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Post by jonen on Oct 30, 2016 21:45:10 GMT
Of possible note: The Gunships in Lagrange Point Graveyard and Jovian Lunar Tour are surviving flagships of fleets (the Ceres defense fleet and Jovian invasion fleet respectively). Homecoming defaults to two Belt Trawlers. Though, they are probably irrelevant, as they (or whatever fleet you choose for this mission) belongs to the Liberty Exchange. On the Surface of Giants has you using Iroquois Resurgence vessels. Of note may be the factions.txt which lists faction data including shipnames (these are assigned randomly at mission start, so for example, the Aye Mak Sicur (flagship) may occur many times): RFP: 44 ship names, plus 8 flagship names. USTA: 50 ship names, plus 8 flagship names. IR: 8 ship names, plus 6 flagship names. LE: 10 ship names, plus 3 flagship names. Rogue Faction: 8 ship names, no flagship names. NP: 55 ship names, plus 5 flagship names. It's possible the 8 rouge vessel names should be considered part of the RFP fleet - the naming scheme is similar. EDIT: Also consider the credits sequence? Several RFP Gunships shooting stuff up, including at least four surviving RFP Corvettes. And what else?
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Post by jonen on Oct 30, 2016 14:45:33 GMT
Hmm, I wonder if those "flawed assumptions" had to do with miles vs nautical miles. "And so the engineers returned to their workstations, loudly cursing the British and their insane measurement system." Kilometers, since Sweden uses SI. One Swedish "mil" is 10 km.
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Post by jonen on Oct 30, 2016 9:54:50 GMT
Effective laser: take a stock one, increase the exit aperature (2x aperature => 2x range or 4x damage), hope it does not make your craft turn into swiss cheese after stray fire breaks it off. Also, the only reason to ever give a laser less than 250 km range is to shorten engagement times for ships intended to be kinetic brawlers.
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Post by jonen on Oct 30, 2016 8:48:15 GMT
I just had an epiphany about what the whole Missile Guidance debacle reminded me of.
Possibly apocryphal story time:
... So the moral of the story is at least missile targeting in CoaDE ought to be a relatively easy fix?
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Post by jonen on Oct 30, 2016 2:21:33 GMT
You talking with, or without exploiting the missile AI?
Because with exploiting the AI, yes - it takes only one missile to take out an enemy missile fleet. Without exploit can be harder to test - ideally, you'd launch your countermissiles to intercept the enemy missiles out of combat, and they'd pair of so you'd try to get one countermissile per target), but since this will always work against AI, and AI won't use that kind of tactic against you, it's hard to test if there's a setup that can penetrate an extended anti-missile screen without expending to much deltaV to reacquire the real target.
With current missile behavior, the ultimate defense is to use laser to force an engagement to start 250 km out, and well time dodging to force the missiles to burn through all their deltaV - barring designs specifically designed to burn all the way in for 250+ km, this ensures near complete immunity to missiles for as long as the lasing platform has deltaV to spare (which is, admittedly, the weakpoint of the scheme).
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Post by jonen on Oct 29, 2016 22:36:54 GMT
Are you using launchers of your own design?
They allowing missiles to clear the launcher before launching the next? Mind, this will usually only cause damage to the launcher and missiles due to catastrophic structural damage to missile propellant tanks causing sudden uncontrolled omnidirectional thrust following collisions. If your missiles are going nuclear just out of the launcher, they're finding themselves in range of a viable target just out of the launcher, and you need to wait until your decoys dissipate before launching missiles (and for the love of god, if you're in combat, make sure you've either emptied your missile bins or secured your launchers before you let the enemy get close enough for your launcher to start automatically pump out missiles).
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Post by jonen on Oct 29, 2016 22:29:12 GMT
4th mission is A Small Diversion, no combat, and should be no need to zoom in on any of the friendly assets.
Am I correct in assuming the issue with unpausing is in Orbital Fallout (5th mission)?
You are following the tutorial messages, and the first enemy missile fleet has reached your fleet, and there is no option to unpause?
You need to click the launch five on the flare launcher (encircled by the yellow marker) to advance to the next tutorial message, which will let you unpause and begin the enagement. Launching one (or 20, or all) will not suffice for this. If you want to conserve flares (you don't need to launch five), click cancel all launches and then launch one before unpausing.
Or you can just click the red X next to the "Paused" in the middle of the screen to unpause. Or click the disable help at any point in the mission.
In regards to controlling combat, it's mostly about setting up engagements where your ships (or munitions) will have the advantage over the enemy, picking the appropriate approach profiles, matching the correct weapon or munition against the correct situation and some target prioritization (be it which ship to shoot at, or which subsystem).
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Post by jonen on Oct 29, 2016 19:41:39 GMT
also, lithium is an alkali metal, highly reactive. it's soft enough to cut with a knife, and if you used it in pure form to build an engine IRL it would probably explode as soon as you activated it You think that's bad, the game has no problem letting you build propellant tanks out of lithium. And water as the propellant.
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Post by jonen on Oct 28, 2016 17:37:19 GMT
Does stuff flying off enemy or friendly craft that get damaged count? No, not really; I'd prefer it to be an intentional high speed, but your statement intrigues me regardless - How would you even know how fast any debris was flying off, and if so how fast was it going? Well, if the thing is big enough to be trackable on the maneuver map, you can see it (usually in solar orbit) and check its orbital period (and make rough estimates from there). Otherwise when you are looking at a fleet a couple of hundred kilometers out and the enemy suddenly violently disentegrates and sends component flying from their fleet off the edge of the screen inside of a couple of frames (or, rare but always hilarious, send fragmentation your way, passing your fleet faster than your outgoing fire), you get the impression of things suddenly catastrophically exceeding design spec. Yeah, mostly physics bugs and not predictably replicable.
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Post by jonen on Oct 28, 2016 16:14:38 GMT
On the receiving end is more like a disco inferno.Could potentially be used to check projectile spread?
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Post by jonen on Oct 28, 2016 15:33:55 GMT
While it's not perfect by any means (blutracewen), I went ahead and implemented A Rainbow Warrior.
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Post by jonen on Oct 28, 2016 14:04:09 GMT
KKDRM sounds fine. Makes it sound like in space future, they take Intellectual property theft and copyright very seriously.
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Post by jonen on Oct 28, 2016 13:38:49 GMT
To paraphrase the meme: Superior Nippon Prime Radiators, many times folded tungsten rod, cut through Gaijin spacecraft like paper.
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Post by jonen on Oct 28, 2016 13:29:57 GMT
I don't know the limits of the engine, but I believe qswitched mentioned ground based defenses at some point in the blog. I know he's got a lot on his plate right now, but wouldn't it be interesting if at some they were implemented? I could see them able to be targeted by specialized reentry warheads or troopships, with intercept vectors on the body's surface. As you pass over a tight enough orbit, your ships could go into a combat zone against them where this would take place and incoming fire would be a threat. Siloship versus surface installations. Close only counts in horseshoes, handgrenades, and nuclear weapons.
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Post by jonen on Oct 28, 2016 13:09:00 GMT
Does stuff flying off enemy or friendly craft that get damaged count?
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