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I mean, if you try it out, you'll know pretty quick if it works.
I mean something like: guidanceblock[0].IsLocked
There was change in KEEN code, need to adapt the script.
i tried making ICBMs and the kept crashing into ground because they flew in a straight line and wouldn't avoid the ground.
I tried playing around with the proportional navigation constant. I was launching from one land-based target and trying to hit another, via the missile's front lock on. At 10km, the default value of 10 causes a 1km overshoot. At 10km, a constant of 50 seems to work. Yet at 50km, this causes a 2-km overshoot.
From my understanding, the proportional navigation constant shouldn't require adjustment. Could you please look into this?
Can you add more blocks ? <3
I believe that's due to the brackets being considered part of the link.
It seems it doesn't do well with Aerodynamic Physics (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=571920453) . Air seems to not affect the missile craft much, however it fails often with AP enabled. Tested it a few dozen times with and without AP with target distanced 500m upwards with slight offset. Lock-on ensured obviously.
It does hit the target if launched directly at, but when launched with small offset - it starts circling the target again and again until the battery runs out or it collides with terrain. The missile has everything it needs: a few gyros and thrusters at all directions except for forward. Built with only Torpedo parts from the mod mentioned in the description.
Thanks for the mod. I understand that making this work with Aerodynamic Physics would take a lot of effort and personally I don't expect the dev to do it. I'm just providing feedback. It must've taken a lot of time to implement the mod. So thank you.