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Post by dragonkid11 on Oct 12, 2018 15:18:03 GMT
I believe that there's a bug in the system that has heavily affected flak payload since a few updates ago.
When doing test on a methane tanker, I found the majority of flak payload explosion simply phased through the tanker, doing barely any damage at all despite that it exploded at point blank range.
This effect has apparently affected flak payload performance on armored vessel from a couple updates ago too. I initially thought it was that the game no nothing support multiple payloads in a single unit, but then I realise it might be the fault of this bug instead which reduce the effectiveness of my flak missiles and bombs significantly.
Big flak payload simply doesn't work well now unless it was being spammed in numbers and even then it might not be enough.
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Post by tepidbread on Oct 12, 2018 17:02:37 GMT
I believe that there's a bug in the system that has heavily affected flak payload since a few updates ago. When doing test on a methane tanker, I found the majority of flak payload explosion simply phased through the tanker, doing barely any damage at all despite that it exploded at point blank range. This effect has apparently affected flak payload performance on armored vessel from a couple updates ago too. I initially thought it was that the game no nothing support multiple payloads in a single unit, but then I realise it might be the fault of this bug instead which reduce the effectiveness of my flak missiles and bombs significantly. Big flak payload simply doesn't work well now unless it was being spammed in numbers and even then it might not be enough. I have seen something similar. What speed was the flak going. I was having issues with my 10 km/s flak missiles (I removed the flak from them and made them simple kinetic projectiles). I am wondering if it is a limitation on the game update speed.
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Post by AdmiralObvious on Oct 12, 2018 19:12:57 GMT
It's almost certainly due to the simulation tick rate. I've been playing a bit of From the Depths recently, you tend to get similar issues in that game too with high velocity projectiles, and both games are built (seemingly) in Unity.
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Post by dragonkid11 on Oct 12, 2018 20:32:17 GMT
It seems like that for flak to work, you need the fragments to hit something in one simulation tick or else it might as well be firework.
Which mean that your fragments need to travel X distance in 33 ms in order to damage something.
Essentially, divide the interception speed by 30 and your flak have around that range to damage.
...Which would have been nice to know when a certain someone was trying to make flak spread out fragments to serve as anti missile defense.
But the problem is even with these behind the scene rule known, most fragments still somehow doesn't work at all and phased through enemy ship.
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Post by jtyotjotjipaefvj on Oct 13, 2018 8:34:06 GMT
It's almost certainly due to the simulation tick rate. I've been playing a bit of From the Depths recently, you tend to get similar issues in that game too with high velocity projectiles, and both games are built (seemingly) in Unity. CDE is not built on unity, it's written in C++ and seems to use its custom engine.
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Post by Dhan on Oct 18, 2018 17:53:50 GMT
And here I thought I had some super armor and radiator setup
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