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Post by kondor999 on Oct 21, 2016 6:32:09 GMT
My flak and nuke missiles just fly right by the enemy ship(s). I'd have to somehow manually detonate them (not really practical with a large swarm of flaks especially) to get them to do anything as they blow by at several km/s. Which is ridiculous.
Did radar proximity fuses (which have been on AA shells since late 1942 for Gods sake) suddenly go out of style?
While I'm on the subject, I think the designer should read up on imaging IR homing systems. The missiles in the game seem to use 1960's 1st gen IR like an early-model AIM-9. Current systems are very difficult to evade as they can be programmed to discriminate between point heat sources (flares) and more complex, diffuse heat sources (aircraft).
This game is very strong when it comes to material sciences and physics, but I think it vastly underestimates the impact of computing power for things like missiles. The missiles in the game have basically the same sort of very crude logic that hasn't been seen since the late 60's. I saw where he was talking about how radar-guided missiles would be easily spoofed by chaff. That's a pretty bold sweeping generalization, considering even current missiles (like the AMRAAM) have sophisticated software that can easily reject chaff, especially when it's getting course updates all the way in. More attention should be paid to the importantance of these guidance systems if the author really wants to simulate near-future combat in space. In the meantime, just having 1940's-era proximity fusing would at least make missiles somewhat useful.
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Post by beta on Oct 21, 2016 7:18:38 GMT
Prox fuses have some serious bugs at the moment. In the past, they were better, but still not great.
It is near the top of the list to fix apparently.
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Post by nivik on Oct 21, 2016 11:03:50 GMT
My flak and nuke missiles just fly right by the enemy ship(s). I'd have to somehow manually detonate them (not really practical with a large swarm of flaks especially) to get them to do anything as they blow by at several km/s. Which is ridiculous. Did radar proximity fuses (which have been on AA shells since late 1942 for Gods sake) suddenly go out of style? While I'm on the subject, I think the designer should read up on imaging IR homing systems. The missiles in the game seem to use 1960's 1st gen IR like an early-model AIM-9. Current systems are very difficult to evade as they can be programmed to discriminate between point heat sources (flares) and more complex, diffuse heat sources (aircraft). This game is very strong when it comes to material sciences and physics, but I think it vastly underestimates the impact of computing power for things like missiles. The missiles in the game have basically the same sort of very crude logic that hasn't been seen since the late 60's. I saw where he was talking about how radar-guided missiles would be easily spoofed by chaff. That's a pretty bold sweeping generalization, considering even current missiles (like the AMRAAM) have sophisticated software that can easily reject chaff, especially when it's getting course updates all the way in. More attention should be paid to the importantance of these guidance systems if the author really wants to simulate near-future combat in space. In the meantime, just having 1940's-era proximity fusing would at least make missiles somewhat useful. This has been pretty extensively discussed in other threads. See this and this thread. The developer has stated that missile guidance algorithms and proximity fusing are both primary things he'll be working on. The dev stated that missile guidance used to be a lot better before release, but the performance cost was prohibitive. There's been a lot of theoretical discussion on the forums regarding possible solutions to that problem, as well as (more recently) some discussion of missile-to-target allocation algorithms/heuristics.
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Post by kondor999 on Oct 21, 2016 11:20:47 GMT
Good to know it's on the list.
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