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Post by anotherfirefox on Aug 14, 2018 14:51:17 GMT
This is my fleet defense, named DEO-001 Buckler, stands for Destroyer Escort Optical. imgur.com/a/AXG7pHYAs you can see, it's very flat hexagonal ship, minimalizing exposed cross section, and employed all-or-nothing armor scheme. Problem is that it doesn't orient broadside properly, which would be obviously its armored leading edge to shoot all 10 turrets. When I order them to orient broadside, they expose the unarmored "broadside" to the enemy, only shooting half of their asset. Same problem with DEC-051 Pickaxe, which share the chassis but armed with 6 turrets of 13MW sniper coil gun. I moved all turrets on the leading edge, each lines of 15' and 345', didn't worked.
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Post by AtomHeartDragon on Aug 14, 2018 17:39:43 GMT
Put your longest range turret exactly on the leading edge (0o).
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Post by anotherfirefox on Aug 14, 2018 22:49:44 GMT
Put your longest range turret exactly on the leading edge (0 o). Yeah, found out it was I who was dumb. Should read tooltip next time. Don't like the solution, seems exploiting-dumb-AI thing, but I can interpret it as a fire control unit. Problem is that my ship is armed with lasers, AFAIK the longest range turret in game. Should I put more intense laser on the leading edge? That would cost a lot I guess...
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Post by anotherfirefox on Aug 14, 2018 23:55:01 GMT
I sacrificed some abundancy, placed all turrets at 0', added some less-efficient-more-effective attitude control solution, and NOW they broadside properly. The only problem is that... imgur.com/gallery/0BigugKSo you can put a module on axis and let others be around it, but can't place 2 module radially together. Realistic combat simulator, which consider the social problems. Hmm.
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Post by apophys on Aug 16, 2018 12:06:17 GMT
Problem is that my ship is armed with lasers, AFAIK the longest range turret in game. Should I put more intense laser on the leading edge? That would cost a lot I guess... Blast launchers have longer max engagement range (10 Mm) if you don't want to limit-edit your game. Put a dinky little blast launcher firing a single sub-gram round.
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Post by AtomHeartDragon on Aug 16, 2018 12:36:15 GMT
Problem is that my ship is armed with lasers, AFAIK the longest range turret in game. Should I put more intense laser on the leading edge? That would cost a lot I guess... Blast launchers have longer max engagement range (10 Mm) if you don't want to limit-edit your game. Put a dinky little blast launcher firing a single sub-gram round. Blast launchers are orientation agnostic (they will not cause the ship to reorient to aim them) and forcing an intercept at 10Mm only to spend an hour watching lasers trying to melt the outer mm of ship's armour sucks.
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Post by anotherfirefox on Aug 16, 2018 12:40:59 GMT
Yay, signal flare indicates the lines of fire! Seems legit, so don't forget to turn it off before battle not to be spawn at 10Mm away...
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Post by apophys on Aug 16, 2018 13:14:51 GMT
You can of course set its engagement range to 1.01 Mm instead of 10 Mm if you prefer.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Aug 31, 2018 14:27:36 GMT
If you have turrets using more power then supplied the ship will force orient into a broadside even if the ship is in homing. If all turrets are used then they will remain oriented nose forward in order to fire all weapons (description for broadside is it orients to fire all weapons even when it is not a true broadside.)
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