So I took another look at dumbfire rockets and wondered...
Well, the hit chance of dumbfire rockets are low because of the notorious inaccurary of spinal weapon aiming.
But then missiles go comepletely inaccurate when enemies throw out flare and renders them useless.
So whatever, let's make giant dumbfire missile and hope it works.
The result is pretty...
Because... 1. The giant dumbfire rockets are so large that the aiming system I used for my rocket drone ended up SHOOTING IT DOWN. 2. The giant dumbfire rockets ended crashing with each other and promptly destroyed themselves for some magical reasons. 3. This thing won't even work in the first place because I forgot that the fuse only trigger engine and not, well, the cluster submunition release of the rocket.
So this entire project is practically useless.....
Fuck, I really want this to work but without even the most basic aiming system, dumbfire rockets are near impossible to use.
But then again, I can't really figure out how to prevent flare from making even my most advanced missile from going haywire so.....
The munitions aren't as evenly spread as in jtyotjotjipaefvi's missile, so instead of concentric circles you get these hexagonal gashes. Not as aesthetically pleasing, but still pretty deadly. The design uses 10*50g and 10*100g submunitions which are fired 1 km from the target for a relatively tight and even spread, though the 10*100g submunitions have a tendency to over-penetrate. The missile is generally pretty overpowered against smaller ships, often cutting them into pieces. One thing to note is that the missile often manages to hit even after being disabled before it can deploy its munitions, sometimes killing the ship (though in one test with my custom 500 ton gunboat, the ship managed to survive getting hit by three disabled missiles with barely any damage. I then sent a 20-missile salvo that vaporized it. In another test, the gunboat managed to dodge the entire salvo by whipping its tail around). So overall, these things are way better than regular flak missiles. So overall, fuses are a pretty great addition
What are the sub-munitions like? Do they simply explode after a set time or do they go off based on proximity to the target? I ask this because I was similarly inspired by jtyo's design, but my sub-munitions don't seem to explode at all.
After running test with my own cluster missile design, I would suggest putting fuse on those sub-minitions even if they explode after impact just so the leftover won't lag out your game and computer.
Considering my missile will be at top velocity upon impact, I picked a release point from 1 kilometer to less with fuse time of 0.2 to 0.1 seconds just to test the water.
The result is pretty and surprisingly effective for its size.
I think that at some points of playing game, instead of killing giant capital ships s efficiently as possible, you just want to kill things with as much style as possible while still being somewhat effective.
That missile design get a 10/10 on style from me for literally making a target from targeting the warship with missiles.