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I'll look into adding turret override to the next version
I'll also look into adding a little AI to the missile system, no promises on that one tho
Hoping to release this update in the next day or two
I have reworked the raycasting considerably for the next version - to include portioning off some of the cameras to be dedicated to tracking known objects. I have also added in rotor mounted setups, that will aim themselves at the grid's blind spots (the corners of the BoundingBox are the biggest ones). These rotor cams will also swivel within a certain radius of it's calculated center, and seem to greatly reduce the number of "misses" from targets moving into one of the blind spots.
As for directing them toward a previously "known" object location - that would lead to missing anything in the areas it isn't aiming at. The script already uses several kinematic equations to predict where an object will be in a given time, but it isn't perfect..
As well, I have to limit the number of raycasts per tick, or it would drop servers to their knees, unfortunately (raycasting is ridiculous on performance). If you're using it in Single Player, you can remove the governor and allow it to raycast to your heart's content, if you know where to look. I don't plan on providing an explanation on how to do this, however, because people would be dumb about it, sorry.
As for updating the map more frequently, I have increased the max number of instructions per run by a couple hundred, which has cut the time between map refreshes nearly in half - there isn't a whole lot more I can do without producing large runtimes. I can't do anything to update locations on the map any faster than this, however. I literally have it to set start refreshing the map as soon as it finishes a refresh.
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Otherwise, you can try to explain the changes :)
As for the rotor issue, that is normal. Each rotor "Top" is considered a different grid, therefore two rotors and a ship = 3 objects. Nothing I can do about it.