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Post by themohawkninja on Nov 2, 2016 1:56:43 GMT
I've been messing around with payload launchers, and when it comes to the nuke launchers, I want them to ignore range, as the blast radius of the nuclear bomb should more than make up for the inaccuracies of the ranges they are being fired at, but I often find the ships ignoring the "ignore range" command. Is there a requirement of some sort I am missing for a weapon to ignore it's own range?
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Post by cuddlefish on Nov 2, 2016 2:52:03 GMT
For lack of a better term, it still needs to think it can get rounds to the target - if it doesn't think it could hit it won't shoot, regardless of range settings. As I understand it this is a problem with, for example, through-barrel missile deployment, because it needs to think it could put the missile into the target in ballistic fashion before it will fire, unaware that the missile can handle that itself.
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Post by dragonkid11 on Nov 2, 2016 3:16:41 GMT
If you are using normal launcher, you can set the launcher range at the bottom left corner to your desire distance and they would automatically launch when the enemy reach this range.
If you are using gun launched projectile, make sure your cannon actually fire the projectile at an initial speed that isn't lower than the relative velocity between your ship and your target.
Like for example if your gun fired a missile at 400 m/s, as long as your relative speed to the target is lower than 400 km/s the gun will fire and work with or without ignore range.
If it's more than that, your ship will just gave up and do absolutely nothing.
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Post by themohawkninja on Nov 2, 2016 4:40:33 GMT
If you are using normal launcher, you can set the launcher range at the bottom left corner to your desire distance and they would automatically launch when the enemy reach this range. If you are using gun launched projectile, make sure your cannon actually fire the projectile at an initial speed that isn't lower than the relative velocity between your ship and your target. Like for example if your gun fired a missile at 400 m/s, as long as your relative speed to the target is lower than 400 km/s the gun will fire and work with or without ignore range. If it's more than that, your ship will just gave up and do absolutely nothing. I've been doing the intercepts when the relative velocities are very low, although I don't understand why the relative velocities need to be taken into account. If I am approaching the enemy ship at say 1 km/s, and my gun fires the projectile at 500 m/s, shouldn't the projectile be traveling 1.5 km/s relative to the target vessel? Either way, it's a gun launched projectile, specifically in the case that prompted me to write the forum post, it's the stock turreted nuke launcher but with the turret removed to save weight.
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Post by themohawkninja on Nov 2, 2016 4:42:02 GMT
For lack of a better term, it still needs to think it can get rounds to the target - if it doesn't think it could hit it won't shoot, regardless of range settings. As I understand it this is a problem with, for example, through-barrel missile deployment, because it needs to think it could put the missile into the target in ballistic fashion before it will fire, unaware that the missile can handle that itself. So, is this anything I can solve? Or am I forced to wait for the developers to make the code more intelligent?
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Post by cuddlefish on Nov 2, 2016 4:57:16 GMT
I'd assume it's in the pipeline already. Word on the next upcoming patch is that it will primarily be tackling the various magical occurrences surrounding electromagnetic cannons of both formats, improving missile behavior where performance permits, and improving the behavior of proximity fuses.
This is a one man shop, so these things will take a while to come about, particularly given a lot of them are non-trivial problems - I recall Nivik mentioning in another thread that depending on how the missile guidance question is resolved, there would possibly be grounds to publish on the subject.
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Post by dragonkid11 on Nov 2, 2016 5:00:06 GMT
If you are using normal launcher, you can set the launcher range at the bottom left corner to your desire distance and they would automatically launch when the enemy reach this range. If you are using gun launched projectile, make sure your cannon actually fire the projectile at an initial speed that isn't lower than the relative velocity between your ship and your target. Like for example if your gun fired a missile at 400 m/s, as long as your relative speed to the target is lower than 400 km/s the gun will fire and work with or without ignore range. If it's more than that, your ship will just gave up and do absolutely nothing. I've been doing the intercepts when the relative velocities are very low, although I don't understand why the relative velocities need to be taken into account. If I am approaching the enemy ship at say 1 km/s, and my gun fires the projectile at 500 m/s, shouldn't the projectile be traveling 1.5 km/s relative to the target vessel? Either way, it's a gun launched projectile, specifically in the case that prompted me to write the forum post, it's the stock turreted nuke launcher but with the turret removed to save weight. You... You literally just read my post upside down, didn't you? If the relative velocity between your ship and enemy is ABOVE your gun projectile velocity, it will not fire. So, increase your gun projectile velocity should solve the problem.
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Post by themohawkninja on Nov 4, 2016 16:24:42 GMT
I've been doing the intercepts when the relative velocities are very low, although I don't understand why the relative velocities need to be taken into account. If I am approaching the enemy ship at say 1 km/s, and my gun fires the projectile at 500 m/s, shouldn't the projectile be traveling 1.5 km/s relative to the target vessel? Either way, it's a gun launched projectile, specifically in the case that prompted me to write the forum post, it's the stock turreted nuke launcher but with the turret removed to save weight. You... You literally just read my post upside down, didn't you? If the relative velocity between your ship and enemy is ABOVE your gun projectile velocity, it will not fire. So, increase your gun projectile velocity should solve the problem. No, I understand that you are saying that the gun's muzzle velocity must be greater than the two ships' relative velocity. What I don't understand is why? Shouldn't the velocity of the projectile be added to the relative velocities, and therefore unless you have a VERY slow projectile and your relative velocity to the enemy ship is increasing after, I don't see why this should be an issue.
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Post by Dhan on Nov 4, 2016 17:57:25 GMT
Say that two ships are moving away from each other at 1.5km/s (relative velocity) and you have a gun that shoots projectiles at 1km/s. If one of the ships were to shoot this gun, the projectile would never reach the other ship because the ship will still be moving away from the projectile at 500 m/s (1.5km/s - 1km/s).
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