liber
Member
There is a problem with little boy,sometimes don't show blast mesh,sometimes does but in any case orbiter crash little after meeting ground.
Would you like the "Official" title of OBSP beta tester?
Also, crash when I manually detonate missile in flight.
Noope, it's my rusty coding. Added to known bugs. Hopefully it will be fixed in the next release, when I figure out what's wrong.Also, crash when I manually detonate missile in flight. Is that because I selected the wrong weapon ID to detonate and it was a faulty pointer?
Working on it.A request:
When a weapons is destroyed, could you delete it from the MFD "to be detonated" list? Cos if you fire 20 missiles and all have detonated so far and you fire another one you wanna detonate in air... you have to scroll through 20 weapons before you get to your missile.
Also, could you write the name of the weapon next to the number? If you drop a series of bombs and fire missiles, which is which?
Nope... detonation bug still here
It should be free of alll bugs apart from the "Faulty bomb" + CTD on remote detonation.
Hmm... Ive added the D component because just P was overshooting, and derivative addition almost eliminated this. Don't you confuse dervative (which IIRC eliminates overshoot) with integral (which eliminates steady-state error)?Hmm... PD should be a bit annoying, why not use PI instead?
For my missile guidance, I used PD. I'm pretty sure I is irrelevant for this sort of thing, since you always know exactly where you are and how fast you're going in relation to the target...Hmm... Ive added the D component because just P was overshooting, and derivative addition almost eliminated this. Don't you confuse dervative (which IIRC eliminates overshoot) with integral (which eliminates steady-state error)?
The latter, BTW, proved to be insignificant, so no need for I component here.
But that's OT.