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(Some) V3 missiles flying off into space
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Tue Feb 05, 2019 12:16 pm    Post subject:  (Some) V3 missiles flying off into space Reply with quote  Mark this post and the followings unread

Having an issue where some V3 missiles will randomly fly somewhere else and making all kinds of spectacular moves. However, this is not a desired result.

It doesn't always happen, but it happens often enough to want to fix it.

Currently these are my V3 settings.

Code:
Missile.Custom=yes
Missile.PauseFrames=0
Missile.TiltFrames=90
Missile.PitchInitial=0.15
Missile.PitchFinal=0.22
Missile.TurnRate=0.05
Missile.RaiseRate=1
Missile.Acceleration=0.4
Missile.Altitude=768
Missile.Damage=50
Missile.EliteDamage=55
Missile.BodyLength=256
Missile.LazyCurve=yes
Missile.Warhead=V3HE
Missile.EliteWarhead=V3HE


I messed quite a bit with the tilt and such so it looks nice on the voxel, so if possible, I'd rather not change that.

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Jho
Medic


Joined: 14 May 2018
Location: Philippines

PostPosted: Thu Feb 07, 2019 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Only thing that I see that might cause problems is lazy curve combined with low turn rate but I'm not sure, check the speed of the "missile" itself aswell

Also the "flying to space" thing might happen if the spawner targets an object and is ready to fire but you move it fast enough and when it stops the missile fires

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Feb 07, 2019 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think lazy is supposed to apply it's own turn values?

Try commenting out acceleration/turnrate and see what happens?

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Thu Feb 07, 2019 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Commenting out Turnrate fixed the longer-range issues as far as I know. (Commenting out acceleration just made the missiles unable to move)

After that the issue was quite easily recreatable when shooting nearby targets, thus I made the minimum-range a bit bigger. It looked weird when shooting missiles that close anyway :p So as far as I know, it's fixed. Thanks guys. I'll update if it happens again but it hasn't yet.

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