aiyel
Junior Member
Posts: 83
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Post by aiyel on Sept 28, 2016 19:14:06 GMT
Right now, it seems the proximity fuses are hard-coded to treat the proximity distance as being soft. That is, they'll only cook off if they've broken through that range band, but they'll wait until the moment of closest approach to actually do so. While this is useful, and in fact desired, where nukes are concerned, it is also a massive problem with frags.
My solution would be sliders for both 'soft' and 'hard' proximity distances. After all, a nuke that goes skin-on-skin isn't detonating and they make poorer kinetic wrecking balls than you might think, but you also definitely want them to go off at closest approach (with a hard limit of, say, 5 meters just to make sure they go off rather than hit and wreck themselves) whereas frags probably want a hard limit set much further out to allow the shotgun effect to work in their favor for accuracy.
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Post by darloth on Sept 29, 2016 10:17:56 GMT
Ah, so that's why my frag missiles are so poor at hitting the hot rear ends of things...
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Post by morrigi on Sept 30, 2016 1:45:06 GMT
Yeah, the proximity fuses are kind of garbage at the moment.
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Post by nerd1000 on Sept 30, 2016 11:24:01 GMT
I'd also like to have options for burst distances longer than 10000m. My 15 km/s flak coilgun needs more spread to get hits on maneuvering targets.
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Post by 314159 on Sept 30, 2016 16:03:43 GMT
Definitely seconding that. My enhanced-lethality projectiles for my coilguns are sadly lacking in the "enhanced-lethality" part for now.
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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 the_Demongod on Oct 4, 2016 2:12:34 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. If you're interested, I just made a post about this here.
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Post by blothorn on Oct 4, 2016 2:29:08 GMT
Yes---it is essentially impossible to get missiles to follow a burn-coast-burn profile unless you are moving them as a group. Another case where pause/automation would be extremely useful, and the excuse "It just simulates the difficulty of keeping up with a battle in real-time" is ridiculous. There is no way the fleet admiral is pressing an "initiate terminal phase" button for every ship launched...
And even stronger proof that the fuses are broken: they do not detonate nuclear missiles before impact (which destroys the warhead "safely"). This is not often a factor because the guidance is so bad that they rarely actually hit, but using nuclear missiles against a station is surprisingly ineffective.
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Post by ross128 on Oct 4, 2016 15:37:25 GMT
Interestingly, there is a "enable/disable delay" button on nukes, which ironically don't have much use for disabling the delay, except to manually detonate a formation that's overshooting (it's slightly better than the actual manual detonate button, because it will only detonate the ones that are in arming range). For some reason it's missing on flak missiles though, which actually could use it in order to create large flak cones.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 6, 2016 2:15:40 GMT
Aside from critical bug squashing, if there's any more to do, I think fixing proximity fuses is our most critical pressing issue. Right now flak missiles are useless and you're better off stripping the warheads and using them as KKVs
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Post by morrigi on Oct 7, 2016 1:46:43 GMT
Flak guns seem to work reasonably well, but I suspect that it's because the sheer volume of projectiles makes up for the poor fusing.
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Post by blothorn on Oct 7, 2016 20:58:20 GMT
You can also get accidentally good results in very specific circumstances if you perfectly tune your velocity and armor so that enemy lasers detonate flak at a reasonable range.
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