weirdly, i didn't even look at the design even once... only fallout game i played as of now was fallout 2(relic,didn't even know it was there on my dad's shelf)... apparently, looks like i ripped off the fallout 3 laser rifle(didn't seen that weapon before) without even looking at it...
EDIT: if you think small red bricks are ineffective, tell that to the gauss rifle, which shoots even smaller bricks and is still effective.
the script itself is easy to understand if you know what each part of it is for.
i understand, hovewer. that chain of brackets can really be annoying to check.
basically, instead of aiming in the missile's direction to the target's direction, it projects a point, on which the targetwould be if the missile hit. if it was straight on the missile's path if there was no airfriction and the engines were off, and continues from there. still, this makes precision to be problematic. a decent solution would be to change the distance to something more aceptable when missile is still within a decent aim, or just to change that part with a fraction of the time.
the problem is the byproduct of the thrust. imagine if the rockets used in space flight if they used baseballs and a baseball launcher for their engines. then the space would be harmful, because eventually high speed baseballs will hit thespace ships, and damage them easily. that's why most engineers prefer gases for the byproduct
not exactly. oncollide probes register on simulation steps, while lasers register on monitor refresh steps. so, if your monitor's refresh rate is larger than 100hz(default) lasers compensate. lots of lasers cause alot of lag, which can also make collsion probes inefficient.
use something less prone to tilting if you want to use e.normal. also, use different collision groups for spawner and spawned, to avoid recursive fork bombs.