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Post by cuddlefish on Oct 13, 2016 18:50:06 GMT
I've noticed, while experimenting with subcaliber ammunition for my cannons (consisting purely of a single 'radiation shield' of the required dimensions and material), that there's a significantly higher performance load for these items than for full caliber bullets, at the same rate of fire. Presumably the game is doing extra checks of some sort for them, as they are notionally ships rather than just bullets - would it be possible for totally inert (no moving parts, no remote control) payloads to be given whatever more simplified treatment lets bullets be used with such greater quantity without performance detriment?
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Post by beta on Oct 13, 2016 21:56:38 GMT
I'm imagining the game trying to calculate the delta of your neutron flux as 1000 "radiation sheilds" are poking angry holes through your ship ...
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Post by Dhan on Oct 14, 2016 0:04:20 GMT
The only way I see that happening is if they dumb down custom payloads to be equivalent with the default projectiles. Otherwise, I don't see how you'd be able to simplify the infinite number of projectile shapes, explosives/nukes and armor combinations you can put on custom payloads.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 17, 2016 4:15:57 GMT
A similar issue with micromissiles which use a "radiation shield" penetrator. Mostly during launch, missiles in flight have negligible performance hit when compared to other swarms of missiles. I guess I should stick a couple of grams of semtex under the penetrator to see if that mitigates it.
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Post by morrigi on Oct 19, 2016 6:57:11 GMT
I've also noticed this.
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