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<D>
And it will read the status and aim coordinates for debugging purposes. All homing modes will add 10 to the displayed mode, meaning Cruise mode should show as Mode:13
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=793835097
Well i tested tons of things now and managed to gather some information considering the torpedo mod...
Found some compatibility issues with the mod and which blocks cause them.^^
If you want, you can PM me via steam and i will tell you everything i found out.
Building Vanilla missiles works like a charm though and is insanely good ! Really amazing script!
There is also a time when orientation is bugged, not sure if it still exists. What happened is when your ship has landing gears and you activate it to attach to a carrier ship, the orientation will be changed to align with the carrier ship instead. So if you attach facing left of your carrier ship (which means the right side of the missile is facing the carrier ship's forward direction), the missile tries to aim Right side while flying Forward, causing spiraling confusion.
So this forced the get direction refernce string to be changed, i made it the name of the remote control on the torpedo. Boom they fly straight again. and sure enough they were also targeting correctly on targets. So all this testing has led me to assume that the orignal world is glitched in some way as an identical replica of it is working as it should ina different saved world that is otherwise identical.
Thanks for the help Alysius, just thought i'd share my findings here incase you hear a similar story of non-locking, and random flight direction torpeodes.