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Post by jtyotjotjipaefvj on Sept 4, 2017 20:48:30 GMT
Is it possible to mod in RC modules that weigh less than 1 kg? It's a bit annoying that missile size for micromissiles is limited by the RC module of all things. Realistically you could have far smaller guidance computers, so I don't see it as a huge issue realism-wise.
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Post by bigbombr on Sept 5, 2017 5:58:47 GMT
Is it possible to mod in RC modules that weigh less than 1 kg? It's a bit annoying that missile size for micromissiles is limited by the RC module of all things. Realistically you could have far smaller guidance computers, so I don't see it as a huge issue realism-wise. Bur you don't have to slap on seperate sensor or communication equipment. But I agree, RC units should be split into "processors", "communication equipment", "batteries" and "sensors". Or something like that. That way, we could trade performance and weight as much as we want.
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Post by Pttg on Sept 5, 2017 23:05:55 GMT
Particularly for nuclear payloads, a laser-com based detonator that simply goes off when a coded signal is sent to a small photocell on the payload would be both incredibly hard to spoof and extremely reliable.
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Post by jtyotjotjipaefvj on Sept 5, 2017 23:13:33 GMT
Dumbfire missiles would be neat to have too. The targeting logic would have to be a bit different for an accelerating projectile but it's not too complicated.
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siskinedge
New Member
Working on a All conventional guns single ship campaign run
Posts: 18
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Post by siskinedge on Sept 6, 2017 20:22:03 GMT
There are 'dumbfire' missiles now but they only work with remote controls in them. We should be allowed to customise remotes with: Custom default behaviour like homing or broadside Custom broadside angle, eg 0 or 90 Custom stage count Weight penalty for complexity Like ignite engines only - 100g Detonate at distance only - 200g Boost-guide-terminal missile - 1kg Adding different behaviour for different phases should cost extra Have distance/speed as a factor for phases So we could have drones that home until 80km or a given speed, broadside until 35km and nose forward within 35km - 10kg weight
Have a penalty for guns and launchers such as doubled weight controler for drones Vs missiles and doubled fly by wire pilots for drones.
The launch count limit should also affect the fly by wire pilot requirements and be a hard limit. I find it hard to believe one guy could control a 2000 microdrone swarm.
I like the idea too of tactical Vs strategic missiles/drones. Tactical could get programmed in launcher (mass added to launcher) and strategic would have a mass penalty to the missile/drone from a full remote control. That could be as simple as checking the remote type and blocking any manuever commands after launch for tatical ones in the strategic and tactical veiws.
With all the customisation for the other modules, it's weird how overlooked the RC modules are.
That said adding lightweight dumbfire type controlers would be enough for me. The rest would be cool for tourneys.
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Post by teeth on Sept 6, 2017 20:30:51 GMT
Ignite engines only probably wouldn't even weigh a single gram, it's about as simple as an electric circuit can get.
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Post by jtyotjotjipaefvj on Sept 6, 2017 20:33:18 GMT
Dumbfire missiles are of little use when the firing ship doesn't take acceleration into account tho.
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siskinedge
New Member
Working on a All conventional guns single ship campaign run
Posts: 18
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Post by siskinedge on Sept 7, 2017 7:23:11 GMT
Flare missile interceptors and decoys don't need guidance just numbers
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Post by bigbombr on Sept 7, 2017 8:06:28 GMT
Flare missile interceptors and decoys don't need guidance just numbers Flares work very well from blast launchers. But you're right.
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siskinedge
New Member
Working on a All conventional guns single ship campaign run
Posts: 18
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Post by siskinedge on Sept 13, 2017 23:15:28 GMT
You lose the ability to have a pointy nose (I love a pointy nose) if you have a front facing blast launcher, although I have been experimenting with flares recently. flare missiles are great as they fly directly to the other missiles and detonate them. They take advantage of the Inverse square law as you can have a tiny flare be brighter than a huge ship just by flying right up close to the missiles it's targeting. you can automate blast launched if you add a remote control to a flare and the blast launcher will count the amount of live flares. I use both types in this ship I posted on steam: steamcommunity.com/sharedfiles/filedetails/?id=1132199192the flare missiles have a range of 25km, with stock missiles its too far but with KKVs you need to allow for their speed they also only get deflected by flare missiles unlike flak missiles and nukes. when a missile or drone gets within 3km, it launches 4 200kg flares at once that burn for 1.1 seconds at 806MW usually it do this in two waves, 1-4 draw the missiles into four groups around the ship and 5-8 detonate the missiles. it has to be a secondary flare due to it's weight and how short it burns makes it useful for KKVs but useless against nukes. I'd really like to experiment next with customizing remotes a load more though, I love this game so much.
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Post by jtyotjotjipaefvj on Sept 13, 2017 23:53:53 GMT
3 km sounds very low for an activation range. My missiles rarely go under 10 km/s, and KKVs do upwards of 20.
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