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Post by cyborgleopard on Jul 29, 2017 12:47:00 GMT
Being a part of the stock-modules-only tournament, I've made the discovery that the stock 200kw flak missile launcher is much more dangerous to the ship it is equipped to than its foes. This issue seems particularly prevalent that have multiple missile launchers attached radially. (This issue can occur with the stock Siloship that has 6 missiles if I am not mistaken; the missile cruiser I designed for the tournament is practically guarenteed to explode with a full 20 flak missile launchers.)
So it seems the striker nuke launcher is affected too.
This issue only occurs if the ship engages in direct combat with enemy capital ships; seemingly caused by the launcher launching missiles and that attempt to burn before they are fully clear of the spacecraft, or come into contact with it.
Can we get an option to disable the AI's ability to launch missiles while in combat with enemy capitals?
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Post by Enderminion on Jul 29, 2017 13:31:42 GMT
the Stock siloship has that problem but has no flak missiles
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Post by cyborgleopard on Jul 29, 2017 13:57:15 GMT
Well then the problem is with carrier based launchers in general then.
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Post by AdmiralObvious on Jul 29, 2017 17:15:14 GMT
The option to disable the launcher launching at capitals is by turning off the fire at ships/shots in the module design itself.
The main issue is when one of the ships wants to dodge while the missile tries to home in. Especially with tail end, back side of center of mass launchers.
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Post by AtomHeartDragon on Feb 7, 2018 20:55:04 GMT
This one is bad. Siloship in Vesta Overkill tends to spectacularly blow itself apart more often than not.
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Post by Enderminion on Feb 11, 2018 4:08:33 GMT
pause, launch, back to orbital view; blast launchers do not have this problem
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Post by AtomHeartDragon on Feb 11, 2018 10:37:45 GMT
pause, launch, back to orbital view; blast launchers do not have this problem IIRC I had a problem with core 15x Striker tube when it turned my ship into glowing slag (as in "nukes going off" rather than just launcher exploding) when used under fire. Anyway, the problem is mostly when the AI tries to use launchers in combat, not player, although I wouldn't object to being able to just use modules and experiment with them - this is the whole point of this game, is it not? Plus orbital missile spam is kind of boring.
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Post by Enderminion on Feb 11, 2018 20:48:16 GMT
pause, launch, back to orbital view; blast launchers do not have this problem IIRC I had a problem with core 15x Striker tube when it turned my ship into glowing slag (as in "nukes going off" rather than just launcher exploding) when used under fire. Anyway, the problem is mostly when the AI tries to use launchers in combat, not player, although I wouldn't object to being able to just use modules and experiment with them - this is the whole point of this game, is it not? Plus orbital missile spam is kind of boring. not really, its why missiles/drones exist, destroy the enemy with no risk to your own ships
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Post by AtomHeartDragon on Apr 8, 2018 10:19:31 GMT
Some further observations: During main fleet intercept around Vesta sometimes Siloship is already launching devastators when starting combat. Most of those devastators are embedded in the siloship, thus, after you unpause the game they promptly collide with it and set off any missiles remaining in the storage containers, splitting the ship in two (or more). Maybe ensure that ships never intersect at the start of combat? Plus orbital missile spam is kind of boring. not really, its why missiles/drones exist, destroy the enemy with no risk to your own ships Efficient != interesting. The leading source of dismay among SciFi fans.
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Post by Enderminion on Apr 8, 2018 13:41:52 GMT
Some further observations: During main fleet intercept around Vesta sometimes Siloship is already launching devastators when starting combat. Most of those devastators are embedded in the siloship, thus, after you unpause the game they promptly collide with it and set off any missiles remaining in the storage containers, splitting the ship in two (or more). Maybe ensure that ships never intersect at the start of combat? not really, its why missiles/drones exist, destroy the enemy with no risk to your own ships Efficient != interesting. The leading source of dismay among SciFi fans. I think the siloship bug is caused by launched missiles moving slowly, not intersecting missile/ship combos
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Post by AtomHeartDragon on Apr 8, 2018 13:47:33 GMT
I think the siloship bug is caused by launched missiles moving slowly, not intersecting missile/ship combos They are inside the Siloship when the battle starts, with only two or so partially protruding from launchers. When you unpause - ...* *) "BOOM!" as it sounds in the outer space.
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Post by Rocket Witch on Apr 8, 2018 19:51:27 GMT
In my experience once or twice with the apparent bug the missiles (custom, not Devastators) just jiggled around inside the ship making sparks and collision noises. This wasn't an issue before some patch; I guess the bugfix for teleporting missiles caused this.
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Post by AtomHeartDragon on Jun 23, 2018 8:21:43 GMT
In my experience once or twice with the apparent bug the missiles (custom, not Devastators) just jiggled around inside the ship making sparks and collision noises. This wasn't an issue before some patch; I guess the bugfix for teleporting missiles caused this. I have observed this exact issue when this bug occurs with missiles/drones equipped with droptanks:
- Ship spawns while already launching, launchables embedded in launchers and physically intersecting.
- Launchables collide with launchers, prior to destruction damaged droptanks are jettisoned
- Jettisoned droptanks bounce around inside damaged ship creating sparks and breaking stuff.
I think that the simplest fix would be to force all launches to complete when starting an intercept - it's not necessarily physical, but neither is this bug.
Edit: Better yet: if intercept interrupts launch operation, abort.
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Post by AtomHeartDragon on Dec 2, 2018 14:08:51 GMT
In my experience once or twice with the apparent bug the missiles (custom, not Devastators) just jiggled around inside the ship making sparks and collision noises. This wasn't an issue before some patch; I guess the bugfix for teleporting missiles caused this. I have observed this exact issue when this bug occurs with missiles/drones equipped with droptanks:
- Ship spawns while already launching, launchables embedded in launchers and physically intersecting.
- Launchables collide with launchers, prior to destruction damaged droptanks are jettisoned
- Jettisoned droptanks bounce around inside damaged ship creating sparks and breaking stuff.
I think that the simplest fix would be to force all launches to complete when starting an intercept - it's not necessarily physical, but neither is this bug.
Edit: Better yet: if intercept interrupts launch operation, abort.
Bumping this thread.
4. Occasionally, a ship may actually succeed in launching missiles (not necessarily stock ones, but it is general issue) that are embedded in launcher when battle starts. This results in weird stuff happening, as the missiles will physically occupy the same space, but, as long as they manoeuvre in unison, won't collide: Of course, when something does break this symmetry - BLAM!
Forcing completion or cancelling all launches underway when intercept happens, really seems like the way to go.
Also, 5. In instant action mode ships with carrier modules might have pre-launched some of their munitions and miss some/all ammo for launchers when the intercept starts. 6. Gun-fired missiles/drones may crash the game if the AI launches them out of combat.
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