custom missile mod experimental branch
an experimental branch of the original custom missile mod
full release of the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3084520196&searchtext=custom+missile+mod
Trackers, targets and flares are untouched by me, so no description >:)
mines:
-now with 3 new explosion options. each explosion option deals a different amount of damage in a different radius, use at your own risk
-smart option: missile will explode when (it stops getting getting closer to the target or is about to hit the targert) AND (when is in trigger range)
Drags:
-apply a custom drag force when activated (via activation distance)
-drag force cannot be negative, aka cannot accelerate the block
-when drag strength is set to negative, it will apply positive drag (aka the drag that slows it down), but it will scale based on the square of the speed (aka double the speed for 4 times the drag). when drag strength is set to positive, it will apply positive drag (aka the drag that slows it down), but it will scale based on the velocity (aka double the speed for double the drag)
Thrusters:
-apply a constant force for a certain amount of time, given in seconds
Aerotrackers:
-work kinda like trackers, but they always lead
-strength is adjusted by speed and the strength
-formula is as follows:
min( floor(strength) , (strength%1)*(speed^n) )
where n is 1 if its linearly proportional to speed, n is 2 if its quadratically proportional to speed
-tldr, integer part of the strength is the max power, the fraction part is the speed multiplier
-now with a "loft" option, aerotrackers will either aim 0, ~10, ~20 or ~30 degrees up if at the same altitude as the target. this does not increase the effective range of the missiles, as air density isnt lowered with altitude, but it allows missiles to avoid ground when necessary, and allows bombs that use the aerotracker to be guided in a trajectory more approperiate for ground targets
mod made by JESS2005 with contributions by *****