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Post by jaberwo on Nov 6, 2016 1:39:41 GMT
First: Awesome game/simulation! Just what I was dreaming of.
Now to my problem:
In the last mission I had a few 100 m/s intercept with the enemy fleet and started sending nukes. First wave disabled the enignes on one laser equipped craft which left the formation. Further nukes startet to "intercept" it, while actually moving many km past it or even moving away. Combat could not be stopped, so when it was over, other waves of nukes had passed through the main fleet.
Further attempts to get the nukes to intercept the real target failed until the capital ships intercepted the main fleet prematurely. I launched all remaining nukes and put them on broadside (only weapons on the front though). Then the nukes started to fly 90° to the "axis of combat" roughly into the direction of the lone laser ship, as did the capital ships. All commands (reorient, move, stop) were ignored. The enemy fleet launched drones which also flew to the side, but their weapons hit me, perhaps just due to them being mounted on the side.
Probably not too helpful a bug report in this form, but maybe others will encounter something similar.
Wish I could quicksave to reproduce it ...
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Post by jonen on Nov 6, 2016 1:55:43 GMT
The laser ship was most likely still the hottest object on the field even with the laser disabled (reactor and radiators still online), so it drawing missiles isn't odd. The missiles would likely be a lost cause - sending a few out to try and kill the laser while holding the rest in reserve for once it's dead would be the best bet.
And the enemy drones probably turned to face as they passed you.
If your capitol ships were tracking the disabled enemy laser ship, you'd want to prioritize one (or all) of the other combatants to get them to focus on that. Mind you - if the enemy is launching drones, this will make your ships ignore the drones unless you prioritize them. Thrusting sideways often happens to try and kill lateral velocity when trying to approach into engagement range... And the plot tends to get messy when one or both fleets start scattering and getting all sorts of different vectors, may lead to confused maneuvering - trying to burn through and out of range (or, if you've got enough speed to take you clear already just coast to preserve deltaV), to re-engage can be a viable option.
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Post by jaberwo on Nov 6, 2016 2:13:06 GMT
Thanks for your quick reply Rereading my post I realize that I was not clear on not being in tactical mode when I started sending nukes. The Problem in the first paragraph might only be that the missiles touched the engagement range of the disabled ship at a bad point in time, initiating combat and causing the actual relevant intercepts to not play out. The laser ship was not present anymore in the tactical capital vs. capital engagement. There was nothing in the direction my ships faced and the missiles flew. The initial vector in the map pointed straight at me. If the ships had only tracked an off axis target, then they would have responded to my stop command, but they did not shut down their engines.
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Post by jonen on Nov 6, 2016 3:50:01 GMT
Right. Engagements (once unpaused) happen in realtime, and anything on the maneuver screen will continue to move, so any intercepts that'd happen while in combat will not occur. Some engagements (when one party has long engagement range) may still be possible - though it may be that you end up closer than expected, or heading away from the enemy or various other possible variants.
But if I got what you're saying correctly - yeah, definitely, sounds weird. Not sure there's enough data to actually figure out what's up though.
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Post by jaberwo on Nov 6, 2016 14:42:27 GMT
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