Comments (3)
Noticed they would just fly at max speed even with minimal propellant aswell, probably related to the ACF.DragDiv
change as we've been unable to test the Kornet during all this time.
I had the changes related to the wrong name and ID ready, but I have decided to not push them until I can fix the missile model (Kornets are only using their own missile model when loading it on the rack, the in-flight model is actually a Strela missile since the missile itself lacks an exhaust attachment).
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Regarding the flight at max speed it probably has to do with the extremely high thrust when compared to the burnrate.
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It should be fine as of 0838256. There's two things to note though:
- The ID is still wrong, gonna fix this when I get to adapt the ammo crates to the new menu.
- Since the model still lacks the attachment required for the effect, the console will throw some warnings any time a Kornet is fired. Hopefully, this will be fixed once the new models arrive.
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Related Issues (20)
- [Suggestion] Revert/Change Missile Rack Link Distance HOT 1
- Quad & Twin Missile/Bomb Racks Cannot be Interreacted With. HOT 1
- Add maximum warhead length
- [BUG] GLATGMs freeze mid-air when laser guided HOT 1
- Fix the mass ratio bug
- [Suggestion] Make armor and other entities not die when they reach 0 health
- Inconsistent missile velocity orrrr some missiles being duds HOT 4
- Missiles not auto reloading like ACF3
- Folding-Fin Aerial Rockets Error HOT 2
- guidance HOT 2
- [BUG] Error: bad argument #1 to 'SetOrigin' (Vector expected, got nil)
- [BUG] Tried to use a NULL entity!
- [BUG] Tried to use a NULL entity! acf_rack/init.lua:119
- [BUG] attempt to perform arithmetic on field 'Pos' (a nil value) acf_missile/init.lua:603
- [Bug] In flight Rocket/Missiles/Bombs take no damage. HOT 2
- [BUG] Clientside acf_computer lua error: cl_init.lua:20: attempt to index local 'Class'
- Remove Cluster munitions from base addon
- Antimissile guidance type issues
- Infrared missile errors out HOT 1
- acf_rack missile error
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