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Weapons
Last updated for v0.6.0
To use a weapon you must have a weapon part (ex: Missile Rack) in one your vehicle's inventory slots. Then once you get in your vehicle, the default switch weapon key is G. By default right click to shoot.
Some weapons need special conditions to be satisfied before shooting. Some can't be fired while in the air, others require a radar target to be selected. This is further explained in the Weapon Types section.
The Weapons Workbench is your friend! It lists a lot of stats for every weapon, and what kind of weapon it is. Some of the stats and weapon types are explained below.
Put the weapon part item and the ammo items in a crafting table to reload a weapon part. Putting just the weapon part in the crafting menu unloads it.
You can also right click a vehicle with an ammo item to reload any weapon part of the same type in the aircraft.
These are external passenger seat weapons. You can see how much ammo is left in the top left. Just press the shoot key while riding a turret to shoot. To reload a turret, simply right click the vehicle with the ammo. Most turrets turn slowly and can't aim straight up or down.
Behave as expected. Bullets go in a straight line from source until they hit something. Some explode on contact. Most bullets can be used while in the air and ground.
Behave as expected. When dropped, they fall until they touch something and explode. Will start at the velocity of the vehicle they are launched from. Thus, if you try to launch the bomb directly above your intended target you will miss. Can't be used while on the ground.
There currently are no bombs. This is their planned behavior.
A projectile that has some kind of guidance system to get to a target based on the missile type. Will try to accelerate and turn towards the target position. Every missile has a minimum turn radius (smaller is better), an acceleration value or the speed gained per tick, and a bleed value which is the speed lost per degrees turned per tick. Missiles will start at the velocity of the vehicle they are launched from. Most missiles can't be used on the ground.
Will simply try to go towards the position the player looks at. Useful to destroy structures that don't have an entity to lock onto. Best used in free look mode.
These missiles will look for targets on their own. Most can't be launched from the ground. They scan for entities within their field of view and target the one with the highest radiation value. Again they can only see entities within a field of view cone in front of them. They can't see entities behind them. The victim will receive no warning of an incoming missile. There are currently 2 types: IR (heat seeking), and Anti Radar missiles.
IR Missiles look for targets with the highest heat value. HEAT = entity_heat / distance^2
. Thus, IR missiles are more likely to target closer entities. Most vanilla mobs have a low default heat value. Some vanilla entities like Fire Arrows and Blazes have a much higher heat value. DSCombat vehicles have custom heat values that vary depending on the aircraft type and engines used. Missiles also have a custom heat value. Flares give off heat as well and can distract IR missiles, but they aren't guaranteed to work. Some IR missiles like the AIM-9X are less likely to be distracted by flares, while others like the AIM-9L are more likely to be distracted by flares based on a flare resistance value.
IR missiles are useful in close range air to air engagements. They are more maneuverable than entity tracking missiles, and can be launched quickly since you don't have to try to manually lock onto your opponent.
Anti Radar Missiles look for grounded targets with a radar. They currently don't have much of a use. They are useful to destroy long range anti air missile sites from a safe distance. Similar to the IR missiles, they will target the vehicle with the highest radar_strength / distance^2
ratio.
These missiles require you to select a target with your radar. Some only target grounded entities, others only target airborne entities. These missiles will try to track your opponent on their own. This allows the player to turn around and loose lock after firing the missile. The missile will continue to track as long as it can see it's target. If the target hides behind blocks the missile will loose lock and move in a straight line until the target moves into view again. Additionally, the air to air missiles have a field of view. Same thing will happen if the target gets behind or outside the missile's field of view.
These missiles can be fired at players outside your render distance. When the missile is outside loaded chunks it de-spawns and goes into a simulated state. Missiles don't load chunks! When the simulated missile reaches loaded chunks again, it turns back into an actual missile entity. This saves the server from loading a billion missile chunks. Your welcome server owners. However, some unexpected scenarios may occur. For example: if there is a wall or mountain between you and your target, but this wall is in unloaded chunks, the simulated missile will appear to go through the wall because it would have to load those chunks to check for collisions. A small price to pay for performance.
If your target has a radar as well, they will receive a missile warning and know what direction the missile is coming from. At long range they will have time to find a way to dodge or outrun the missile. Missiles have limited fuel and will de-spawn if they run out. Most of these missiles have bad turn rates compared to IR missiles so they will miss if the target is too close. Thus there is a mid range sweet spot where there is a high probability of kill.