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






Maybe repost this build (which is awesome and would perfectly fit my new moddable ship concept) with the most recent updates ?
Please ?
This uses a 6 month old code. My code has been updated very recently with a bunch of configurable launch parameters here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=546494746
Secondly, even if the missiles are correctly finding the director block, there was a recent bug introduced to small ship gyros that Whip found (http://forum.keenswh.com/threads/1-124-007-small-ship-gyros-the-heavier-a-ship-is-the-faster-it-rotates-with-gyros-overridden.7380788/#post-1286948816) that causes the missiles to perform poorly when initiating course corrections.
Hope this helps...
As for the beam riding, I'm actively researching. Most likey has to do with another cross grid ownership issue, bug, or the fact that they closed the programming loophole used in Whipp's Missile Guidance script to capture the remote control reference in the missile's programming block. Will update here if I find anything.
I have to say, when it worked, it was a masterpiece!
but can you make a 1 missile bay system that can fit into a 1x2x"X" space? i want to use them as a forward placed missile system for ship to ship combat
th merge blocks just seem to float away and not atach
also a antena should be added to the missile director so while using it you can see enemy antennas
@Krystal, yep it does sound like a monster :))
I noticed a problem, and a solution.
When I put this system into a large ship, the welders don't want to weld missiles blueprints. This problem has only one solution: need to delete welders, and replace them. (I do not know why :D )
I tested this system, and often saw when missiles didn't cause damage, just hit a little the armor. Then they simply want to go further. Could you add a feature that the missiles explode when the speed is reduced to near 0 suddenly? (Or a sensor detect an enemy's block.)
it was stationary
Tyler, is the ship moving when it happened?
maybe thats the problem?