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Post by illectro on Nov 7, 2016 18:10:57 GMT
I actually made a point of beating the game using just the stock ships, because it seems far too easy to exploit approximations in the weapon physics and make the game too easy, so it's a deliberate decision.
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Post by illectro on Nov 3, 2016 19:20:01 GMT
Working in the central body reference frame is much better when you're trying to work on minimizing the time, target centered reference frame is better at tuning the intercept.
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Post by illectro on Nov 1, 2016 16:46:10 GMT
Interestingly enough, after I completed the mission via more sedate means I still got credit for my record times and dV usage.
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Post by illectro on Nov 1, 2016 16:45:04 GMT
Also if you select the intercept or a flyby maneuver then it'll stop the maneuver happening as soon as you get in weapons range, so I keep going back to manually adjusting the encounter using the buggy encounter interface. Are you still trying to adjust the encounter with the planet set as reference? Once you have the rough encounter set up, it's immensely easier to switch reference to the object you're trying to encounter and fine tune it that way. You can even set up last minute burns to get your relative velocity to precisely what you want it to be for that particular battle. Here's an example of how I do it: www.youtube.com/watch?v=iczQS2olvXM&t=9m5sI'm quite capable of setting up the encounter and exploiting all the reference frames, but there is a bug that puts the encounter marker in the wrong place (you can see the bug here )
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Post by illectro on Oct 28, 2016 22:16:15 GMT
The big problem with no pause option is that issuing orders is awful, and there's no scope for issuing complex orders prior to battle. Sure you can manage one ship, or a blob of similar ships, but realistically an admiral would brief every captain in a fleet on the plan of attack prior to combat, there would be multiple sets of standing orders laid out ahead of time to anticipate multiple possible enemy activities and contigencies. Not having this capability encourages builds with homogeneous fleet makeup to minimize the micromanagement. Of course I wouldn't expect a developer to build out such a complicated standing order system, instead I'd suggest that providing the ability to pause and issue orders is a fine substitute.
So I'm going to suggest that, please enable the ability to pause and issue orders.
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Post by illectro on Oct 28, 2016 22:02:13 GMT
Sometimes, especially when you intercept missiles with other missiles, you may see a kink in their trajectory right before the intercept. I don’t know why it happens, but from my experience you can still use the icon (not the trajectory) to correct your intercept. My experience is the opposite, the trajectory up to the kink is correct, if you target the intercept by lining up the icon with the target then you'll miss, I started shooting things down reliably with encounter velocities as high as 27km/sec once I figured out that the icon position is bugged.
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Post by illectro on Oct 28, 2016 20:31:24 GMT
That's exactly my point, the simulation has magic missile sensors and proximilty fuses which aren't subject to countermeasures at this time. Missile guidance is dumb enough to go for the brightest heat source, but smart enough to somehow know the distance to target and infer when it's close enough to a target to be effective. Is it a radar pulse, if so why can it only target heat sources? Or it is just triggering the moment that the angular velocity of the tracked target peaks (signifying a closest approach). So if the simulation devolves into missile supremacy then simulating potential weaknesses in this model would be an absolutely viable way to restore diversity to space warfare.
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Post by illectro on Oct 28, 2016 19:22:01 GMT
While we're on teh subject of missile guidance, is there any details on how the proximity fuses are supposed to work, I suspect if missile navigation and missile guidance were fixed then their efficacy might need limiting in some other way, and all those pocket nukes need triggers of some sort.
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Post by illectro on Oct 28, 2016 18:25:42 GMT
If you really want to look at high efficieny propellants, and OSHA isn't a concern, the highest specific impulse ever achieved from a chemical rocket was a Lithium-Fluorine-Hydrogen tripropellant system. Apparently the exhaust is so ionized that it would interfere with communications.
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Post by illectro on Oct 28, 2016 17:19:58 GMT
I've finally got the hang of lining up the intercepts, there's a bug in the intercept display where if you zoom in you'll see the intercept marker is offset from the orbit, so if you get the intercept marker exactly on top of the target then you'll always miss, but if you line up the intercept by eyeballing the last correctly rendered orbit then you can generally get close enough to make an intercept. But I wish that bug would get fixed.
Also if you select the intercept or a flyby maneuver then it'll stop the maneuver happening as soon as you get in weapons range, so I keep going back to manually adjusting the encounter using the buggy encounter interface. (To be fair, Kerbal Space Program struggled with similar problems with encounter range calculations).
Clearing those bugs would help a great deal.
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Post by illectro on Oct 26, 2016 16:21:41 GMT
Hah , haven't realized that we are in the presence of a celebrity . I'm a fan. Btw I have success consistently hitting with missiles but they are custom ones, have around 8500 delta V, and are launched from the max tactical distance. Algorithm is doing just fine if it has enough delta V to correct and time to do it. I'm just lurking in the missile guidance thread, having no knowledge to say anything, but my impression is that qswitched is going to have a great time trying to figure out how to upgrade the guidance at the same time improve the performance - which above 200 missiles is not great. I'm sure I can game my way through things, but equally, I look forward to fixed missile guidance so that we don't need to compensate with massive deltaV. I actually think the problem with the missile guidance is that the early thrust phase isn't correcting any lateral velocity (and the map lacks any feedback to correct this prior to the encounter).
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Post by illectro on Oct 26, 2016 4:28:26 GMT
I find it amusing that people were pointing me at this thread despite the fact that I'd already posted in it.....
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Post by illectro on Oct 25, 2016 18:45:26 GMT
Main Belt Extraction - That's the one where you have to capture the ship. If you don't time the encounter right the enemy vessel will be on the far side of the asteroid so when it approaches you it kamikaze's straight into the asteroid and fails the mission.
Similarly, if you put hostile missiles or drones on an intercept which will collide with a body, you can intercept them with a missile, and then sit in the battle screen long enough to watch them fly straight on into the planet.
Also - I beat 'on the surface of giants' using a missile drivepast at >25km/sec. But immediately failed seconds later when my fleet hit Neptune and I haven't been able to repeat this. I will point out that at no point in the briefing does it imply that my ships are not expendable.... however equally, I should have just split off one of my ships prior to the encounter and won. /video/1
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Post by illectro on Oct 17, 2016 23:30:00 GMT
Confirming that I get annoying crashes in the missions and saving would save me from smashing up my conputer with my lightsaber.
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Post by illectro on Oct 17, 2016 21:55:45 GMT
I've known about the flyby option since I first played but I've found that it's so unreliable as to be a complete gamble. If you setup a missile wave to flypast the enemy you have no indication of how close the flyby will be, even for a non-dodging target. I'll setup an encounter and then when the encounter loads the missiles will fly by 10km off target. This is made worse by the dumb missile guidance that thrusts towards a target rather than thrusting laterally to bring the velocity vector onto the target. In reality you'd want to make those corrections as far ahead of the encounter as possible but the map doesn't show the flypast distance so it becomes a huge gamble. The battle screen shows the relative velocity vector on the right, but the maneuvers are on the left so you have to make guesses as to how the geometry corresponds if you want to make the correction maneuvers by hand. I was running one mission where I was literally disabling whole swarms of drones using pairs of nukes, practically sniping the assets out of the sky, then the mission crashed and I restarted and I've not been able to repeat this feat. I really want to like the game, but there's lots of bad UI and design which is hindering my ability to not punch the screen in frustration
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