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Post by AtomHeartDragon on May 15, 2020 22:27:23 GMT
Sorry, but you're wrong there. Carrier catches missiles very well with absolutely no micro. This sir won't let me lie. Intredasting. My guess would be that that Strikers homing onto frigate managed to flash off carriers crew radiators making it unable to act in combat - including launching decoys - and allowing just missile-ing everything dead. This isn't something you can reliably count on, though. Because stock ships are flying bricks of armour with a bunch of weapons stuck on the outside as an afterthought. OTOH building your own stuff is 3/4 of the fun in this game and you shouldn't have been able to so massively outclass stock designs without using custom modules. If it was up to me I would only unlock module design after beating the campaign, but ship design - the earlier the better. Apart from fixing stock designs it can only be addressed by scaling the fleets to the custom expectations. Lasers in particular need time to chew up incoming munitions and lasers alone don't gain any noticeable advantage from retrograde intercepts. Guns and missiles pack more punch and are harder to avoid. In fact if effective range wasn't fixed by target size but modified by closing velocity kinetic PD could just start firing from further away. Yes, retrograde is stupid defensively (although if player had flying flashlight and the enemy missiles and kinetics retrograde would make for good defence - attack and defence are fluid where you don't have territory) but lasers are particularly disadvantaged by it. That's a good idea when you have lasers.
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Post by AtomHeartDragon on May 15, 2020 17:04:01 GMT
I've done a bunch of rebalance mods for other games, but CoaDE with its variety and absence of some "hardly fixed" modules to compare is an absolute pain for that. My thoughts about stock modules, crafts and how it should look like: 1. No hyper-optimization. Gigawatt reactors, laserstars, thousands of micromissiles - all of that doesn't belong there. 2. No drop tanks on stock crafts. Droptank-oriented ships are supposed to be very mission-specific and cannot be simply refueled by a tanker or depot. 3. No much of personal style. Stock ships are examples, not canvases for self-expression. 4. Decent armor schemes. Stock crafts got absolutely useless, heavy and expensive armor making them very fragile. Stuffed Whipple + spall liners of proper materials should be on every craft; larger ships like Gunship or Corvette should introduce multi-Whipples/anti-laser/anti-flash/ablation/further layers as well. 5. No aluminium radiators on military crafts, damit. The next questions have to be answered in a certain order to make re-working the stock stuff meaningful and efficient.
6. The main question: should we stick to stock reactors, or increase their power output by a more optimized design? They are definitely under-optimized on their own, replacing HD as an outer coolant can provide a huge performance boost. 7. What stock guns are okay and what should be re-designed? Personally, I don't recall stats of all stock guns, but as far as I remember only small conventional guns (<= 60mm), 13 MW railgun, Sniper coilgun and 13 MW laser were useful. The rest is too heavy/too power-hungry/absolutely useless, underline what fits better. That would be not an issue if all of them had an obvious designated role, but AFAIK only ~half of them got some designated purpose, with the rest existing for no reason. Joke weapons like 1200mm gun, nuke/flak coilguns and 300MW lance laser may remain unchanged, since they are demonstrators of what could be built. 9. Payload redesign. Missiles with <1 km/s of dV are hard to use and require a bunch of micro only to not run out of dV on final burn. Beam drones are garbage, Lancers and Hellfires need a bit of love.
10. Stock craft redesign itself. If previous questions were correctly answered, this should be pretty easy. Almost each craft in game has got some specific role for which it may be optimized in a obvious way. Sufficient power, redundancy, flares, proper materials, 0.5-0.7g of thrust, etc. - Thousands of micromissiles are out for computer performance reasons. I'd also add no stupid material use (potassium anything kindly GTFO), and no cheese abuse (like direct/near direct impact payload PD relying on fusing enemy missiles prematurely).
- The only good reason for not having droptanks, or having few of them is flaky implementation (tanking, heh, performance and crashes). Other than that they are versatile thing to have - you get propellant you don't need to armour and refueling is dead simple - just flick the auto-jettison switch to 'off' position. If only non-detaching external tanks were emptied first.
- I can't help myself here, though you can find rational justification for pretty much any aesthetic flair in my designs - good form tends to follow from function. Also, I do consider stock style to be a style, or actually a bunch of styles too, some pretty cool looking (I actually like both the new streamlined and old tincan/new carrier style for stock methane lineup), and some actually less justified than mine (say, Marauder's hexagonal hull).
