|
Post by Rocket Witch on Nov 1, 2016 23:01:40 GMT
I found out yesterday how if you go into the advanced menu for a ship and disable the radiators they'll actually retract! Not inside the armour envelope, but it's something. And to think I saw more than one comment after release about how being able to retract them would be useful.
Are there any more little things like this anyone's noticed?
|
|
|
Post by jonen on Nov 1, 2016 23:10:34 GMT
Funny story - with my attack laser design, retracting the radiators will cause a crew kill. Downsides of running hot radiators, I guess.
Obscure mechanic:
When prioritizing targets - say radiators on an enemy ship - you can select specifically which systems to target (instead of just targeting all targets of a specific type) by selecting the systems you want to target manually on the enemy ship, then clicking the symbol to prioritize/deprioritize it. This is as opposed to targeting by type by selecting them on the list on the right hand side of the screen.
So with, say a Gunship (at say, Main Belt Extraction) with the same type of radiator for the reactor and the lasers, when you want to kill its power quickly you can deprioritize the non-glowy radiators, thereby avoiding wasting lasing time on non-critical targets.
|
|
|
Post by subunit on Nov 2, 2016 5:34:04 GMT
Funny story - with my attack laser design, retracting the radiators will cause a crew kill. Downsides of running hot radiators, I guess. Obscure mechanic: When prioritizing targets - say radiators on an enemy ship - you can select specifically which systems to target (instead of just targeting all targets of a specific type) by selecting the systems you want to target manually on the enemy ship, then clicking the symbol to prioritize/deprioritize it. This is as opposed to targeting by type by selecting them on the list on the right hand side of the screen. So with, say a Gunship (at say, Main Belt Extraction) with the same type of radiator for the reactor and the lasers, when you want to kill its power quickly you can deprioritize the non-glowy radiators, thereby avoiding wasting lasing time on non-critical targets. Super useful, thanks.
|
|
|
Post by redparadize on Nov 2, 2016 14:39:21 GMT
Not hidden, more like a tip, I know might sound stupid but it become standard procedure for me:
I have cluster of regular gun on most of my ship, to avoid wasting ammo on dead and trowed off course target, I fire for +-3sec and switch target to spread fire.
The easiest way to do this is to target ship and not module (by pressing the circle on their left). I am almost certain it also work in conjunction with module targeting. Basically you target module on every enemy ship at the start of the battle and then target a single ship for to do the 3sec thing. Work well for me.
|
|
|
Post by jonen on Nov 2, 2016 15:04:22 GMT
Target prioritization seems to work like this:
First order: Prioritized ship. Closest Drone/Missile (priority between drone missiles unclear - rare to get drones and missiles together that last long enough for testing). Closest ship.
Second order: Closest prioritized subsystem on priority target. If no prioritized subsystem, fire will wander all over the target - with lasers this is largely ineffectual, but is usually a better way to knock out radiators (provided they're a significant part of the presented surface area) than focusing fire on them.
|
|
|
Post by bluuetechnic on Nov 2, 2016 15:49:40 GMT
I guess I'll just put this here in place of madscientist who is the one who I learned it from, but flares can be used to manually detonate warheads like timed fuses.
|
|
|
Post by jonen on Nov 5, 2016 19:59:08 GMT
Am currently doing a bit of checking around, discovered something.
On the maneuver screen. If you have one object (fleet, ship, orbital body) selected, mouse over another object and wait a bit. Distance and velocity difference. Handy.
|
|
|
Post by jonen on Nov 23, 2016 17:47:52 GMT
Okay. Here's a thing to maybe look into (or out for). Situation: I am working on designing a simple enough KKV. I intend for it to be partially armored, I figure 1/3 armor is enough. When advancing by increments, I notice that in the switch from 66,6% to 66,7% the game recalculates the missiles mass and cost. Picture one 2/3rd armored at 66.6%. Picture two 1/3rd armored at 66.7% Obviously this can have rather significant impact. Also just checked, the switch between full armor and 2/3rd armor happens at 33,3%.
|
|
|
Post by leerooooooy on Nov 23, 2016 19:44:15 GMT
Okay. Here's a thing to maybe look into (or out for). Situation: I am working on designing a simple enough KKV. I intend for it to be partially armored, I figure 1/3 armor is enough. When advancing by increments, I notice that in the switch from 66,6% to 66,7% the game recalculates the missiles mass and cost. Picture one 2/3rd armored at 66.6%. Picture two 1/3rd armored at 66.7% Obviously this can have rather significant impact. Also just checked, the switch between full armor and 2/3rd armor happens at 33,3%. Yeah that's a bug. Paging qswitched
|
|
|
Post by zuthal on Nov 23, 2016 23:55:24 GMT
Maybe not necessarily a bug - if you look at the armour view of such a missile in battle, you will often only have three or four "rings" of armour panels. So, the sudden reduction once you cross the threshold actually represents one whole ring of armour being removed.
|
|