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Post by etranger on Oct 1, 2016 14:51:43 GMT
The problem is that the missile simply don't get that close unless you preserve a lot of dV for the last few second (5-10 km) of the engagement. Otherwise the missiles don't get that close.
I'd agree it would be nice to be able to change fusing and even the percentage of dV left for terminal interception.
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Post by etranger on Oct 1, 2016 14:49:25 GMT
The physics of that are fine though. If they make a burn then they'll evade. That the missile officer on the ship might do the adjustments without the captain in reality is a given, but how to handle that? How much dV should be spent to adjust intercept? The key to successful missile attacks is having a lot of dV left in the terminal phase (last 5-10 km), and the AI missile officer might burn off all the dV needed for an effective attack.
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Post by etranger on Sept 28, 2016 16:07:58 GMT
Okay, beat it with the stock fleet (losing the carrier in the capital battle - detach it before the merge next time). The changes in nukes made the Strikers actually effective as interceptors. Had to hoover up the missiles still, but had the dV to do it because I didn't burn it all dodging the drone swarms.
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Post by etranger on Sept 26, 2016 17:16:52 GMT
Finally "beat" Vesta Overkill with the stock fleet*, but a group of enemy Stinger were left operational in a loose Vestan orbit with no-one left to control them. I'd expended all my ordnance and thus was forced to try and intercept with my capitals, and failed as them kept evading. Result, Adm. Overkill gloating from beyond the grave.
Surely a routine where when there are no more capitals left to control the remotes they self-destruct is reasonable?
* Split the ODS from the rest and then let the main fleet do a series of radical burns to throw off the drones and missiles. Overkill then barrelled into me with her capitals and ate missile salvoes and finally my drones on the way in (losing her carrier) before a capital to capital engagement killed my carrier and all of their ships.
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Post by etranger on Sept 25, 2016 12:03:06 GMT
Seems you need to take it in stages, thus:
1. Burn to get roughly towards Mars 2. Correct the burn en route to try and get into Sol-Mars orbit as close as possible to Mars 3. Burn and inject into Mars orbit. 4. Burn and inject into the Cargo base orbit 5. Burn and merge.
Helps to have ca. 35 kps of dV. Design as big a hydrogen tanker as possible. I'd post the ship I used, but print screen gives the underlying windows level. A "print design" option would be useful.
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Post by etranger on Sept 24, 2016 21:00:42 GMT
Just had a really frustrating "loss" here - killed everything with no damage in return, but one of the "kills" was an engineless enemy craft, sent spinning off on an escape trajectory, so I couldn't catch it That has happened twice to me. Third time I just had enough dV for an intercept with my capitals....
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Post by etranger on Sept 24, 2016 17:06:51 GMT
How do you stagger the missiles ? Manually switch the engines off and then flip them on (set to intercept) in sequence during the approach.
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Post by etranger on Sept 24, 2016 14:29:45 GMT
I made a burn to break Mercury orbit on a trajectory towards L4 and about half way was able to adjust to merge with the gunship. Took a lot of playing around with the parameters to make the merge.
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Post by etranger on Sept 24, 2016 14:21:13 GMT
It's all about getting "impacts" rather than proximity hits as best I can tell in my dozen failures.
I guess setting a flyby is better than an intercept, but I set intercepts and then gave a short burn at the beginning of the merge and then coasted for a while before switching the missiles back to intercept. Second salvo of 20 strikers (with interception staggered by a second each to avoid fratricide) killed the target.
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