READ THIS vvv
Note: for a more complete guide to all xml options (along with descriptions for them all), look here. This post is kept up for archive purposes - if you want XML help, going to the mentioned link will be far more useful and comprehensive.
READ THIS ^^^
As of 1.7, there are some new XML properties. The ones I've found are:
Missile:
lockTime
maxRange
minRange
maxTargetingAngle
maxSpeed
maxFuelTime
maxForwardThrustForce
maxHeadingAngleAdjustmentRate
maxVelocityAngleAdjustmentRate
proximityDetonationRangeMin
proximityDetonationRangeMax
function
Gun:
ammoCount
burstCount
timeBetweenBursts
muzzleVelocity
roundsPerSecond
tracerColor
spread
lifetime
damage
impactForce
bulletScale
muzzleFlash
activationGroup
Rocket:
activationGroup
finMode
selfDestructTimer
burnTimer
All Weapons:
firingDelay
Parts:
health
Not all of these are new, but a lot are.
function
on missiles can be either AirToAir
or AirToSurface
@WNP78 that doesn't make sense
@Aviatorloke meters I think
If I were to put any of the ranges to 1, would it be 1 mile, 1 kilometre, 1 meter, or a foot?
@Tipo4062 oh terima kasih orang indo
@Indo2010 Bensinya abis berapa lama
What is the function of maxFuelTime??
@MrAir420 I mean, with the amount of highly modified interceptors I put on it, like, 48, it is indeed a hellkeska because it literally rains hell. (Side note: Autocorrect will correct the first part for absolutely no reason.)
@MikeWeaver no, but, you can do a workaround with large explosion scale, increased speed, increased turn rate
@InvalidUser18 man really put a "Hell" in Hellkeska 💀
Can I make the anti-air missile ignore flares?
Note:
Function can be applied to any weapon, even missiles, and can be changed to MultiRole on any missile. I modified the Hellkeska (new) to have 48 interceptors and modified the interceptor "function" to be MultiRole. Now not only do the interceptors have 360 degree lock, they have instant lock and they go mach 17 and have a blast radius of a nuke.
Thanks… this was super helpful
@rushpro200nine lol
@MikeWeaver idk about the missile but for rockets try adding burnTimer and set it to 0 and it should get rid of the trail
How can i remove the trace from the missile?
@SimpleStudent I think this list was made before cannons, try some of snowflakes guides
@LtColGaby I assume you mean impactForce I’d recommend trying it out first but basically when a guns bullets with impactForce hit an object it pushes away the object, it can also be negative acting like a tractor beam or magnet
what does impact do?
What about the cannon?
I need a new xml for version 1.12.128
@Norviking101 its about the angle how fast or maneuvable the missile
.
Also when the
maxHeadingAngleAdjustmentRate
is really 9x then sometimes it goes op@tarun470 no you type it at XML Editor the button with </> on top and a plane on bottom
What does maxHeadingAngleAdjustmentRate and
maxVelocityAngleAdjustmentRate do?
Anyway to speed up torpedoes?
For Countermeasures: (if someone pin this comment)
.
.
ammo
(how many ammo does the countermeasure holds [maximum number count is 999999 or simplifed 6x 9's each ammo doesn't run out easily]).
autoDispenseDelay
(automatic deploys the flares, or chaffs [0.01 seconds per deploy as you/we lazy])