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Post by David367th on Jun 29, 2017 16:37:35 GMT
This is a really odd trajectory calculation when ships intercept at high velocities. In this case, missiles are flying at 14km/s in relation to their Escort Carrier Target. Somehow the game makes them teleport ahead of the target and fly by. Shown are the various differences in the trajectory, the farthest behind the target, and the farthest ahead. I've seen this sort of thing since I've owned the game, all the way back in november or so. imgur.com/a/b6xzB The slightly darker line are the drones that launched the missiles, context is that I'm testing MPD boosted blast launchers in order to increase the dV of short range flak missiles. It works well if I can get an intercept. Edit: Figured out how to use shadowplay and got a gfycat link: gfycat.com/FarEdibleAfricanharrierhawk
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Post by Enderminion on Jul 21, 2017 3:27:36 GMT
looks like it bounced
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Post by lieste on Aug 16, 2017 13:47:54 GMT
Yes see this frequently with 'failure to intercept' during closest approach plotting. If a 'far side' intercept can be set up, it will permit an engagement during the flyby on the near side, otherwise the intercept fails even if a closer pass can be arranged. Example situation (100km range vs missile fleet with railgun - note intercept range and low velocity - overview and intercept detail, with no vertical error and focus on the tgt fleet). Final intercept geometry was a closing approach on the nearside at 100km and low velocity, as I would expect, but obtaining any intercept at all was difficult.
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Post by jtyotjotjipaefvj on Aug 16, 2017 21:23:07 GMT
I can confirm that this happens all the time with >10km/s velocities. It seems like the high acceleration causes numeric issues with the simulation. I've gotten ships up to 100 km/s by spending less than 10 km/s dv on a single burn.
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