Space Engineers

Space Engineers

[Obsolete] Cruise Missile Script Mk2
Ergebnisse 21–30 von 32
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Update: 13. Sep. 2015 um 7:28

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.

Update: 5. Sep. 2015 um 6:33

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.

Update: 23. Jul. 2015 um 5:44

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

Update: 2. Mai 2015 um 7:54

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.

Update: 18. Apr. 2015 um 3:03

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.

Update: 11. Apr. 2015 um 10:04

Minor mode switching bug fix.

Update: 11. Apr. 2015 um 9:52

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

Update: 11. Apr. 2015 um 5:07

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.

Update: 10. Apr. 2015 um 23:49

Automatically turn off Idle Rotation of the Beam Riding turret.

Update: 10. Apr. 2015 um 22:44

Introduced Beam Riding, Waypoints and Notifications.