elukka
Junior Member
Posts: 73
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Post by elukka on Dec 30, 2016 9:23:23 GMT
Currently, the range at which the game enters 'combat mode' seems to be based solely on the range of the longest range weapon in that encounter. It works well enough most of the time, but it breaks with high-speed missiles. Combat will begin only seconds from intercept, far into what should be the terminal guidance phase, but the missiles have had no opportunity to correct their course and they enter in the default formation which is far too wide for this phase, causing a miss. As a consequence, ships with short ranged weapons are paradoxically effectively immune to high-speed missiles.
A possible solution might be to let missiles dictate the range at which they enter combat, or some logic that guarantees a minimum time to intercept in general.
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Post by lieste on Dec 30, 2016 9:32:52 GMT
I also had one example where I started inside my maximum engagement range from a hostile fleet - which didn't initiate combat immediately. (circa 250km out, with a maximum range of 350km)
The fleets moved around their orbits (and drones were launched at me) without any initiation of combat. When I attempted to make a burn *that* was when combat started with the drone fleet right next to my long range gunship... which promptly died.
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Post by caiaphas on Dec 30, 2016 18:27:04 GMT
There's an additional issue that I've been having with long-range missile combat that might be related to OP's; has anyone else been seeing this?
I've been using a 1Mm "targeting laser" to initiate combat at range on my kinetic missile buses and 100 Mt nuclear missile carriers, but when I launch them they will literally just sit there and do nothing until well after the enemy has closed to within murdering distance and butchered my carrier.
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Post by spacechicken on Dec 30, 2016 19:54:27 GMT
I have a similar issue. I've got some Souped-up Flak missiles that are closing at ~9km/s By the time combat initiates, missiles are <4 seconds from flyby, and have no hope of correcting. They have plenty of Delta-V, but not enough time. I've tried countering this by playing with missile AI and by giving them beefer engines, but it's not working out.
What determines the missile's combat mode range?
EDIT:
Ok, so when I add a enemy with a 100km engagement range to my target fleet then combat begins much earlier and the missiles perform perfectly.
Seems like the missle should be able to "declare combat" too.
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Post by spacechicken on Dec 31, 2016 3:01:54 GMT
Ok, another update, and I learned some things: By setting the AI to 10x multiplier on augmented proportional navigation, I can get a 7-9 km/s missile to hit within the ~30km combat (4 seconds) window. It is burning hard 90 degrees off to the side of the target right until impact, but it works. HOWEVER: 1: When I launch a flight of 2 - 40 missiles, they seem to hold formation too long and all of them miss. What the hell? I turned off dodging, and one missile alone can hit 80% of the time. 2: These setting work fine on an inert target (short combat activation), but when used against a foe with a 100km+ laser, the missiles freak out because they are tuned for that last second hailmary intercept. So, yeah. No real solutions, just annoyed I can't make this work. At 8km/s, I have the Flak set to detonate at 1km range, giving a spread of about 10 m, so these really need to be direct hits. They cut through whatever though
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Post by spacechicken on Dec 31, 2016 22:20:31 GMT
Update #3: I'm a dumbass, those sliders are DAMPing multipliers. Inverse of what I thought. With beefier engines and no damping, I can get most missiles to score hits. That said, A tutorial (thesis?) on missle guidance would be helpful.
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