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Post by captinjoehenry on Oct 14, 2016 20:19:20 GMT
Ok so I have been fairly enjoying Scott Manley's gameplay of the game and he keeps complaining about some things which I feel most of us here could give him some advice on. So in his most recent video I gave him some advice combat wise and told him about the game customization and about the invasion stages ships have for interplanetary invasions which are rarely mentioned. So how about we give him some advice?
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Aron0621
New Member
Beep beep beep beep boop beep.
Posts: 25
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Post by Aron0621 on Oct 15, 2016 4:46:36 GMT
Yep, replied about several things he complained at 3rd ones. Seems he still hadn't found out the option to do a flyby. Mention that in the mission introduces missile, maybe.
.....And I'm afraid I said anything wrong there - anyone care to correct me?
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Post by illectro on Oct 17, 2016 21:55:45 GMT
I've known about the flyby option since I first played but I've found that it's so unreliable as to be a complete gamble. If you setup a missile wave to flypast the enemy you have no indication of how close the flyby will be, even for a non-dodging target. I'll setup an encounter and then when the encounter loads the missiles will fly by 10km off target. This is made worse by the dumb missile guidance that thrusts towards a target rather than thrusting laterally to bring the velocity vector onto the target. In reality you'd want to make those corrections as far ahead of the encounter as possible but the map doesn't show the flypast distance so it becomes a huge gamble. The battle screen shows the relative velocity vector on the right, but the maneuvers are on the left so you have to make guesses as to how the geometry corresponds if you want to make the correction maneuvers by hand. I was running one mission where I was literally disabling whole swarms of drones using pairs of nukes, practically sniping the assets out of the sky, then the mission crashed and I restarted and I've not been able to repeat this feat. I really want to like the game, but there's lots of bad UI and design which is hindering my ability to not punch the screen in frustration
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Post by akenbosch on Oct 25, 2016 2:18:38 GMT
In his latest video of "Retaking Ceres" Scott does quite a rant on misile homing AI. Someone in the comments pointed him to this post from qswitched, you can read his thoughts in the comments. To be honest, i didn't seem to have as much trouble as him during that mission, mainly becouse i pointed my flak missiles directly squared at the enemies' missiles and forced them off course or in to a missile engagement.
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Post by illectro on Oct 26, 2016 4:28:26 GMT
I find it amusing that people were pointing me at this thread despite the fact that I'd already posted in it.....
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 26, 2016 12:57:15 GMT
I find it amusing that people were pointing me at this thread despite the fact that I'd already posted in it..... Might have helped if you'd made clear that it was you, O Manley One. At any rate, once you get module design you can science the shit out of missions. Or break physics and design a coilgun capable of firing bits of ferrous alloy at several dozen kilometers a second.
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Post by concretedonkey on Oct 26, 2016 13:11:19 GMT
Hah , haven't realized that we are in the presence of a celebrity . I'm a fan. Btw I have success consistently hitting with missiles but they are custom ones, have around 8500 delta V, and are launched from the max tactical distance. Algorithm is doing just fine if it has enough delta V to correct and time to do it. I'm just lurking in the missile guidance thread, having no knowledge to say anything, but my impression is that qswitched is going to have a great time trying to figure out how to upgrade the guidance at the same time improve the performance - which above 200 missiles is not great.
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Post by jonen on Oct 26, 2016 14:39:54 GMT
I find it amusing that people were pointing me at this thread despite the fact that I'd already posted in it..... Might have helped if you'd made clear that it was you, O Manley One. At any rate, once you get module design you can science the shit out of missions. Or break physics and design a coilgun capable of firing bits of ferrous alloy at several dozen kilometers a second. Or Magical Physics Dinkery thrusters with exhaust velocities in excess of lightspeed. (Well, I've not managed to design a usable one yet, but work continues!)
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Post by illectro on Oct 26, 2016 16:21:41 GMT
Hah , haven't realized that we are in the presence of a celebrity . I'm a fan. Btw I have success consistently hitting with missiles but they are custom ones, have around 8500 delta V, and are launched from the max tactical distance. Algorithm is doing just fine if it has enough delta V to correct and time to do it. I'm just lurking in the missile guidance thread, having no knowledge to say anything, but my impression is that qswitched is going to have a great time trying to figure out how to upgrade the guidance at the same time improve the performance - which above 200 missiles is not great. I'm sure I can game my way through things, but equally, I look forward to fixed missile guidance so that we don't need to compensate with massive deltaV. I actually think the problem with the missile guidance is that the early thrust phase isn't correcting any lateral velocity (and the map lacks any feedback to correct this prior to the encounter).
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Post by concretedonkey on Oct 26, 2016 16:48:39 GMT
Hah , haven't realized that we are in the presence of a celebrity . I'm a fan. Btw I have success consistently hitting with missiles but they are custom ones, have around 8500 delta V, and are launched from the max tactical distance. Algorithm is doing just fine if it has enough delta V to correct and time to do it. I'm just lurking in the missile guidance thread, having no knowledge to say anything, but my impression is that qswitched is going to have a great time trying to figure out how to upgrade the guidance at the same time improve the performance - which above 200 missiles is not great. I'm sure I can game my way through things, but equally, I look forward to fixed missile guidance so that we don't need to compensate with massive deltaV. I actually think the problem with the missile guidance is that the early thrust phase isn't correcting any lateral velocity (and the map lacks any feedback to correct this prior to the encounter). You may be right , I was thinking more in terms of the AI not leaving enough delta V for later corrections and just wasting almost everything at the start. Both have the same effect however. Bad thing is that this is exactly the opposite of my first attempts with missiles in the game the first knee jerk reaction was to boost massively the thrust and try to make liquid fueled versions of cold war interceptors (Sprint and the soviet equivalents)... however it seems that the more you boost the TWR the more you give the AI the ability to just run the missile dry. Right now I'm aiming towards 6-8 TWR at the start.
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Post by boomertiro on Oct 26, 2016 23:34:14 GMT
To mister Scoot Movely I must say... always go full homing for missiles, and for me the fix would be to be able to change their default launch order. Full homing is always more likely to hit and they don't delete themselves unless they have missed and cannot correct burn back.
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Post by concretedonkey on Oct 27, 2016 4:29:02 GMT
I'm not sure I follow, since the advice you are giving is going to leave the missiles with nothing to compensate if the target moves. What if we have a slider as a stop gap measure ? Controlling how much of the missile's delta V is going to be used for the initial burn and how much left for corrections?
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Post by boomertiro on Oct 27, 2016 15:53:26 GMT
They are more likely to hit at full homing then they are at reserved homing. Reserved homing is for drones. Full homing will put that missile on the fast track to most likely close enough. They will aim ahead and they will move fast enough that the acceleration of most starships doesn't put them out of range when it's time to pop. Missiles pretty much only work at full homing, so their default being reserved homing makes no sense.
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Post by concretedonkey on Oct 27, 2016 16:34:58 GMT
Frankly I use full homing only when I'm close and sure that I have enough delta V. If I switch to full early the result, atleast for me, is usually a full burn in the direction of the target and zilch afterwards. We either have very different missiles or... the distance is very different. I'm talking about engangements from 250 to 100 km.
Edit: Or, your targets are not moving. I'm usually finding that the stock ships for whatever reason, are much less likely to dodge than the laser escorts that I'm usually testing against.
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Post by boomertiro on Oct 27, 2016 16:39:08 GMT
That is quite different indeed. Most of my engagements begin at 100km and closing.
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