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Post by cuddlefish on Dec 19, 2016 0:33:51 GMT
There's three problems with that theory: 1: They detonate just fine as long as the RC unit is on there. 2: I was using nukes, they do damage in a sphere. 3: They were impacting the target without detonating, so I'm pretty sure they were on-target. The patch notes indicated that we can use fuses without the RC unit now. So the question is... how? I don't know about nukes, but my 9mm / 10 gram micro-flak shells have been working as expected.
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Post by Drahkan on Dec 22, 2016 7:31:00 GMT
There's three problems with that theory: 1: They detonate just fine as long as the RC unit is on there. 2: I was using nukes, they do damage in a sphere. 3: They were impacting the target without detonating, so I'm pretty sure they were on-target. The patch notes indicated that we can use fuses without the RC unit now. So the question is... how? I don't know about nukes, but my 9mm / 10 gram micro-flak shells have been working as expected. I can't get my nuclear payloads to explode with a timer; changing any of the distance settings (making them 0, 100m, whatever combo you want) still doesn't cause the nuke to explode, and putting a remote on them also doesn't seem to make a difference either. I'm firing the nukes out of a coilgun, with the desire for them to explode 2 seconds out, regardless of what else is going on. In theory this means I have to set them to Ignore Range, but since I can't give them a range of 1000km or what-not I don't really have a choice. they *do* explode when passing by the enemy, but that's no different than old behavior while the new timing setting appears to do nothing. Anyone have a solution to this?
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Post by someusername6 on Dec 22, 2016 8:00:41 GMT
"Use flares".
I realize this doesn't let you use the new fuse functionality, but that's how I got something similar to work before 1.0.8. Make your payload be one nuke and two flares with the same burn time, and launch that. (I had no luck using it to build a Orion prototype, but let me know if you make it work)
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Post by newageofpower on Dec 22, 2016 8:10:36 GMT
"Use flares". I realize this doesn't let you use the new fuse functionality, but that's how I got something similar to work before 1.0.8. Make your payload be one nuke and two flares with the same burn time, and launch that. (I had no luck using it to build a Orion prototype, but let me know if you make it work) Interesting. Why two flares?
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Post by someusername6 on Dec 22, 2016 8:20:18 GMT
I forget who originally suggested it on the forums -- apparently there was a bug in 1.0.7 where it wouldn't detonate at all, or it will detonate immediately, if you use just one. Rather than trying to reproduce it, I just stuck with using two. In any case, with two flares, they behave as a fuse, and the payload detonates when they finish burning, even without a remote control unit.
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Post by Drahkan on Dec 23, 2016 1:11:54 GMT
Ugh...so I'm guessing that I screwed up to begin with, as I just noticed that I had loaded the wrong nuke module into my coilgun. Now it is exploding at the defined time; however, when using a non-timed nuke, it appears that the flare thing no longer works. In any case, thanks for the work-around ideas; it was appreciated in any case. Also, it appears that the game doesn't take slugs into account when dealing with nuclear explosions, as a wall of 10 coilguns, each firing a 2kt nuke every 50ms, didn't appear to do anything to stop an incoming railgun barrage. So much for *that* test.
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Post by dragonkid11 on Dec 23, 2016 1:20:22 GMT
Erm, why would you think that blasting railgun fire with nuke would stop them or deflect them?
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Post by shurugal on Dec 23, 2016 2:03:31 GMT
Erm, why would you think that blasting railgun fire with nuke would stop them or deflect them? at the density of nukes he was outputting, it should have vaporized them.
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Post by Dhan on Dec 23, 2016 4:48:17 GMT
Ugh...so I'm guessing that I screwed up to begin with, as I just noticed that I had loaded the wrong nuke module into my coilgun. Now it is exploding at the defined time; however, when using a non-timed nuke, it appears that the flare thing no longer works. In any case, thanks for the work-around ideas; it was appreciated in any case. Also, it appears that the game doesn't take slugs into account when dealing with nuclear explosions, as a wall of 10 coilguns, each firing a 2kt nuke every 50ms, didn't appear to do anything to stop an incoming railgun barrage. So much for *that* test. What about custom payload slugs? And more importantly... can we use nukes in combination with custom payload launchers to create a never ending stream of NEFPs? Hmmm.
