I was extremely excited to see independent fuse modules added, and added a ton of real-world M9 delay elements (all in the millisecond or tens of microsecond range) from my experience with real ordnance. It turns out they control the fusing from the instant the item is fired, which is kind of the opposite of what I expected.
Can the fusing options include a 'post-impact' setting, for high explosive AP ammo? This might have to be included in the explosive settings itself, since modules can't be linked AFAIK.
This might have to be included in the explosive settings itself, since modules can't be linked AFAIK.
Radiators are linked to reactors, crew, launchers, and lasers; laser turrets are linked to laser cannons
So it could probably be done Sweet.
Thoughts suddenly abound of making an APHE round that has a small nuclear payload. Would be worthless to detonate anywhere near the target ship due to low yield. But setting it off just within the armor on the other hand.
Timed fuses could be for non-proximity fused flak shells... but there's good reason why those went out of favor for proximity fused flak shells IRL.
Initially when I read them being added I thought they were going to be impact fused, but it would be the time delay after impact that they'd detonate (so you can have it explode on impact, or build a shell solid enough to make it through the outer armor, wait half a second, then go off, deeper in the ship probably inside of something more important)