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Post by concretedonkey on Jul 2, 2017 16:32:59 GMT
The last update made possible the creation of dumb missiles without any command module. I may be missing something but I can't seem to make them ignite their engines. I've tried launching them from missile launcers and guns with the same result.
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Post by AdmiralObvious on Jul 3, 2017 18:47:53 GMT
I think it's a requirement for the missiles to have the command module in order to fire the engines. Right now, at least.
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Post by concretedonkey on Jul 3, 2017 18:53:49 GMT
Then why was the requirement to have a command module removed in the first place? Before this update it was giving an error, now its a warning but we can't really use it in any way.
Edit: turns out I was mistaken , the error that was removed was "--- Dumbfire Rockets - Can build spacecrafts without turning ability without error." nothing for command module... my fault... still doesn't make sense though. You shoudn't need a command module to ignite an engine.
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Post by AdmiralObvious on Jul 3, 2017 21:27:41 GMT
I sort of get why rockets need command modules to do stuff, but I also wish we could just switch to simple fuses for things like ignition of the rocket that can't be undone.
The only real problem with most micromissiles is the fact that the on/off switch weighs the same as the actual payload, if not more in many cases.
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Post by someusername6 on Jul 3, 2017 22:28:26 GMT
Yes. I'd want to, say, just leave the engine toggled on -- a concreted on key, if you may -- and let it go, not worrying about controlling it any further, no gimbals no nothing. At most a timer to control when to turn the engine on and off on different approach phases.
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Post by concretedonkey on Jul 4, 2017 4:05:07 GMT
Well in reality we even have timed frag shells whose timers are set for range as they exit the barrel, again without any complicated control module on the munition (certainly less then 1kg)... so I don't see as reasonable that we need a 1kg command module when we don't need guidance.
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