- Very much yes. RCC makes for a pretty bad bulk layer due to cost and brittleness (at least it's light). External anti-flash/anti-sand layers could also be beneficial, though they almost inevitably end up adding aesthetic flourish especially when zoned.
- Aluminium radiators are good for disposable stuff, like cheap drones. You could also use them for non-essential subsystems like launchers (if your ship is being flashed chances are it has already blown its - missile - load).
- That's a good question. I actually have a line-up of (fairly optimized) stock analogues for a range of exit temperatures, from 100% stock-like, to highest practical with stock radiators at given scale, aiming for same radiator requirements and same or easily padded length to allow stock prototyping: steamcommunity.com/sharedfiles/filedetails/?id=1947219419
That actually allows to postpone answering that question because you can just swap in several reactor variants into stock prototype (although the answer will impact weapon loadout). - Most stock guns suffer heavily from their massive and suboptimal reaction wheels bloating turrets' size, mass and cost. Other than the listed ones 60 and 100MW turreted coilguns are very practical by stock standards, 6mm 39MW railgun is fragile and heavy but has its niche. 13 and 100MW lasers also don't seem half bad for their power level (though I'm not a laser specialist).
More details on individual weapons (and I have tried hard to find a good use case for almost all of them): childrenofadeadearth.boards.net/thread/3381/compendium-stock-modules Also, some of the joke weapons are actually signature weapons of some stock ships (Corsair, Hiveship, Gunship, Siloship).
- ...
- Stock munitions are pretty bad. Even large missiles use monoprops and bad, heavy armour schemes. Drones use bad and heavy armour while lacking survivability features that would allow them to benefit from not having CMs as large, snipeable points of failure.
- Stock designs tend to share a few problems:
- Very low firepower to armour mass ratio. That's mostly due to lack of available power and very thick armour. That needs to be addressed.
- Poor armour scheme - see 4.
- Bad module layout. Explosive modules tend to be located in the least safe places possible, crew modules tend to be spread along axis which protects them against simultaneous broadside penetration, but makes them vulnerable to both centrifugation and penetration along axis, reactors tend to be clustered and easily taken out with missiles.
- Low thrust. 0.5-1.5G range seems to work the best. Note that this implies either using non-stock NTRs or only methane propellant. Has anyone built a worthwhile water solid core motor?
- Overspecialization. A ship needs to carry engines, reactor, radiators, propellant, and good number of crew (life support, administrative, doctor, cook, etc) regardless of anything else. Adding additional weapon systems to that like 60mm CIWS, 13MW laser PD grid or a bunch of missile blast launchers is going to greatly expand ship's tactical options without significantly increasing mass and cost, especially compared to having a dedicated ship for those modules. It's also unlikely to blow up armour cost since most of theose additional modules are either external or can be slotted neatly into almost inevitable gaps. This is hard to address without significantly changing stock ship's doctrine, but with stock and stock like designs only very small vessels need to specialize to this extent. The only other hyperspecialized designs would be unarmored dedicated laserstars and missile/drone buses.
Two points regarding material costs:
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Post by AtomHeartDragon on May 15, 2020 14:20:01 GMT
Almost everything turreted that has reaction wheels: Huge, massive, very poorly optimized reaction wheels due to the way reaction wheel dimensions are determined (see turret diagram in module designer). For optimum mass efficiency barrel diameter (along with armour) should be close to maximum allowed for turret of that size, which yields thin, maximum diameter reaction wheels (which can then be made out of densest sufficiently strong available material for power optimization - remember power requirements grow with square of velocity, but momentum does not, this applies to spinning objects too). For that turret can be shrunk OR barrel thickened (by low density bracing if needed), or multi-barrel assembly can be used. For low powered applications actuators are almost universally better and don't inflate in mass with increasing turret/barrel assembly diameter ratio. Staging is only broken for capacitors, though. For coilguns there are still 3 types of good designs: - Single stage capacitor based designs are pretty good to around 7.5km/s (can be pushed to almost 10km/s at rapidly diminishing efficiencies) and can be made very compact.
- Multi staged direct-power sandblasters/needlers can be pushed to around 40km/s when using near GW power (shared between >10 guns), with capped rate of fire (albeit with somewhat sub-par efficiency) with very long barrels, while still remaining slender, turretable and lightweight.
