![]() ![]() If missiles are failing to hit the target it is usually an issue with inedequate acceleration. To Make the system work best ensure your missile has adeqaute acceleration, as a rule of thumb acceleration needs to be at least 2x that of your target to ensure a good hit rate, more is better though! The algorithm also is effective at large ship combat using simple large grid missiles. The system uses the same tracking algorithm as the AIM-9 sidewinder Air-to-air missile, thus it is very good at taking out Light ships in arial dogfights and engagements. The code will select the first sound block it can find. Missiles can have warheads (call these #A# and they will be proximity detonated), side thrusters to help them corner or stop dropping in gravity.Ī sound block is used to trigger a 'lock-tone' when you have a target lock. a cockpit or button set with a toolbar option set to to 'Run' the Prog block with the argument 'Fire' To set up the launching ship will require: Forward thrusters (really go wild with the forward thrust)Įverything on the missile should be called #A# (or have in the name), if in any doubt you cannot go wrong by calling everything on the missile #A# the missile will sort itself which blocks it needs and which it does not. However at a glance all missiles require these blocks: To set up the remainder of the script the code will help you as best it can, and will tell you if you have any blocks missing or if a missile failed to fire and for what reason etc. ![]()
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