weak : Little hard to operate
[Active Radar Homing (ARH)]
Strong : Fast targeting and launching, Easy to construct missile barrage
Weak : Longrange attack
On the other hand, is it removed any information that indicate missile coordinate? I'm just curious about that.