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Post by skitsykitsy on Mar 26, 2017 8:01:27 GMT
I kept coming back here for information, so decided to finally make an account so I can discuss this (disturbingly addictive) game!
Does anyone have a comprehensive idea of how the missile guidance works in COADE, and can they explain it to an idiot like me? Trying to tweak guidance systems for a NEFP, and nothing seems to improve on the default guidance system, even though I see EVERYONE saying to use "Pure Pursuit", and I have no idea what the damping factor is. I can read the tooltip, but the actual effects on the guidance are completely bizarre.
Oh, and I guess a lot has changed in COADE recently? Tried to make some designs I've seen around the internet and they're no longer possible. Imagine my disappointment when I couldn't make that 27km/s coilgun I saw here...
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Post by Enderminion on Mar 26, 2017 17:05:47 GMT
Pure pursuit is pointing at the target and thrusting, APN is thrusting so that you hit no matter what, welcome to the forum
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Post by someusername6 on Mar 26, 2017 18:27:19 GMT
Oh, and I guess a lot has changed in COADE recently? Tried to make some designs I've seen around the internet and they're no longer possible. Imagine my disappointment when I couldn't make that 27km/s coilgun I saw here... Each patch fixed coilguns and railguns physics some. Now you need to use capacitors, rather than assume that they exist and are costless and massless and can keep arbitrary amounts of energy. Also various calculation errors were fixed, so it is much more difficult to make them break conservation of energy (... though you can still do it a bit).
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Post by someusername6 on Mar 27, 2017 3:11:06 GMT
... that said, here's a railgun which fires plain 1g projectiles at over 35 km/s, which works on the current version of the game:
RailgunModule 100 MW 5mm Turreted Capacitor Railgun UsesCustomName false PowerConsumption_W 1e+008 Capacitor Count 1 DielectricComposition Hafnia Dimensions_m 1.2 0.011 Separation_m 8.7e-007 Rails Composition Aluminum Zinc Magnesium Thickness_m 0.078 Length_m 7 BarrelArmorThickness_m 0.36 Armature Composition Vanadium Chromium Steel BoreRadius_m 0.0028 Mass_kg 0.001 Tracer Zinc Payload null Loader PowerConsumption_W 2.2e+006 Turret InnerRadius_m 1.24 Extruded true ArmorComposition Boron ArmorThickness_m 0.01 MomentumWheels Composition Platinum RotationalSpeed_RPM 605 AttachedAmmoBay Capacity 40000 Stacks 1 TargetsShips true TargetsShots true
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Post by AdmiralObvious on Mar 27, 2017 6:28:06 GMT
I've just hit my 100th logged hour on steam today for this game, and damping is still a difficult one to figure out. Setting it too low leads to missiles doing corkscrews on the spot, too high and they don't track at all. Granted a lot of it can be mitigated by using a very small gimbal.
Pure pursuit means burn directly where the target is right now. It's not a bad one to go with, but most of the time it hits the tail end of the craft.
Indirect pursuit means burn to hit a distance ahead of the target. I'd say it's better to go with pure than this, but it still works, and leads to more centered impacts.
Proportional navigation makes the missile burn to match the acceleration of the target, and mixes it in with pure pursuit a bit, arguably better than Pure, especially for flak, not as important for pure nukes.
Augmented Proportional navigation tends to be a more consistent and even burn which also keeps track of where the target it likely going to be at the time of impact. Technically the most accurate method. I've used it for mostly everything at this point, though it could be a bit Delta V inefficient compared to a Pure navigation rocket coming close.
As far as I know, damping reduces the amount of guidance corrections used by the actual engine and missile, higher ratios leaning towards pure pursuit.
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Post by skitsykitsy on Mar 27, 2017 13:24:59 GMT
I think I've clocked almost 60 or so hours in COADE and I've only had the game a few days -- and I work and study and have hobbies. This game is dangerous! Thanks for the breakdown, guys, so far my missiles (whether flak or close-standoff NEFPs) are usually working best as Augemented Proportional Navigation with roughly .500 - 1.000 damping. In other words, pretty close to the defaults. I want to say "I'll spend more time experimenting" but I probably spent 12 hours trying to tweak my NEFPs already. Though getting powerful NEFPs closer to a target's center would be ideal (I find most designs, stock or otherwise, put crew in the center or near sloped frontal armor and reactors towards the rear)! If anyone has a good, reliable setting for guidance systems I'd love to see it.
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Post by skitsykitsy on Mar 27, 2017 13:43:10 GMT
... that said, here's a railgun which fires plain 1g projectiles at over 35 km/s, which works on the current version of the game: RailgunModule 100 MW 5mm Turreted Capacitor Railgun UsesCustomName false PowerConsumption_W 1e+008 Capacitor Count 1 DielectricComposition Hafnia Dimensions_m 1.2 0.011 Separation_m 8.7e-007 Rails Composition Aluminum Zinc Magnesium Thickness_m 0.078 Length_m 7 BarrelArmorThickness_m 0.36 Armature Composition Vanadium Chromium Steel BoreRadius_m 0.0028 Mass_kg 0.001 Tracer Zinc Payload null Loader PowerConsumption_W 2.2e+006 Turret InnerRadius_m 1.24 Extruded true ArmorComposition Boron ArmorThickness_m 0.01 MomentumWheels Composition Platinum RotationalSpeed_RPM 605 AttachedAmmoBay Capacity 40000 Stacks 1 TargetsShips true TargetsShots true
I have a lot of railgun focused gunships that are usually pretty light and cheap, and this'll make a great addition to them! Totally trying this out.
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Post by Enderminion on Mar 27, 2017 14:07:55 GMT
I think I've clocked almost 60 or so hours in COADE and I've only had the game a few days -- and I work and study and have hobbies. This game is dangerous! Thanks for the breakdown, guys, so far my missiles (whether flak or close-standoff NEFPs) are usually working best as Augemented Proportional Navigation with roughly .500 - 1.000 damping. In other words, pretty close to the defaults. I want to say "I'll spend more time experimenting" but I probably spent 12 hours trying to tweak my NEFPs already. Though getting powerful NEFPs closer to a target's center would be ideal (I find most designs, stock or otherwise, put crew in the center or near sloped frontal armor and reactors towards the rear)! If anyone has a good, reliable setting for guidance systems I'd love to see it. A Warcraft can afford to have it's propellant tanks holed and ammo detonated but the crew and reactors are things it cannot lose, I stick the crew next to the reactor, a centimeter of Li-6 blocks all radiation and that means you have a smaller area to armour
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