aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 20, 2016 16:34:48 GMT
It seems to me that having missiles be solely heat seeking is a flaw.
There's far more ways to guide a missile in real life than that, including infrared imaging seekers like those used in air-launched antitank missiles (which could be programmed to seek a specific part of a ship and not just the hottest, and which are also less vulnerable to decoys), as well as semi-active or active radar guidance, laser spot seeking or laser/radar beam riding (assuming the guiding vessel is close enough that light speed lag isn't an issue) or a datalink command guidance simular to how drones must function given their immunity to decoys.
Also, what about cluster missiles? Am interesting tabletop wargame calied Attack Vector, which also tried for a hard science approach to space combat had missiles that would separate into multiple payloads similar to a MIRV, with either independently guided kinetic kill rounds or free floating proximity detonated nukes with an accompanying cloud of inflatable decoys which would look identical to the bombs on sensors
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 18, 2016 3:57:33 GMT
In the future, it might be interesting to have more guidance options for missiles than simply heater. Active Radar homing at the very least should be a viable terminal guidance method.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 17, 2016 0:39:02 GMT
Seems like missiles need mechjeb .
I can't get them to intercept drones short of my ships at all. The one time I did they spent all their dV getting there and had none left for the engagement.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 16, 2016 18:05:20 GMT
Okay, I have NO idea how you succeeded on Ceres. I can't get anything like a workable intercept worth my missiles against the enemy drones. We seriously need better tools for plotting maneuvers, and the game desperately needs to have an option for high- speed intercepts with the intercept tool that doesn't try to cancel out all the vectors first.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 16, 2016 14:37:52 GMT
Right, one more: cloud saves. I'm using both desktop and laptop for testing purposes, and is be nice to keep my progress between them
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 16, 2016 14:29:16 GMT
So I've spent a couple of hours so far playing, and have beaten missions up through orbital fallout.
And here's some things I've noticed that might make life much, much easier on the player:
1: the maneuver node editor could stand to be a little more like KSP's, rotating to account for changes in orbit in real time. This would especially make plane change maneuvers much simpler.
2: battles should start paused to account for the fact that battle plans would have been programed intro the tactical computers in the hours leading up to the battle, so that the crew wouldn't need superhuman reflexes. Likewise, we need ways to accelerate and decelerate the flow of time to account for the fact that the battle is being run by computers with limited "human" input once battle is joined.
Edit: okay, the ability to select subsystem targets before battle should have come in a much earlier tutorial. Nice.
3: missiles seen to always, well, miss. They seem to pass behind the target a lot. I feel like they don't lead their target, unlike modern air combat missiles. Is this behavior intentional? Also, 3a: the ability to set proximity fusing for missiles while in combat would be nice. Especially for flak missiles whose fragments remain dangerous out to much longer ranges than the nukes. With this I could greatly increase both their accuracy and the spread of damage I wish to inflict.
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