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about missiles tracking, tracker strength and thrust strength are two different thing. for missiles, i use a thruster from the game and a tracker from the mod set to torque.
value of 10k is too big for most applications, i suggest starting with 100 if anything.
make sure options like the detection cone are correct (360 will make the missile see everything),
make sure the activation distance is correct (setting it to 1 is a good starting point),
then make sure targets are actually tracked by you (in the target settings)
Oh and i assume you checked whether the block the mod uses is set to the one ur trying to use.
old missiles are broken, because they saved the data in the color values assuming those can be any number. one of the updates to the game clamped color values between 0 and 1, so the whole structure of saving data had to be modified, therefore the mod no longer can read the data of old missiles, and even if it could, the data would be lost as it would be clamped to 0-1 values.
also please read the comments next time, as that is literally what the last few comments were about
The thruster power you can just set in the vanilla thruster settings, there should be a power slider
but yeah i think the new spawn systen has someting to do with it ! because u are making a new car / plane with an missile , so most of the times , when i get an new build from the Blueprint folder it kinda works insantly but then i repait ( hold R ) so that i can get a new car and then most of the times it stops working !
u can add me if u want me to test thing directly for u if that helps anything for yout feedback , these missilils are kinda the sole reason that i play this game haha
as for gostarg i'll have to look into that.
it would help to know if it's the missile that's not considered active anymore (the ui should tell you) or it still is (then it's probably a detection angle problem)
please fix it its the best mod there is atm XD
Apart from that, a great mod!
if, for some reason you didnt, heres the TLDR:
-bug that JESS2005 cant fix, devs have to fix it
-get around it by editing thrusters that already were edited