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When corrected, the nose of the missile is not build.
;) Need a bit of calibration!
Sorry for the lack of directions. Here's how it works:
=The projectors are turned on manually, on the second page of the hotkey bar. This is inconvenient, but it allows you to select what loadout to fire (all antiship missiles, all EWAR, or the default loadout of one EWAR and two ASMs).
=The welders are also on that page, and also manually activated (I've had bad experiences with welding at speed :( ).
=Launching the projectiles is done by running the programmable block that is also on the second page; this will activate Whip's fantastic guidance script.
How the hell DO you fire the ASMs? I ask because I noticed the controls are a bit different from the Komodo and when i went through the motions of clicking the timers, nothing really happened.
Considering that you didn't list directions on how to fire them, I'm guessing the reason the timers didn't work was entirely due to user error but it would be very helpful if you could walk us through the steps of how to fire your missiles. Not even the projectors turned on without my directly going into the k menu, which I'm guessing is not the idea.
Thank you so much! Hope this design gets more subs. It's very intuitive.
What really caught my eye was how much you can get out of those ion thrusters. It's so light a ship that the ions are more than enough to keep it mobile. I find that very refreshing. Now this is an older ship and thus, I wouldn't expect it to perform well in-atmosphere. Perhaps by updating some of the thruster to hydogen or putting atmospheric thrusters, you could take this close.
Essentially :) The missiles will fly wherever the ship is pointing