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Post by redparadize on Nov 9, 2016 1:50:57 GMT
Place to showcase your remote control and missile! (yes missile too)
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Post by redparadize on Nov 9, 2016 4:03:28 GMT
Ok, I didn't trough testing this would be that inconclusive. Anyone managed to get mid course correction working ?
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Post by dragonkid11 on Nov 9, 2016 4:08:53 GMT
Time to learn the pain of programming missiles!
I just use the default option because I'm satisfied with the result given by standard setting already.
I also really like that I can change the shape of the remote control so they could fit better in the smaller drones or missile.
EDIT:
I do, however, found a problem last night.
The recent hard range update for payload, while making payload ACTUALLY explode at proper range.
Also make it kinda hard for multi payload missile to works.
I have to manually trigger the multi-nuke missile to explode all the nuclear warheads, because the closest immediately detonate at the enemy ship and vapourise the rest.
Multi Flak Missile probably works perfectly though.
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Post by Pttg on Nov 9, 2016 4:15:15 GMT
I'm enjoying the new minimum diameter for missiles: 6.38cm.
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Post by redparadize on Nov 9, 2016 4:19:34 GMT
I had better result with proportional navigation on first phase. Midcourse I did not manage to get working. I also use Proportional for terminal phase. Oddly enough, some missile seem to follow default order regardless of what I do.
On another note. the new editable parameter saved me allot of cash, my small NTR missile are almost as cheap as my rocket one. it also seem to have broken some of my engine.
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Post by dragonkid11 on Nov 9, 2016 4:48:52 GMT
I'm so gonna try to make micro NTR missile now.
See if that's possible for even greater Delta-V for my micro missiles.
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Post by dwwolf on Nov 9, 2016 9:33:16 GMT
My EFPs are malfunctioning. I may need to set a very small hard range like 5m with a 40m activation range.
Terminal phase guidance seems to be more wacky with gyrating missiles. Id pay for a "keep nose glued to target setting".
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Post by dragonkid11 on Nov 9, 2016 13:38:53 GMT
Well, tried to make NTR super micro missile.
It failed to have any better advantage.
at around 3.5 kg, NTR micro missile has no more advantage than combustion micro missile.
The micro NTR is still too bulky, heavy than tiny combustion rocket.
But maybe it PROBABLY works better at slightly heavier weigh, I don't know.
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Post by cuddlefish on Nov 9, 2016 13:45:05 GMT
Well, it makes sense. Chemical propulsion brings all the energy generation to the party preformed, just needing a pump to get it there and a place to light it off. Nuclear has to make its own, and that makes getting the kind of temp you need really scale dependent - burning LH and LOx at the right ratio always gets you the right temperature, big or small.
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Post by dwwolf on Nov 9, 2016 14:16:11 GMT
F-H2 or F-CH4 are hard to beat for missiles as far as performance goes.
Ethylene oxide is cheap as chips and maight be enough for cheap close range flak and EFP Missiles.
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Post by bdcarrillo on Nov 9, 2016 15:34:56 GMT
One key thing I discovered was that the homing success depends heavily on the missile cg and engine gimbal. I had many missiles tumble around at mid or terminal phases until fine tuning the missile itself. It seems like the remote control constantly overcompensates, regardless of settings. That's where I had to physically limit the missiles ability to respond.
I had a tough time figuring out the dampening... Wildly different ratios didn't seem to make obvious differences.
I did some reading on the homing techniques, which helped me figure out the different strategies. An in-game tooltip blurb would be good.
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Post by redparadize on Nov 9, 2016 16:09:31 GMT
Well, tried to make NTR super micro missile. It failed to have any better advantage. at around 3.5 kg, NTR micro missile has no more advantage than combustion micro missile. The micro NTR is still too bulky, heavy than tiny combustion rocket. But maybe it PROBABLY works better at slightly heavier weigh, I don't know. got a decent 10kn trust NTR at 2.5kg and 1/4 of the old price if I recall correctly. my NTR missile is just a bit more expensive than my rocket one. but have a extra 3km/s Dv. I also did a smaller and cheaper version at 4kn, it seem to have solve my homing issues. I will post about this tonight.
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hal
New Member
Posts: 34
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Post by hal on Nov 9, 2016 16:16:47 GMT
My EFPs are malfunctioning. I may need to set a very small hard range like 5m with a 40m activation range. Mine had the same problem until I set hard range to 5m and activation range to 25m. Assuming your EFPs are nuclear, I'd imagine a major problem is the penetrator being vaporized by the nuke, which would seem to mean that it's ineffective except at extremely close ranges. I'm sure there's a way of calculating how to make a penetrator plate that won't vaporize but is still propelled at high velocities by the explosion, but I don't know it. Isn't the 'direct pursuit' (or some similar name) option effectively this, in that the missile simply accelerates directly towards the current missile position? I'm not entirely sure.
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Post by jonen on Nov 9, 2016 16:36:49 GMT
One key thing I discovered was that the homing success depends heavily on the missile cg and engine gimbal. I had many missiles tumble around at mid or terminal phases until fine tuning the missile itself. It seems like the remote control constantly overcompensates, regardless of settings. That's where I had to physically limit the missiles ability to respond. I had a tough time figuring out the dampening... Wildly different ratios didn't seem to make obvious differences. I did some reading on the homing techniques, which helped me figure out the different strategies. An in-game tooltip blurb would be good. IIRC most guided weapons tend towards this - the control surfaces (gimbals for us) are either neutral, or all out in one direction or the other, meaning the bomb isn't really "on target" except on average over time (and hopefully when it detonates/impacts, since being on target on average over time means it won't e far enough off target then to miss).
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Post by dwwolf on Nov 9, 2016 17:48:55 GMT
One key thing I discovered was that the homing success depends heavily on the missile cg and engine gimbal. I had many missiles tumble around at mid or terminal phases until fine tuning the missile itself. It seems like the remote control constantly overcompensates, regardless of settings. That's where I had to physically limit the missiles ability to respond. I had a tough time figuring out the dampening... Wildly different ratios didn't seem to make obvious differences. I did some reading on the homing techniques, which helped me figure out the different strategies. An in-game tooltip blurb would be good. So what are your guidelines to ensure good missile guidance ?
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