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Post by nate2010 on Dec 6, 2016 14:59:32 GMT
EDIT: Im working on getting the images at a more sane size. Im more of a lurker than poster so forgive these ridiculous pictures. So I've got a fun flak missile that when i launch from the "strategic" screen works great. hits just like its supposed to on the stock guidance logic. The problem comes in when I try to launch them in the tactical screen, they arc out, over correct and explode on either side of my target. Ive gone so far as to try this against unarmed space stations and they wont score a single hit. Ive tried messing with the damping on the terminals phase which helped a tiny bit when set around 2 ( like maybe 1 piece of flak would skip off the hill after 20 missiles) but going any higher puts me right back where i started with this terrible over correction during terminal acceleration.any idea on how to fix this? I know you guys have good results with missiles imgur.com/cjikVZ7i.imgur.com/yI4oKfD.jpgi.imgur.com/m3qHIEt.jpg
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Post by mikeck on Dec 6, 2016 18:03:33 GMT
Go to the module design screen and select "weapons ". Find the launcher for that missile and bring it up to edit. I can't remember the exact name but each launcher has near the top something like a "spacer". If you mouse over it it says that it's the length of the tube the missile move down to eject and elongating it increases the muzzle velocity of the missile launcher.(different from the length of the actual missile holder)
I think the problem may be your muzzle velocity is too high so it is ejecting the missile at such a high speed it has to use too much delta V to get back on target. That is the easiest thing to adjust that "spacer" thing in order to bring the muzzle velocity down.
Secondly make sure your rocket is able to properly gimbal. Make sure the angle is good and you haven't built it so that you get the "rocket gimbals slowly" warning. If it cannot properly gimbal then It cannot properly steer into a target with high incoming delta V.
Finally, make sure you have enough delta V to do the job to begin with. The rocket engine will shut down with the basic guidance until the terminal phase and that will leave enough fuel to do so. However, in the terminal phase if you have very little delta V left it will burn through without enough fuel to correct for an interception... Or at least I've found that two seemingly be the case. I think its supposed to leave enough fuel to allow an intercept but if you don't have enough to begin with that might be the problem.
When building the micro missiles I had this problem that it would reserve fuel until terminal phase but then once activated it would burn through before hitting the target and self- detonate
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Post by nate2010 on Dec 6, 2016 18:07:31 GMT
Yeah..ive got my ejection speed down to the mm/s range, rocket gimbals ok and they have enough fuel to accel right until impact. So when I fire these in the tactical screen, 2 launchers so I end up with 2 columns of missiles. the one above, will overcorrect to shoot under the target. the lower stream will do the opposite and overcorrect to miss over the top. These things do their boost phase, coast through, then just before the end of coast they flip perpendicular to the direction of travel , boost like mad overshooting an intercept then flip 180 degrees to correct and then pass the target and explode for a clean miss. Do you use the standard guidance logic from the stock remote control?
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Post by mikeck on Dec 6, 2016 19:17:58 GMT
When you say that at the end, the coasting missiles flip perpendicular and burn like hell but miss, that tells me that they don't have enough Delta V...for example, let's say it takes 100 to burn all the way to target that is 1000 away. Maybe it saves 20% (so 20) for the terminal phase. But maybe the 20 left over isn't enough. The missile can't fire the rockets earlier to get a good course because it would burn through the fuel before impact.
Try just throwing another fule tank on it or enlarging the one you have...anything to temporarily boost the delta v to see if it's a problem.
It's definitely NOT the fact that they are firing out on 2 sides. I have dual launchers for a flak missile design and those suckers don't even need warheads to do damage
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Post by amimai on Dec 6, 2016 19:28:02 GMT
ok here is your issue... your burn time is too short
14s burn time when it takes 1.4s to flip about means that most of the time your missile is turning and not enough of the time its correcting its flight path. just think of it this way, if that missile needs to turn 90deg with its 30g thrust for .7 seconds it will be travelling off target by 210m/s...
get your turn time down to below 1 second, get your burn time up to 20 seconds or more, and preferably get your acceleration to around 15-20g instead of the 30 you are pulling.
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Post by kjakker on Dec 6, 2016 19:29:32 GMT
nate2010, you can use the F12 key in game to take screenshots via Steam. When you exit the game a window will come of asking you if you want to upload the images to Steam or save them to your hard drive. That way you don't have to snap photos of your monitor in order to share game images.
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Post by newageofpower on Dec 6, 2016 22:26:29 GMT
Most missiles designs here have to be tuned down to accelerate less, not more. But you're in the opposite situation.
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Post by mikeck on Dec 7, 2016 3:18:50 GMT
I made the mistake of going for the highest acceleration I could get on my first several designs...around 25-30. Ended up around 8-9gs but a higher burn time (more delta v). The flight time was far less since they could burn the entire time.
Now, burn time is the result of delta V amount correct.
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Post by nate2010 on Dec 7, 2016 3:34:09 GMT
nate2010, you can use the F12 key in game to take screenshots via Steam. When you exit the game a window will come of asking you if you want to upload the images to Steam or save them to your hard drive. That way you don't have to snap photos of your monitor in order to share game images. Thank you, I was sure there was a better way than what I was doing. Ok so I'll look at toning down the acceleration a bit and see if thatll calm these things down some
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Post by newageofpower on Dec 7, 2016 4:21:35 GMT
Thank you, I was sure there was a better way than what I was doing. Ok so I'll look at toning down the acceleration a bit and see if thatll calm these things down some You want your turnabout time to be between 1 second to 1.25 seconds. I see your turnabout is about 1.44; you may want to INCREASE acceleration to reduce the turnabout to the correct zone.
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Post by dwwolf on Dec 7, 2016 7:28:03 GMT
Or increase gimbal angle....
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Post by nate2010 on Dec 7, 2016 14:31:02 GMT
actually, cutting the acceleration worked. So instead of them burning hard and flipping 90 degrees over and over until they missed, it actually aimed at the ship and hit. I think the excessively high accel is somewhat to blame. if you watch the missiles in the boost phase the nozzle is gimballing (sp?) pretty violently. I think this makes for a very unpredictable course as the missile then tries to correct with a series of 100% thrust corrections, but maybe theres some damping factor thats not working or the precision isnt quite there as it just kept repeatedly overcorrecting. I dialed the thrust back significantly and now theyre hitting regularly.
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