elukka
Junior Member
Posts: 73
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Post by elukka on Apr 5, 2017 4:36:16 GMT
I thought it was as simple as this: When an enemy comes within the maximum set range of one of a ship's weapons, combat commences. It doesn't seem to work like this anymore, and the behavior looks inconsistent enough that I have no idea what is really happening. A lot of the time missiles in particular spawn right next to the enemy ship even if it has a weapon set to 1000 km range.
I'm trying to test my missiles and I can't really do that properly since my high speed kinetics tend to spawn 4 seconds from impact. Being able to control the range is pretty important for many other applications too. I think the ideal solution would be to just set combat range on a ship-by-ship basis, particularly so that missiles could enter combat based on their own needs, not that of the enemy. (it's kinda weird that a ship with short ranged weapons is essentially immune to high speed missiles) In the meanwhile, though, is there a way to deal with this?
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Post by n2maniac on Apr 5, 2017 4:58:32 GMT
I, too, have been noticing this. Is qswitched aware?
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Post by AdmiralObvious on Apr 5, 2017 6:25:15 GMT
When we're talking about missiles, I think the cross section accuracy formulas are taken into account, regardless of range on weapons, so for example a railgun might be able to shoot cap ships at 100 km, but only able to hit a drone or missile at 5 km due to a "bendy" gun.
It's entirely possible lasers work this way too, so instead of a laser trying to kill a drone with 5 watts of power, the game will probably only actually simulate combat when the lasers can do meaningful damage. Such as in the Kw range, or MW range.
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Post by RiftandRend on Apr 5, 2017 8:23:13 GMT
Look at your fleet in the tactical view and the range works correctly. I assume the same goes for the enemy fleet.
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Post by dragonkid11 on Apr 5, 2017 9:10:40 GMT
When your weapon has 1000 kilometers range, playing in sandbox will cause glitches like what you described because the enemy spawns inside your range, causing the game to bug out and not care about your longest range weapon.
At least that's my theory.
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Post by zuthal on Apr 5, 2017 10:01:40 GMT
I would set the minimum for engagement range for missiles at least to the missile's boost range - i.e., assuming the enemy does not accelerate, make it v*t+0.5*dv*t. where v is the closing velocity, dv is remaining missile delta-V and t is remaining missile burn time. So, for example, a missile coming in at 3 km/s, that has 2 km/s of delta-V and 20 seconds burn time left, should start at least 50 km away from the enemy ship.
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Post by vegetal on Apr 5, 2017 15:54:10 GMT
Intercepts have been bugged for a while now, to be honest. Yesterday I was playing with sandbox, and a missile group the enemy sent my way never managed to intercept. It would encounter my ship on the map, occupy the same spot, and it's trajectory line would get all crazy, but no intercept. If I begin a trajectory in this situation, sometimes the enemy intercept works, but the missiles will spawn right next to me.
On the same situation, my missiles would sometimes spawn right before impact on the enemy ship, missing completely, and other times spawn 1Mm away as they should (enemy has a laser). The intercept system is all fucked up in my opinion.
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