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The planned optimization aims to enable guided ammunition functionality using only comp, without the need to occupy ThingClass.
我知道各位很期待1.6版本更新,但现在DsW-4要在忙于工作的同时抽时间优化制导功能代码和维护其他功能,并且还在准备把D-Lib的制导功能代码搬运给Combat Extended使用。
计划中的优化效果是只需要comp而不需要占用ThingClass即可启用制导弹药功能。
you can test now
If they built their mod based on the current stable version of CE, then using a future(unstable, as in the github in-development) version can have unpredictable behavior. It's unlikely, but "That might cause some problems" is the most accurate answer you can get.
When coding, you reference specific lines of code in the original work to expand upon them. So if CE suddenly changes a commonly referenced line, even if just renaming it, that can break the current reference to it. But keeping up with unstable versions is tedious if your mod extends upon it, which is why it makes sense to only update their submod once CE pushes that update to stable, since at that point it'll be incompatible.
TL;DR
Experimental CE means potential changes in code that can fuck with parts this mod references. Highly unlikely because it'd likely break a LOT of patches/submods, but possible.
does anyone have the same issue?
Exception ticking Bullet_81mmMortarShell_HE14916 (at (72, 0, 71)): System.MissingMethodException: single CombatExtended.ProjectileCE.GetFlightTime()
[Ref 5A5CE99D]
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
If i remove test part from patches everything works normally
I use Girhub version of CE if it matters