- Multi staged direct-power heavy coilguns can achieve near 100% efficiencies with heavy slugs with capped out rate of fire (long firing times, so no power sharing). They are good up to around 7.5km/s. Larger versions (around GW power and kg range slugs) pretty much have to be spinal (run the CG bundle along most of the hip's length), smaller can be reasonably turreted.
Most CGs benefit from slender projectiles which can also be an advantage, especially at less extreme velocities, but sucks for payloads (though very long, thin flak bomb using fuse might be workable).
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Post by AtomHeartDragon on May 15, 2020 11:59:09 GMT
Ceres can be retaken using missiles only. It isn't hard. Unless you aggressively micro, missiles become ineffective after taking out Laser Frigate because they can then be spoofed by carrier's decoys. RC is mostly about teaching the importance of peeling away enemy defence onion and weapons' relative strengths and preferred velocities matrix, and it does seem to be a massive difficulty spike for many players because it no longer involves just plotting intercept and throwing stuff at the enemy. If you customize your fleet and ships (and Homecoming seems to really drive the point that you should do that whenever you can) drones and missiles are non-issue and stock capships can be easily outclassed, 2.5kt is really all you need and that's assuming stock modules, pure CQB and general purpose design with stock-like delta-v. The difficult part is learning to build good stuff. Retrograde and lasers don't mix well. The main problem with ST is that it uses awful Hiveship and kinda crappy Corsair. A lot of later missions generally take place in deep gravity wells where stock designs' susceptibility to high velocity retrograde drive-bys is easily exploited. True.
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Post by AtomHeartDragon on May 15, 2020 11:32:49 GMT
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Post by AtomHeartDragon on May 15, 2020 11:30:21 GMT
It's actually caused by drones and capships sharing spinal armaments (haven't tested for other weapons).
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Post by AtomHeartDragon on May 15, 2020 11:11:57 GMT
This is relevant to this thread: childrenofadeadearth.boards.net/thread/3222/stock-designs-flaws-suggested-improvementsOkay I'll start: - Worthless stock module name: 13.0 MW 11mm Autofire Railgun- Flaws: -- meagre, lag-inducing 1.2km/s projectile velocity paired with... -- a joke instead of reload mechanism - 8.67 seconds - are they go EVA to muzzle-reload it musket-style, or what? Either something is seriously wrong with your installation or you have somehow conflated 11mm Autofire with Flak CG. The latter sucks indeed, the velocity doesn't warrant using EM gun when chemical cannon would have achieved same or better performance with much lower power consumption and much higher rate of fire, plus the low velocity cripples the gun due to flak bug. OTOH flak CG can be very easily tweaked into hilariously superior alternative to 34mm heavy coilgun.
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Post by AtomHeartDragon on May 12, 2020 10:36:15 GMT
I've been stuck on this mission since 2016. At this point it's like a tradition: I come back every few months, do the whole campaign up to this point to refresh myself on the mechanics and get stuck on Ceres for a few days until I get frustrated and leave. But seriously, how in god's name am I supposed to beat this? My missiles do absolutely nothing. I've launched them in small groups, in large groups, one by one and all at once and nothing @%$^ing works. On the off chance the blasted things don't get annihilated by the lasers before they reach the enemy they just... fly right past the enemy ships no matter what commands I give them. This is extremely frustrating. Has the game been just broken? Should I just delete the game and never come back? There are no guides anywhere on how to use missiles. All the walkthroughs are from like... 4 years ago and players just click AND IT WORKS FOR THEM. What am I doing wrong? Aside from the flak missile bug (flak needs high closing velocity to work at all), the mission is pretty straightforward once you get a good grasp of factors that matter. Factors that matter are: - Weapon types rock-paper-scissors
- Pros and cons of high and low velocity intercepts with and against different weapons
- Understanding intercept parameters (parallel and perpendicular velocity, distance)
- Being able to spot and reason about worthwhile target modules in enemy designs
- A bit of orbital physics, especially in regards to boosting missiles and drones with your capships, spacing intercepts and dancing enemy drones out of delta-v (low vs high orbit in and out of plane manoeuvres), although harassing them with beam drones tends to work better
Forum thread: Previous version YT vid:
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Post by AtomHeartDragon on May 3, 2020 14:28:07 GMT
And I assume that even less the further from Sun we go.
