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Post by lorentz99 on Oct 9, 2017 16:51:00 GMT
I have built a big, warheadless, armored missile in order to experiment with anti-kinetic armor schemes. I have deployed it around Europa (the asteroid) against a Corsair. I went for intercept. The autointercept made a bad intercept, with flyby coming in 55 hours, and my ship speeding 'sideways' with about 1.4 km/s. I oriented the missile 'nose forward', and waited. My armor survived the few shots the enemy had the time to fire, so after it said 'enemies are moving away', I have decided, that the experiment was concluded, and went back to orbital view. However, I have noticed that there is remaining dV, and a 'can intercept' marker at 0s. I clicked at it, barely noticed the 'pm/s' and micrometer values in intercept details, and hit 'Run Turn'. Then shit happened: As you can see, my missile is fully intact, and had buried itself into the enemy ship. After I unpaused , it was destroyed, while causing light damage to the Corsair. I could replicate this thing one more time, and at the third time, I got this on the first intercept. Since in the meanwhile I have built in the stock 2MT nuke into the missile, I could punch a fairly big hole into the corsair. What is the cause of this? (What program do you use to view text data files of the game?) EDIT: I could replicate this on a gunship, and tear it half with more internal nuking, but never around other celestials.
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Post by jtyotjotjipaefvj on Oct 9, 2017 17:20:23 GMT
Intercept mechanics seem to work quite poorly in general. Intercept ranges vary wildly and ships seem to forget they have long-range missile launchers after one combat with the same fleet setup. Sometimes you can start combat already having passed the enemy, or with ridiculously high relative velocities. I've seen intercepts with over 100 km/s relative velocity using 10 km/s dv missiles. I really wish we could get a patch for these issues but it's starting to look like the game's pretty dead so I won't hold my breath.
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utilitas
Junior Member
I can do this all day.
Posts: 59
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Post by utilitas on Oct 9, 2017 19:42:38 GMT
Missile intercept mechanics are pretty horrible in general. They never engage properly. As far as I am aware, they are based off of some internal value based on the combined explosive energy of your missile. So, any low payload missile is going to start way too close (or, in this case, inside the goddamned ship). Maybe that internal value is updated only when you remake the launcher, so when you've updated the missile with a nuke, it still kept the intercept range of the warheadless missile and therefore telefragged the ship.
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elukka
Junior Member
Posts: 73
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Post by elukka on Oct 9, 2017 22:55:07 GMT
They only seem to have gotten more broken over time. You used to be able to mount a laser small enough to be irrelevant on the target ship to force combat to start a certain range but it doesn't work anymore. Haven't actually found any way to make high speed missiles work properly now. Really ought to be able to just set the range a missile initiates combat at.
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Post by The Astronomer on Oct 10, 2017 1:28:38 GMT
Mods, put this in Technical Support please.
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Post by apophys on Oct 10, 2017 15:50:33 GMT
Mods, put this in Technical Support please. There is only argonbalt ; you should go ahead and tag him, as he may not read this otherwise.
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