Post by Drahkan on Nov 16, 2016 0:45:27 GMT
Hi all,
So I am experiencing something that appears to be a bug, although I get the feeling that the actual "bug" is due to a number of things interacting together in such a way as to cause the frustrating issue I'm having. Here goes:
I'm trying to make a "cluster bomb missile"; something to carry bomblets that are little more than an explosive inside of an armored shell (and FYI this "bug" doesn't care if they have remotes on them or not). As for the "missile", although I've gone through many iterations, here's as good an example of it as any:
The first thing you'll notice is that this is considered a Drone, *not* a Missile...and it appears that nothing I can do will change that. The moment I add the "missile launchers" - the bomblet-firing weapons - it turns from a missile into a drone. I've tried various things to prevent that, but it doesn't matter if there's a payload in this missile or not, if there's a generator or not; the moment I add missile launchers the thing turns into a drone. In any case, no matter how I program the remote control module, once it enters combat the engines simply won't (ever) fire...unless I put a gun on it. As you'll notice that's what I did; made a pointless little weapon to stick on the nose, to see if I could get it to move. And it *does* get it to move, although the moment an enemy laser takes out the gun, the engines once again shut off. I tried putting the gun on the side of the (drone), but that results in it entering combat paralleling the enemy rather than heading at it, so that was a total fail. My next idea is to make a heavily-armored laser on the nose that's just there to survive until all delta-v is expended, but that's such a silly workaround that even if it works I'd still start this thread.
So: is this lack of engine-firing a bug? Is there a way around this, something that will cause my missile to actually *be* a missile rather than a drone, and therefor follow all remote control boost programming regardless of if it's got any guns left? If this was just a case of slapping a payload onto the primary missile I wouldn't care, but having to decorate it in fake guns in order to keep it boosting is straight-up silly.
So I am experiencing something that appears to be a bug, although I get the feeling that the actual "bug" is due to a number of things interacting together in such a way as to cause the frustrating issue I'm having. Here goes:
I'm trying to make a "cluster bomb missile"; something to carry bomblets that are little more than an explosive inside of an armored shell (and FYI this "bug" doesn't care if they have remotes on them or not). As for the "missile", although I've gone through many iterations, here's as good an example of it as any:
The first thing you'll notice is that this is considered a Drone, *not* a Missile...and it appears that nothing I can do will change that. The moment I add the "missile launchers" - the bomblet-firing weapons - it turns from a missile into a drone. I've tried various things to prevent that, but it doesn't matter if there's a payload in this missile or not, if there's a generator or not; the moment I add missile launchers the thing turns into a drone. In any case, no matter how I program the remote control module, once it enters combat the engines simply won't (ever) fire...unless I put a gun on it. As you'll notice that's what I did; made a pointless little weapon to stick on the nose, to see if I could get it to move. And it *does* get it to move, although the moment an enemy laser takes out the gun, the engines once again shut off. I tried putting the gun on the side of the (drone), but that results in it entering combat paralleling the enemy rather than heading at it, so that was a total fail. My next idea is to make a heavily-armored laser on the nose that's just there to survive until all delta-v is expended, but that's such a silly workaround that even if it works I'd still start this thread.
So: is this lack of engine-firing a bug? Is there a way around this, something that will cause my missile to actually *be* a missile rather than a drone, and therefor follow all remote control boost programming regardless of if it's got any guns left? If this was just a case of slapping a payload onto the primary missile I wouldn't care, but having to decorate it in fake guns in order to keep it boosting is straight-up silly.