Another problem is that after the frost line most of celestial bodies become icy. Even if they manage to get some amount of heavy elements (which I think settle closer to the Sun during the planetary system forming, so chances are very low), these elements will be: - Homogeneously distributed across the whole body if it's small - Differentiated and descended to the core if they are large There has to be some sweet spot of a body mass, or maybe tidal processes influence to get a feasible concentration of fissiles somewhere on an icy moon.
So, the first solar war's casus belli "USTA stopped selling fissiles to RFP" makes no sence. RFP should be the main (if not the only) fissile exporter across the Sol, and already be the main superfaction with any others completely dependent on.
Actually the problem doesn't seem to be abundance getting lower in the outer system, but it being tragically low in general. On Earth Uranium was concentrated by processes involving liquid water, so icy bodies with some rock that have or had liquid water in contact with rocky material and decent amount of heating (tidal or isotopic early in their history) might actually be workable sources of uranium, especially after Earth got venus'd.
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Post by AtomHeartDragon on May 3, 2020 13:48:28 GMT
Uranium dissolves easily in water so an icy planet with a bit of hydrothermal activity like Ceres could potentially concentrate ores in its mantle or possibly transport it all the way to the crust. The gravity just has to be low enough that deep mining is possible. A lot of outer moons probably fit those requirements. True that. I have done a bit of research and uranium abundance seems to be very low in the belt compared to Earth's surface and that leaching by liquid water seems to be the main factor in creating uranium deposits. I wonder how it would work out on bodies with icy rather than predominately rocky crusts, though. I also wonder about possible other ways of achieving higher concentrations - are uranium sulphides and sulphates soluble in sulphur/SO2, for example?
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Post by AtomHeartDragon on May 2, 2020 16:08:27 GMT
The only "rescue" there I think is a " gold uranium reserve" for an urgent case, which deteriorates with time. Just don't put it all in one place.
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Post by AtomHeartDragon on May 2, 2020 15:34:24 GMT
Nose Forward is handy in most cases, but Broadside against missiles could be better option since point defense's firepower will be larger Actually that's no longer the case for most designs, because of extruded turrets. Broadside could be beneficial for some non-stock designs against swarms of kinetic (narrow flak/KKV) missiles overwhelming PD because it limits damage when penetration occurs, but stock designs all lack redundant distributed power generation so if missiles hit them in the broadside they usually kill them. Their only option is to try to prevent penetration even if they cannot prevent impact. Nose forward would also help make designs like Hiveship marginally viable by hiding vulnerable modules from direct fire.
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Post by AtomHeartDragon on May 2, 2020 10:47:50 GMT
While writing my bachelor thesis I was thinking about how did the USTA get fissiles and any possibilities to get them anywhere except the inner Sol. I don't know a lot about the fissile materials distribution in Solar system, but I doubt that there should be any feasible amount anywhere further than Mars. I've seen a number 10-25 parts per billion in asteroids for uranium, and I think this number will decrease the further from Sun we go. I think Ganymede and similar heavy moons may contain it, but I saw no resources (dis)approving it. I'm also interested may uranium be in any of the Uranus or Neptune heaviest moons either. Belt, I'd say.
Digging up fissiles from an iceball's core seems like a hopeless endavour. I have always thought it would be interesting to have separate cost tables for inners and outers and seeing how it would shape ship design.
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Post by AtomHeartDragon on May 2, 2020 10:27:21 GMT
After experiments I've came to the whole‑body‑but‑more‑hardened‑nose scheme, since nosetanking also reduces your cross-section and exposes only radiator edges. Maybe you'll find these useful then. Just the stock AI military doctrines, but the capitals use nose forward instead of broadside.
