Space Engineers

Space Engineers

[Obsolete] Cruise Missile Script Mk2
A apresentar 21-30 de 32 entradas
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Atualização: 13 set. 2015 às 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.

Atualização: 5 set. 2015 às 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.

Atualização: 23 jul. 2015 às 5:44

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

Atualização: 2 mai. 2015 às 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.

Atualização: 18 abr. 2015 às 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.

Atualização: 11 abr. 2015 às 10:04

Minor mode switching bug fix.

Atualização: 11 abr. 2015 às 9:52

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

Atualização: 11 abr. 2015 às 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.

Atualização: 10 abr. 2015 às 23:49

Automatically turn off Idle Rotation of the Beam Riding turret.

Atualização: 10 abr. 2015 às 22:44

Introduced Beam Riding, Waypoints and Notifications.