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Over-night steam reverted all my changes back to the defaults and it's working fine now..
However i did improve the Ballistic arc making it harder to intercept and making it more realistic.
flight phase 4: terminal approach (added 2 settings and changed the approach/dive dist.
TerminalApproachDist=22
TerminalDiveDistance=22
SupportsBanking=True
IgnoreHeightDifferenceForTargetDist=True
True, IR could technically lock a moving vehicle, but realistically nobody is going to be firing a Trident at a Bradley. The way players actually use it is either by manual point-targeting or big static installations, so there’s no real downside, and the new settings added are all set to 0 so it shouldn't be trying to track anything, it should follow the initial point set by the user
genuinely. yes. the same way as it was before, but changing the guidance type and making it so the target doesn't search for ever fixes it for me
C:\"User"\steamLibrary\steamapps\workshop\content\ 1286220 \ 3433957933 \ammunition Trident.ini
Change the settings i place below (simple)
GuidanceType=1
Maxlaunchrange=6000 (May not have to lower range)
Hardest part..
Find "CircularErrorRadiusInstallation" under the Seeker tab and under it place these 3 lines -
SeekerRange=0
SeekerFOV=0
LockOnTime=0
Ohio
(I'm sorry)
I do wish there was a loadout option for the submarines so we could at least pick 1/2 torps, full, or just a couple with mostly missiles. That would be cool. I know there's a loadout section to the ships. I'm not sure how that would work with subs though but it would be pretty awesome