AI.txt MilitaryDoctrine Balanced, Nose Forward MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 50000 WingsInFlightNeeded 1 AttackWingSize 20 ReserveSize 10 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 10 CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 DeltaVBudget_Percent .90 DistanceMaximum_km 2000 OnlyEnsurePlanarity true InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .40 DistanceMaximum_km 30000 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .15 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns OtherLaunchers FlareLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough false OnlyAgainstUncrewedEnemies false AlwaysAvailableInSandbox true
MilitaryDoctrine Ranged, Nose Forward MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 50000 WingsInFlightNeeded 1 AttackWingSize 50 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 10 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 DistanceMaximum_km 30000 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 40. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 75. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .5 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers Engines AllGuns InactiveLasers OtherLaunchers FlareLaunchers HotRadiators ColdRadiators FlareDoctrine AntiFlareOrder No Order FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Conservative, Nose Forward MissileLaunchDoctrine OnlyWhenNodal true DistanceMaximum_km 60000 WingsInFlightNeeded 1 AttackWingSize 10 ReserveSize 20 DroneLaunchDoctrine OnlyWhenNodal true DistanceMaximum_km 40000 WingsInFlightNeeded 1 AttackWingSize 10 ReserveSize 15 MissileInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .35 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 3. DroneInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .10 DistanceMaximum_km 40000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Nose Forward CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 45. InterceptDeltaVLimit_Percent .15 LaunchDefensively true WeaponDestroyedOrder No Order TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 75. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns OtherLaunchers HotRadiators ColdRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 2 LaunchEvenIfHeatIsNotEnough false OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Aggressive, Nose Forward MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 4 StaggerDistance_km 750 AttackWingSize 20 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 2 StaggerDistance_km 2000 AttackWingSize 25 ReserveSize 5 CapitalShipInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .45 DistanceMaximum_km 5000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .35 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 2. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 5. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 25. InterceptDeltaVLimit_Percent .40 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 45. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .8 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers FlareLaunchers AllGuns OtherLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Cunning, Nose Forward MissileLaunchDoctrine OnlyWhenNodal true StaggerDistance_km 10000 DistanceMaximum_km 20000 WingsInFlightNeeded 3 AttackWingSize 20 ReserveSize 5 DroneLaunchDoctrine OnlyWhenNodal true StaggerDistance_km 20000 DistanceMaximum_km 25000 WingsInFlightNeeded 2 AttackWingSize 10 ReserveSize 5 CapitalShipInterceptDoctrine DeltaVBudget_Percent .75 InstantaneousDeltaVBudget_Percent .20 DistanceMaximum_km 10000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine DeltaVBudget_Percent .95 InstantaneousDeltaVBudget_Percent .15 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine DeltaVBudget_Percent .95 InstantaneousDeltaVBudget_Percent .10 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .20 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 90. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .5 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers FlareLaunchers Engines HotRadiators AllGuns OtherLaunchers InactiveLasers ExternalTanks FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Cautious, Nose Forward MissileLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 30000 WingsInFlightNeeded 1 AttackWingSize 25 ReserveSize 25 DroneLaunchDoctrine OnlyWhenNodal false DistanceMaximum_km 20000 WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 15 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .35 DistanceMaximum_km 1000 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. DroneInterceptDoctrine DeltaVBudget_Percent .90 InstantaneousDeltaVBudget_Percent .15 DistanceMaximum_km 500 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 3. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Nose Forward CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 60. InterceptDeltaVLimit_Percent .15 LaunchDefensively true WeaponDestroyedOrder No Order TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 90. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 1. IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers AllGuns InactiveLasers OtherLaunchers HotRadiators FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 7 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Reckless, Nose Forward MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 StaggerDistance_km 750 AttackWingSize 20 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 2 StaggerDistance_km 2000 AttackWingSize 25 ReserveSize 5 CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 DeltaVBudget_Percent .95 DistanceMaximum_km 10000 OnlyEnsurePlanarity true InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 0. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 2. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .20 InterceptCapitalShips true TonnageWeightFactor 5. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Broadside DroneDoctrine MinimumInterceptTime_s 20. InterceptDeltaVLimit_Percent .50 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 30. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent .1 IgnoreRangeOnlyWhenThreatsAreFiring true IgnoreRangeForLaunchers false TargetPriorities ActiveLasers HotRadiators Engines AllGuns OtherLaunchers FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Defensive, Nose Forward DoNotTryToStayInHillSphere true CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Nose Forward CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine NeverIgnoreRange true TargetPriorities ActiveLasers AllGuns OtherLaunchers FlareLaunchers InactiveLasers HotRadiators Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Striker, Nose Forward DoNotTryToStayInHillSphere true DisableWeaponsOutsideOfCombat true CapitalShipInterceptDoctrine InstantaneousDeltaVBudget_Percent .25 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .50 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 30. InterceptDeltaVLimit_Percent .25 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 60. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 0. IgnoreRangeOnlyWhenThreatsAreFiring false IgnoreRangeForLaunchers true TargetPriorities ActiveLasers HotRadiators AllGuns OtherLaunchers Engines FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 5 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
MilitaryDoctrine Launcher, Nose Forward DoNotTryToStayInHillSphere true MissileLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 30 ReserveSize 0 DroneLaunchDoctrine OnlyWhenNodal false WingsInFlightNeeded 1 AttackWingSize 15 ReserveSize 0 MissileInterceptDoctrine InstantaneousDeltaVBudget_Percent .40 InterceptCapitalShips true InterceptDrones true TonnageWeightFactor 1. DistanceWeightFactor 1. DroneInterceptDoctrine InstantaneousDeltaVBudget_Percent .25 InterceptCapitalShips true TonnageWeightFactor 1. DistanceWeightFactor 1. CombatDoctrine CapitalShipDoctrine EnterCombatOrder Nose Forward TargetInRangeOrder Nose Forward TargetsOutOfRangeOrder Homing CivilianShipCombatOrder Scatter DroneDoctrine MinimumInterceptTime_s 15. InterceptDeltaVLimit_Percent .50 LaunchDefensively true WeaponDestroyedOrder Homing TargetInRangeOrder Broadside TargetOutOfRangeOrder Homing EnemyMissilesInboundOrder Scatter MissileDoctrine MinimumInterceptTime_s 30. SeekOrder Homing EnemyMissilesInboundOrder Scatter WeaponsDoctrine IgnoreRangeIfOverAmmoThreshold_Percent 0. IgnoreRangeOnlyWhenThreatsAreFiring false IgnoreRangeForLaunchers true TargetPriorities ActiveLasers HotRadiators AllGuns OtherLaunchers ColdRadiators FlareDoctrine AntiFlareOrder Homing FlaresNeededInFlight 3 LaunchEvenIfHeatIsNotEnough true OnlyAgainstUncrewedEnemies false
That looks like it's going to be super-handy (could you put it up in workshop as well?). I was actually thinking about making a replacement for AI doctrines that would work better in campaign, and some extras for more flexibility and use with modded ships.
Apart from carriers (excluding Hiveship), Cutter, skiffs and orbital craft most stock designs benefit from nose forward orientation due to armor slope and hiding vulnerable modules, plus their low acceleration prevents effective evasion anyway.
Additionally I would modify flare doctrine in all AI presets:OnlyAgainstUncrewedEnemies true
AntiFlareOrder Nose Forward First because anything else is hilariously nonsensical and somewhat exploitable (enemy is launching nukes, quick home onto them so the splash themselves by launching decoys). Second to mimic what player might do to minimize decoy effectiveness (I wonder if No Order would be a better or worse alternative). Also drone and missile orders for missile inbound could be reevaluated because that's easy way to run them out of delta-v which is usually worse than missiles themselves.
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Post by AtomHeartDragon on Apr 28, 2020 12:12:45 GMT
I think this challenge would be interesting to revive in two variants and with some changed conditions: 1. - No splitting fleets. Capships need to engage directly (should help with missile bus/carrier bases and challenge degenerating into designing
brimstone better missiles), and no cheesing intercepts by splitting capital fleet is alowed. The only exception is splitting off spent tankers (but you can't toss them into planets or outer space, they need to be put on recoverable orbits - I'd add this one to any challenge that doesn't specifically involve ramming tankers into stuff)
- Drones/missiles cannot be controlled manually. Drones launch with default broadside order.
- Blast launchers ARE allowed.
- Target markers as exception to gun ban - target marker is a fixed mount capacitor railgun/coilgun firing 1g projectiles at some designated velocity and operating at minimum possible wattage (100W, I think?); maybe also allow fixed stock material blue laser - the stupidly inefficient one - operating at minimum wattage. A maximum of five markers total allowed per object (for redundancy).
- Any ordnances allowed, but only one ordnance per object (Exception: multiple flare ordnances allowed, but cannot be combined with any other ordnance). No brimstone allowed (that's also a must have in any challenge).
2. We forgot how guns work, so let's reinvent them. - Same as above with extra restrictions:
- Missiles are not allowed (might allow for unguided ones)
- Drones are not allowed except as disposable intermediate launch platform (all drones must include disposal charge - small explosive or flare - that destroys them within, say, 5s of launch).
#2 might actually provide *some* challenge against drones.
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