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Post by fallingaggressively on Nov 8, 2016 1:41:26 GMT
If that is legit, expect a visit from KGB?
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Post by fallingaggressively on Nov 8, 2016 1:39:28 GMT
The engines pulsing is the flight control maintaining your bearing as the recoil from you guns affects your ship.
As for the power, I read it as power consumption per type of component. You have to manually calculate the power requirement for simultaneous component operation.
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Post by fallingaggressively on Nov 4, 2016 21:46:22 GMT
Ok, so some experimenting has resulted in no change. I do know now that it has nothing to do with taking enemy fire, nor flares (friendly or enemy).
There was mention in another thread that if the missile are too close together it can cause problems so that is what I'm going to try next.
Its just really odd that you can successfully throw a hundred missiles and then all of a sudden they start launching and experiencing sudden uncontrolled omnidirectional thrust (SUOT?) after they have cleared the hull.
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Post by fallingaggressively on Nov 4, 2016 12:23:12 GMT
It is a bit difficult to 'see' spalling as the armor indicator only shows health of the lowest layer of armor - however if modules are dying and the lowest layer has no black tiles then you have spalling issues.
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Post by fallingaggressively on Oct 31, 2016 11:13:14 GMT
No flares and no collisions due to fire rate (rof 1.5 sec, ample time to clear). I really think its due the the fuse. I thought it might be due to enemy fire but it was still happening after they ran out of ammo.
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Post by fallingaggressively on Oct 29, 2016 22:19:56 GMT
No this is not and OHAS thread. Has anyone else had issues with your missiles detonating just off the hull of your own ship? The launchers worked great until my ship got shot up a lot, the irony here is that all the on coming fire did was heat the hull, it was my own missiles detonating a couple meters out of the launcher that did all the damage...
Were my missiles seeing my own heat bloom as a target? If so were are the safeties (minimum time/distance before arming)?
Won't someone think of the children!
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Post by fallingaggressively on Oct 29, 2016 1:14:51 GMT
I'm a little confused about the effectiveness of Whipple shields. In my stock weapon tests I've found that having the monolithic block works better than the Whipple! I tried the 3cm boron/1.4m aerogel/5mm boron arrangement but found it was better to reverse the matrix? Is this because of the 285mm coil gun isn't significantly effected by the Whipple?
If I change the mono-block to 5cm van chrome (on an angled nose) the thing was practically invulnerable.
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Post by fallingaggressively on Oct 25, 2016 11:43:53 GMT
So I was testing out missile defense armaments, trying for minimum levels with vanilla tech, and I noticed something odd happen. My ship had accelerated at half a gee and I was moving out of the engagement envelope of the missiles which gave me a side view of the cluster of missiles. The lasers having had a bit of dwell time on the lead missile had turned it a nice yellow color and it looked for all the world like the rest of the pack started to chase the glowing hot lead missile! It certainly wasn't the ship they were gunning for, they missed by a very large margin.
Who needs flares?!
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Post by fallingaggressively on Oct 22, 2016 21:15:30 GMT
I think that to really feel the difference between local and remote control light speed lag should be added to any orders given to missiles and drones. The further the remote is from the launcher the longer it takes to react to any orders.
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