Comments (4)
I don't see the issue with this, those missiles are just too slow and they're hitting the ground in front of your vehicle. They're not becoming duds either, you'd see them bounce around as props instead of exploding.
from acf-3-missiles.
this behavior was noticed when i was testing the Type 63 RA.
workaround was to increase the StarterPercent to 0.9. then reduce the thrust so it doesn't consume the fuel fully before tickrate can accelerate them
from acf-3-missiles.
The correct solution would be to fix the missile code so that can't happen in the first place
If the fuel is expended in a single tick, I believe it will turn off the motor and set the thrust to 0 right away, before the force is applied. I can try fixing that.
from acf-3-missiles.
Fixed on 70a1344
from acf-3-missiles.
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
- 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
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- [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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