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Post by themohawkninja on Nov 10, 2016 4:49:18 GMT
I was messing around with my high yield nuclear missiles, and upon intercepting a couple of stock corvettes, found that the intercept had started with the missiles already at the targets. Below are two images showing the bug, and how all the missiles are on a single plane as is consistent with the initial spawn-in for an intercept. P.S. On a slightly more serious note regarding missile intercepts, I have found on multiple occasions that these same missiles intercepting the same type of ship (the stock corvette), despite only having around 1.3 km/s of dV, have intercepted at over 100 km and also at times over 500 km away. The OP case with a "point blank" intercept has only happened once so far, so this might be a one-off event, a statistically far lower chance of happening than an absurdly far away distance, or I need to run more intercepts to get a better idea of which incorrect intercept distance has a higher occurrence.
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Post by jaberwo on Nov 10, 2016 10:48:20 GMT
Also happened to me once.
I think it was caused by two missile waves in quick succesion. One engaged, closed in, was mostly shot down, but took about the same time the other wave needed to close in. With the difference that the other wave was "in another dimension", i.e. in the strategic map. When the first intercept ended, it was right on top of the enemy fleet and combat immediately started again.
This time with 4 capital ships embedded in a matrix of nukes, which I lighted up simultaneously.
If that is not what happened here, then the two cases might be something different or my explanation is not right. Could simply be a bug of course. In any case, the thread should be moved to technical support I think?
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Post by qswitched on Nov 10, 2016 20:26:56 GMT
Sounds like a bug. I'll move this to the technical support forum.
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Post by lieste on Nov 10, 2016 20:35:19 GMT
I'm seeing some intercept oddities - such as the plotted intercept point being on the far side of the target with a 'kink' at the target range when performing a elliptical phasing burn - makes it very hard for the missiles to perform their intercept.
Ship-ship combat works well with the new intercept information though, with repeated near-max range intercepts without violating enemy weapon range being possible to set up.
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Post by lieste on Nov 12, 2016 22:29:21 GMT
This was a fleet that was very difficult to set up subsequent intercepts for... and when they did occur there was a large "step" in the position of both fleets at the moment of intercept. Looks buggy, though it may only be in the conversion to the local frame of references as the same geometry didn't appear significantly distorted in the system frame. Sandbox mission, Solar ties preset, modified to use Saturn and player custom fleet. Fleet 6 ships with 8mm railgun and violet lasers (stock) on custom hulls, but with minimal excess delta-v (4km ish), so re-engagements were 20 day long shallow offsets to the orbits, with near max range passes intended at minimal closing rates. Attachment DeletedThe initial intercept was simple to set up, but re-engagements of the drone fleet and survivors (2 fleets of: 1 corvette derelict and 1 cutter) were not possible to arrange using the close-pass method, and displayed this large kink on a 'plotted intercept' mode.
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Post by Drahkan on Nov 15, 2016 22:17:33 GMT
Are you sure this wasn't caused because stock Corvettes have no lasers on them, and so engagement range is determined by the max distance that they can shoot at the missiles which, given missile cross-sections, is probably really close? I use the Gunship as my standard test ship for throwing missiles at, and - if I'm testing multiple waves of missiles - as soon as I destroy its lasers then subsequent engagement range suddenly becomes really close.
...but even if that's true, there should still probably be "padding" added to engagements not involving lasers, since the Corvettes for instance have flares and/or so players can try different defensive tactics against incoming missiles (Ignore Range, launch some missiles and/or drones of your own, etc.)
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Post by themohawkninja on Nov 22, 2016 1:20:04 GMT
Are you sure this wasn't caused because stock Corvettes have no lasers on them, and so engagement range is determined by the max distance that they can shoot at the missiles which, given missile cross-sections, is probably really close? I use the Gunship as my standard test ship for throwing missiles at, and - if I'm testing multiple waves of missiles - as soon as I destroy its lasers then subsequent engagement range suddenly becomes really close. ...but even if that's true, there should still probably be "padding" added to engagements not involving lasers, since the Corvettes for instance have flares and/or so players can try different defensive tactics against incoming missiles (Ignore Range, launch some missiles and/or drones of your own, etc.) No, because I've used these missiles on the stock corvette many times, and only once did it appear at point blank range. As I mentioned in the OP, sometimes the missiles were appearing very far away instead.
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