Well in reality we even have timed frag shells whose timers are set for range as they exit the barrel, again without any complicated control module on the munition (certainly less then 1kg)... so I don't see as reasonable that we need a 1kg command module when we don't need guidance.
Post by concretedonkey on Jul 3, 2017 18:53:49 GMT
Then why was the requirement to have a command module removed in the first place? Before this update it was giving an error, now its a warning but we can't really use it in any way.
Edit: turns out I was mistaken , the error that was removed was "--- Dumbfire Rockets - Can build spacecrafts without turning ability without error." nothing for command module... my fault... still doesn't make sense though. You shoudn't need a command module to ignite an engine.
Post by concretedonkey on Jul 3, 2017 18:51:27 GMT
Most of the time the problem is the range of the defending lasers... buf if you have weapons on the drone outranging them yes the range will come from them... the whole point of this feature was to avoid building up speed on trajectories that never come even close to the target... so when aiming missiles in orbital view range is assumed to be 1km instead of the real weapon range.
Post by concretedonkey on Jul 2, 2017 20:22:22 GMT
Pentane is my current universal fuel since it allowed me reasonable performance in each engine type. Its more compact than methane(gets me better thrust in mpd too) and cheaper than decane. Kind of a middle ground. As to minmaxing laser ships, not sure what the laser mafia can do about the accuracy. And if its realistic or not... frankly I have no idea.
Nice . To be honest hydrogen was a bit experimental in this missile, hell the whole missile was experimental , I prefer larger missiles (20kg min.)
An unfortunate side effect of using methane instead of hydrogen is that, while it is cheap, it is heavier too -- my submission is over 20 kg. I pretty much deleted all my designs when patch 1.1.2 came out to start clean, so I don't have much of a default for now. But I am hoping we will come up with something on these threads to help decide lasers vs missiles.
my mainstray missile is close to the weight and delta V requirements , however I don't count it as micro and its definetly not cheap: [rant]
droptanks versions get to 17 km/s and 19 km/s.. as to your question lasers vs missiles ... it might surprise you my impression is that lasers, with the current accuracy are not effective missile defense at all, for a single ship. With two or more ships/drones things are a bit different, since you have more angles of attack. I prefer to deploy laser drones but its still a very close thing with high speed interceptions. Missile interceptors are more interesting currently since you can make them really really cheap - no armor at all. Thing is what happens if the missile cloud is mixed with laser drones that fry your interceptor missiles ? Or your attack missiles start to deploy flares in front of them ?
Thing is that the AI doesn't adapt to those things and we can't properly test them. For example if it fires droptank missiles it doesn't try to spend them before it enters combat so I can't really test how effective manuvering will be to avoid them. Flare deploying missiles are not counted as missiles so inteceptions are not precise and the AI never uses mixed formations of drones and missiles. Hell it doesn't use two types of missiles in a single salvo too...
Post by concretedonkey on Jul 2, 2017 18:00:15 GMT
thats ... weird.... no idea , a rounding error shoudn't make it that long... how does it look inside ?
Edit: Maybe one of the tanks has the same name as one of yours... I'll make a new version with renamed components... should have thought about it , probably everybody has a 100g hydrogen tank for example.
Post by concretedonkey on Jul 2, 2017 17:49:05 GMT
Edited the link, it seems the forum doesn't like it for some kind of reason, switches to blank after sending... anyway, what is the difference in the stats ? I don't think I changed anything after making the screenshot.
Post by concretedonkey on Jul 2, 2017 16:32:59 GMT
The last update made possible the creation of dumb missiles without any command module. I may be missing something but I can't seem to make them ignite their engines. I've tried launching them from missile launcers and guns with the same result.