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Post by Drahkan on Dec 23, 2016 7:19:08 GMT
Erm, why would you think that blasting railgun fire with nuke would stop them or deflect them? at the density of nukes he was outputting, it should have vaporized them. yeah, exactly: the idea was to simply fill the void with a wall of pellet-vaporizing energy a few clicks in front of my ship, in an attempt to solve the (AFAIK, up-to-this-point-not-even-asked) question of "we're spending all this time figuring out how to defend against lasers, but is there anything to do against slug-throwers"? At this point I don't think that the game's physics allow for interaction with in-flight slugs, but that seems like a strange oversight - especially given how many FPS I lose when a bunch of railgun shots are in flight - for CDE's code. As of now I'm trying to stop 4 railguns from hitting me, which might just be too high a number to even determine whether or not the idea is feasible; sometime in the next day or two (hopefully) I'll knock down the attacker to just a single railgun, probably even slow down it's ROF by a good margin to hopefully determine if the game will even let me "intercept" the incoming shots. I really hope the answer is "yes, you can" as it would open a whole new arena of self-defense systems to mess around with. (BTW, I don't have the bugs worked out quite yet, but so far a "Captain America's Shield"-throwing weapon has proved ridiculously good at blocking slugs. It's pretty damn hysterical to watch, but only even works because of how the game deals with "missile launchers"...whereas putting up a wall of plasma a few km in front of your ship, if done quickly and constantly enough, should make for a much better anti-slug "shield")
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Post by Drahkan on Dec 23, 2016 7:48:31 GMT
What about custom payload slugs? And more importantly... can we use nukes in combination with custom payload launchers to create a never ending stream of NEFPs? Hmmm. Here's pics of what I've done so far. The issue may just be something as simple as 2kt nukes just not making a large enough "dead zone" in front of the ship to vaporize incoming slugs, but visually it sure doesn't seem to be doing anything at all. What actually happens is basically that my screen turns completely white, with the occasional flicker of a space-combat scene for 1 frame or so, accompanied by a nonstop barrage of nuclear explosion sound effects, all of which lasts for the second it takes for the incoming slugs to vaporize my test ship. It just dawned on me that the issue might be that I wastesting with the attacking ship having more than one railgun, so I just now reduced it to 1 to see what happens...with the same failing results. However, with a lot of spacebar-hitting, I can see that maybe the game *is* allowing for the nuclear explosions to affect the slugs, but the slugs are just coming at me so quickly - while my nuke-throwers are all firing sumultaneously, in bunches of nukes that have obvious gaps between them - that it may just be a timing issue. I need to go to bed now but I'm sure I'll be up late, sending myself "reminder texts" (while my wife tells me to Turn Off The Damn (phone) Light), thinking about staggering the guns so that there's a "corridor" of nuclear explosions that slugs must pass through to hit me instead of a single "plasma ball" that might simply be too small of an area to catch them. So if someone would like to take on the challenge of proving whether or not we can "nuke slugs" in this game, by all means please help me do so. (...and if qswitched wants to chime in the official answer, that would be even better. ) (...and no, nothing in these screenshots are optimized; its just for testing out this idea)
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Post by subunit on Dec 26, 2016 23:03:24 GMT
Are coilguns/railguns still broken?
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Post by newageofpower on Dec 26, 2016 23:05:35 GMT
Are coilguns/railguns still broken? Yep. Cyclic rates of fire still allow for ludicrous efficiencies. Keep your cyclic rate of fire below 50 shots a second to stay compliant with physics while Qswitched works on the problem.
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Post by subunit on Dec 26, 2016 23:39:30 GMT
Are coilguns/railguns still broken? Yep. Cyclic rates of fire still allow for ludicrous efficiencies. Keep your cyclic rate of fire below 50 shots a second to stay compliant with physics while Qswitched works on the problem. Thanks for the heads up.
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Post by shurugal on Dec 27, 2016 1:05:43 GMT
Are coilguns/railguns still broken? Yep. Cyclic rates of fire still allow for ludicrous efficiencies. Keep your cyclic rate of fire below 50 shots a second to stay compliant with physics while Qswitched works on the problem. not just cyclic rates with coilguns: a single shot of mine requires terawatt-range peak power, but input is in the kilowatt range.
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