安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










about missiles tracking, tracker strength and thrust strength are two different thing. for missiles, i use a thruster from the game and a tracker from the mod set to torque.
value of 10k is too big for most applications, i suggest starting with 100 if anything.
make sure options like the detection cone are correct (360 will make the missile see everything),
make sure the activation distance is correct (setting it to 1 is a good starting point),
then make sure targets are actually tracked by you (in the target settings)
Oh and i assume you checked whether the block the mod uses is set to the one ur trying to use.
old missiles are broken, because they saved the data in the color values assuming those can be any number. one of the updates to the game clamped color values between 0 and 1, so the whole structure of saving data had to be modified, therefore the mod no longer can read the data of old missiles, and even if it could, the data would be lost as it would be clamped to 0-1 values.
also please read the comments next time, as that is literally what the last few comments were about
The thruster power you can just set in the vanilla thruster settings, there should be a power slider