Space Engineers

Space Engineers

[Obsolete] Cruise Missile Script Mk2
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Mis à jour le : 13 sept. 2015 à 7h28

Fixed issue with missile not launching when launch time is set to 0. Also updated script to allow targeting source to output targeting information at a rate slower than 60 refresh per second.

Mis à jour le : 5 sept. 2015 à 6h33

Added midToCenterOfMassDist variable to compensate for the distance if vectorMid is not the same point as center of mass. This is critical for Drift function to work, as accurate speed measurement is required.

Mis à jour le : 23 juil. 2015 à 5h44

Script updated to fix the compilation error caused by the rogue SE update.

Mis à jour le : 2 mai 2015 à 7h54

Fixed script due to API changes.

Vector3D.CreateFromAzimuthAndElevation 3rd input parameter now uses Vector3D instead of Vector3. Changed the input variable type to Vector3D and compilation problem is solved.

Mis à jour le : 18 avr. 2015 à 3h03

Added the Lead Target function. By default, the script will try to lead the target. It will aim at the calculated interception point instead of the current target position.

Mis à jour le : 11 avr. 2015 à 10h04

Minor mode switching bug fix.

Mis à jour le : 11 avr. 2015 à 9h52

Fixed bug with waypoint enumeration after new waypoints are defined while missile is in flight.

Mis à jour le : 11 avr. 2015 à 5h07

If the target is lost or turret is destroyed during beam riding mode, the missile will home on the last known direction instead of spinning out of control.

Mis à jour le : 10 avr. 2015 à 23h49

Automatically turn off Idle Rotation of the Beam Riding turret.

Mis à jour le : 10 avr. 2015 à 22h44

Introduced Beam Riding, Waypoints and Notifications.