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Post by bigbombr on Apr 30, 2017 12:39:40 GMT
What causes the wobble of lasers? Sensor inaccuracy or turret aiming inaccuracy? Reducing the turn speed of the turret doesn't seem to affect wobble. This is currently the main limit on effective laser range if you edit the Limits.txt to increase their max range.
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Post by dragonkid11 on Apr 30, 2017 12:55:19 GMT
You...pretty much answered the question yourself already.
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Post by bigbombr on Apr 30, 2017 13:00:22 GMT
You...pretty much answered the question yourself already. Just hoping for confirmation. Now I really want explicit sensors.
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blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on Apr 30, 2017 13:01:53 GMT
Wasn't the game programmed to 'wobble' to simulate sensor inaccuracy? (and perhaps turret inaccuracy also?) User module design seems to have no effect to the wobble.
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elukka
Junior Member
Posts: 73
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Post by elukka on Apr 30, 2017 16:21:52 GMT
I seem to recall that some simulation of sensor accuracy was added at some point. The abstracted sensors we have are reasonable in the context of the vanilla ships and weapons, which fight at very short ranges where it's more or less trivial to carry enough redundant sensors, but it starts breaking down when you try to do things like shoot tiny missiles at 1000 km. I think if sensor inaccuracy is going to be simulated we would ideally also have the option of carrying more powerful sensors.
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Post by bigbombr on Apr 30, 2017 17:09:41 GMT
I seem to recall that some simulation of sensor accuracy was added at some point. The abstracted sensors we have are reasonable in the context of the vanilla ships and weapons, which fight at very short ranges where it's more or less trivial to carry enough redundant sensors, but it starts breaking down when you try to do things like shoot tiny missiles at 1000 km. I think if sensor inaccuracy is going to be simulated we would ideally also have the option of carrying more powerful sensors. 1000 km? Try 10 000+ km. Wobble is main limitation to range, aside from the game not considering that lasers might go further than 10 Mm.
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Post by The Astronomer on Apr 30, 2017 17:12:19 GMT
I seem to recall that some simulation of sensor accuracy was added at some point. The abstracted sensors we have are reasonable in the context of the vanilla ships and weapons, which fight at very short ranges where it's more or less trivial to carry enough redundant sensors, but it starts breaking down when you try to do things like shoot tiny missiles at 1000 km. I think if sensor inaccuracy is going to be simulated we would ideally also have the option of carrying more powerful sensors. 1000 km? Try 10 000+ km. Wobble is main limitation to range, aside from the game not considering that lasers might go further than 10 Mm. *looking at a circle around the actual target made from the special item <wobbling laser>* IT SUCKS!
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blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on May 2, 2017 23:51:32 GMT
I just suffered from laser inaccuracy and super small beam laser.
My 0.435/1GW laser ship had hust lost laser fight against 3 87/200MW drones due to laser inaccuracy.
The engagement started at 1Mm. The 1GW laser has too small beam and cannot hit the enemy small laser turrets.
The 3 200MW on the other hand has much larger beam and easily hit the larger 1GW laser mounts.
In the end, the 3 200MW lasers won.
I kind of want a larger beam, but the mirror cannot handle the laser intensity. And while it is possible to remove a frequency doubler to widen the beam, I still want to keel it at 77nm.
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Post by shiolle on May 3, 2017 13:13:22 GMT
I think it would ultimately be detrimental to the goal of the game to implement just configurable sensors without anything else that should form an interconnected system with them like: 1. Transparency of materials to different wavelengths. 2. Datalink (who can communicate with whom and feed them sensor data). 3. AI handling sensor blinding game properly (for example, don't open your sensors/turrets that are being lased). 4. Anti-laser orders (i.e. persistent spin/roll). 5. Turret/spinal weapons/deformable mirror tracking precision. 6. Pulse lasers. 7. Other types of sensors (active sensors for example).
P.S. Not to mention fixing 100% efficient frequency doublers and probably giving another look at optics damage mechanism.
P.P.S. "The heating of a laser gain medium generates a thermal lens which defocuses the beam" - is this implemented? Our lasers often operate near components melting point.
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Post by nerd1000 on May 4, 2017 14:16:14 GMT
P.P.S. "The heating of a laser gain medium generates a thermal lens which defocuses the beam" - is this implemented? Our lasers often operate near components melting point. I'm pretty sure that this is included in the 'beam quality factor' M 2 that is shown in the laser editor. The solution seems to be making the lasing rod longer by adding more optical nodes.
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