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Post by zuthal on Apr 5, 2017 10:10:57 GMT
Bug description: When burning towards a non-accelerating enemy in combat view, the increase in closing velocity (as shown on the rangefinder, and calculated from the distance and time to intercept) is only ~half of the delta-V burned (as shown in the list of ships). Example pictures: With a capship: ~100 m/s of delta-V were burned, resulting in a ~50 m/s increase in closing velocity. With a missile: ~1 km/s of delta-V was burned, resulting in a ~500 m/s increase in closing velocity. How to reproduce: In a sandbox, set up a target that is either a station or a ship with minimal acceleration, and no weapons. Take a ship (preferably one with high acceleration) and get a minimum-velocity intercept. Set the ship to "homing" mode, and watch the delta-V display and the relative velocity display. System information: CoaDE 1.1.0 on Mac OS X 10.9.5 Mid 2012 13" Macbook Pro 2.5 GHz Intel i5 Quadcore 16 GB RAM Intel HD 4000 Integrated Graphics Chipset
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Post by RiftandRend on Apr 5, 2017 10:28:25 GMT
I suspect that you might be losing some Delta-V to the AI's twitchy overcorrections though that's not enough to fully explain it.
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Post by zuthal on Apr 5, 2017 10:35:02 GMT
The nozzle was staying nearly perfectly straight - and that would lose even less delta-V with the missiles, as those use differential thrust.
And you are right, cosine losses are by far not enough to explain the loss - a loss of 50% would require the thrust vector to be pointed at 60° to the velocity vector, on average.
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Post by goduranus on Apr 5, 2017 13:38:37 GMT
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Post by morrigi on Apr 21, 2017 7:20:49 GMT
Yeah, this has been a problem for awhile now. Much more noticeable on missiles and drones.
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Post by newageofpower on Apr 22, 2017 5:33:18 GMT
It seems as if the game engine is not updating the decreased mass as ships spend remass.
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Post by Enderminion on Apr 22, 2017 11:22:07 GMT
happens before that becomes serious newageofpower, also I think it does
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