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Post by tepidbread on Oct 18, 2018 4:38:30 GMT
I am still having issues where my 10 km/s flak missiles seems to entirely pass through the target without damaging it. The cloud of flak disappears and reappears on the other side of the ship. Why am I seeing so many high deltaV designs when the game appears to be limited by refresh rate?
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Post by asslord on Oct 18, 2018 9:32:20 GMT
Very helpful thread, thanks.
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Post by AtomHeartDragon on Oct 18, 2018 9:39:15 GMT
For radial engines you can at best get self-intersection errors this way. nah: Have you tested it? I think it might run into some balance issues.
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Post by smithblack on Oct 18, 2018 21:10:04 GMT
Haven't used the guide yet, but it looks extremely useful. What are the differences between making effective guidance for typical gimballed missile and an RCS based one? Apart from ubiquitous vernier overshoot issue (which alone is a big 'but') RCS could in principle make missiles easier to guide by separating rotation and acceleration. When it comes to AI differences, I would expect damping, and thus precision, may be able to be set much lower on a RCS missile, simply because the engines are smaller and thus less sensitive to being stuck on. Make sure if you go this route you place thrusters near both the nose and tail though; otherwise unbalanced thrust encourages the main engines to come on more often. I honestly don't have enough experience with RCS designs to say more than that. For those thinking about the RCS route: One of the obvious main advantage of separate RCS is, normally, that you can reorient without turning on your main engine and wasting a lot of fuel. Unfortunately, the AI doesn't know how to do this. For some reason, when the AI decides it needs to reorient and thrust, it turns on the main engine whether it is needed or not, someone negating this advantage. This still leaves precision gains to be made, however.
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Post by smithblack on Oct 18, 2018 21:15:09 GMT
I am still having issues where my 10 km/s flak missiles seems to entirely pass through the target without damaging it. The cloud of flak disappears and reappears on the other side of the ship. Why am I seeing so many high deltaV designs when the game appears to be limited by refresh rate? The game has some sort of subtick flak detonation system which I don't entirely understand but which seems to work sometimes. Regarding flak passing through your enemy ship, that is likely a symptom of one of two things. I believe, though I could be wrong, the game tends to draw flak "tracer" lines through ships, even if the physics object is stopped by armor. It is possible that armor is stopping your flak; try firing at paper thin tin armor spaced out by a meter and see if it does ANYTHING. Second, you might not be producing enough flak that is heavy enough. I think the game will make flak tracers out of things like aerogel casings which won't actually do anything to a target. Again, moving the hard range in closer might help.
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Post by jtyotjotjipaefvj on Oct 18, 2018 22:44:35 GMT
For those thinking about the RCS route: One of the obvious main advantage of separate RCS is, normally, that you can reorient without turning on your main engine and wasting a lot of fuel. Unfortunately, the AI doesn't know how to do this. For some reason, when the AI decides it needs to reorient and thrust, it turns on the main engine whether it is needed or not, someone negating this advantage. This still leaves precision gains to be made, however. You can prevent this by having an ungimballed main engine. If it still keeps burning during turns, your damping parameters might be too high. I haven't had these issues with any RCS design at least.
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Post by airc777 on Oct 21, 2018 22:38:18 GMT
How optimize flack yield? What is shrapnels effective range?
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Post by gyratron on Jan 12, 2019 18:05:32 GMT
I've noticed that for pure kinetic missiles with no warhead, if they hit the target between about 3-6km/s relative velocity they don't register a hit at all and just pass straight through, it's only once they get past 6km/s that they start doing the damage you would expect. Once you get past 6km/s it's fine and the game registers hits at even as high as 35km/s. Has anyone else encountered this?
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