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Post by lawson on Dec 13, 2016 7:35:06 GMT
So I've been trying to make coil-gun and rail-gun CIWS guns but most (over 95%) of the Flak detonates after it's passed the missiles. (may be happening with ships as well) I've set the hard range on the flak to 10km but it doesn't seem to have any effect. These guns have a muzzle velocity of 27-35Km/s, so time might be a big factor. I managed to capture the behavior with a screen-shot. Anyone know what's going wrong? Or how to fix it?
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Post by Argopeilacos on Dec 13, 2016 9:02:07 GMT
Did you put a remote control block on your shells?
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Post by lawson on Dec 13, 2016 16:42:19 GMT
Did you put a remote control block on your shells? Nope, the shells are only 250mg. Don't know if I can accelerate something 1-2Kg up to over 25Km/s with a gun that'll fit on a reasonable sized ship.
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Post by Argopeilacos on Dec 13, 2016 17:10:30 GMT
Nope, the shells are only 250mg. Don't know if I can accelerate something 1-2Kg up to over 25Km/s with a gun that'll fit on a reasonable sized ship. I haven't tested it thoroughly, but the conversation at post your designs here! seems to indicate that a remote control block is necessary.
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Post by concretedonkey on Dec 13, 2016 18:22:27 GMT
My impression is that it detonates only when the target is in the cone of fragments and I never had problems without a remote control... frankly I've never detected any difference with or without remote at all. I'm getting a lot of those.
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Post by newageofpower on Dec 13, 2016 18:55:41 GMT
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Post by concretedonkey on Dec 13, 2016 19:01:10 GMT
Yep , but before that I made tests a while ago with normal flaks , both coil and conventional... all of them had no difference with or without remotes. I would have guessed that the algorithm detects only when the shell will make a direct hit and then decides to detonate at the predetermined distance , but from time to time I'm getting direct hits even with hard detonation distances of 1km ... so I have no idea what causes it. But you are right that usually firing on missiles is visibly less effective than it should be.
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Post by lawson on Dec 13, 2016 23:41:48 GMT
Yep , but before that I made tests a while ago with normal flaks , both coil and conventional... all of them had no difference with or without remotes. I would have guessed that the algorithm detects only when the shell will make a direct hit and then decides to detonate at the predetermined distance , but from time to time I'm getting direct hits even with hard detonation distances of 1km ... so I have no idea what causes it. But you are right that usually firing on missiles is visibly less effective than it should be. What do your needle guns look like when you zoom out from a target and look perpendicular to the line of fire? (i.e. same camera location as my screen-shot) In my screen-shot the missiles are a little under 40km away. Since I've set the hard range to 10Km, I'd expect all the flak to detonate 3/4 of the way to the missile formation. Instead the flak is detonating randomly for the next ~40km after passing the missile formation. (setting hard range to 100m or 1km doesn't change when the shells detonate) I'm only getting missile kills when one of the flak warheads decides to detonate in front of the missile formation, or if a random shot goes down the center of the hollow bullet spread pattern and hits a missile.
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Post by concretedonkey on Dec 14, 2016 4:59:30 GMT
Yep , but before that I made tests a while ago with normal flaks , both coil and conventional... all of them had no difference with or without remotes. I would have guessed that the algorithm detects only when the shell will make a direct hit and then decides to detonate at the predetermined distance , but from time to time I'm getting direct hits even with hard detonation distances of 1km ... so I have no idea what causes it. But you are right that usually firing on missiles is visibly less effective than it should be. What do your needle guns look like when you zoom out from a target and look perpendicular to the line of fire? (i.e. same camera location as my screen-shot) In my screen-shot the missiles are a little under 40km away. Since I've set the hard range to 10Km, I'd expect all the flak to detonate 3/4 of the way to the missile formation. Instead the flak is detonating randomly for the next ~40km after passing the missile formation. (setting hard range to 100m or 1km doesn't change when the shells detonate) I'm only getting missile kills when one of the flak warheads decides to detonate in front of the missile formation, or if a random shot goes down the center of the hollow bullet spread pattern and hits a missile. When the enemy is dodging and I'm not going to hit , exactly like yours... detonations a bit after they have missed their target. If I'm going to get direct hits on it, what I see are detonations a bit in front, but a lot closer. Certainly sounds like the algorithm works with lines instead of cones , however this doesn't explain the occaisonal direct collision.
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Post by lawson on Dec 14, 2016 8:10:56 GMT
Nope, the shells are only 250mg. Don't know if I can accelerate something 1-2Kg up to over 25Km/s with a gun that'll fit on a reasonable sized ship. I haven't tested it thoroughly, but the conversation at post your designs here! seems to indicate that a remote control block is necessary. Just did some testing. A remote control does appear to fix the flak detonation. Unfortunately It's FAR harder to make a gun that will lob a 2Kg payload at 50Km/s than for lighter payloads.
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Post by concretedonkey on Dec 14, 2016 17:19:56 GMT
I haven't tested it thoroughly, but the conversation at post your designs here! seems to indicate that a remote control block is necessary. Just did some testing. A remote control does appear to fix the flak detonation. Unfortunately It's FAR harder to make a gun that will lob a 2Kg payload at 50Km/s than for lighter payloads. Then I have no idea what is the difference , maybe the target cross section ? I haven't used flaks against missiles for quite a while now. If Ic an I'll try to do tests later today.
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