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Post by newageofpower on Dec 18, 2016 6:52:54 GMT
Unturreted lasers appear to be completely ineffective; the weapon locks on the target for perhaps a fraction of a second before the drone overleads the target and drifts off again. An entire constellation of killsats can't even maintain a bead on the target. qswitched this seems to be an artefact of overcompensating drone/missile AI.
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Post by Dhan on Dec 18, 2016 7:27:37 GMT
Quick bug report:
Pausing in combat and exiting to fleet design or menu while paused will keep the game paused apparently (paused text is on screen in the sandbox/campaign planner as well as in the editor) and renders the editor unusable. To fix it you have to load into a new sandbox mission (or a campaign mission, I presume) - don't need to actually enter combat to fix, just load into the tactical screen.
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Post by dragonkid11 on Dec 18, 2016 8:06:51 GMT
Unturreted lasers appear to be completely ineffective; the weapon locks on the target for perhaps a fraction of a second before the drone overleads the target and drifts off again. An entire constellation of killsats can't even maintain a bead on the target. qswitched this seems to be an artefact of overcompensating drone/missile AI. Repeat the attempt with super tiny and weak direction thruster?
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Post by Dhan on Dec 18, 2016 8:46:54 GMT
Quick bug report number 2:
Adding external fuel tanks does not update the craft's delta V if they contain fuel that the craft does not use. The acceleration, turnabout time and mass are all correctly updated though.
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Post by cuddlefish on Dec 18, 2016 8:51:15 GMT
I'd assume that's a craft-builder display bug - there's a lot of things where the in-play calculators appear smarter than the generator ones, possibly to save on processing times when you make changes.
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Post by concretedonkey on Dec 18, 2016 10:33:56 GMT
Is it just me or the NEFPs got a significant boost too ?
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Post by mmmfriedrice on Dec 18, 2016 16:08:09 GMT
Has anyone gotten the fuses/timers to work yet? So far, removing the remote control from my unguided shells still causes them to fail to detonate. What do I need to do other than setting the parameters on the payload? Is there a "don't use the RC" checkbox somewhere, or a "fuse module" that I'm missing? Fuses will only detonate if the target is within the expected dispersion cone. Increase the length of the bomb or just bump up the explosive mass. Extremely high velocity will reduce the effective cone diameter at the same detonation distance. Has Qswitched explained what determines how long flak is simulated?
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Post by ross128 on Dec 18, 2016 16:22:56 GMT
There's three problems with that theory:
1: They detonate just fine as long as the RC unit is on there.
2: I was using nukes, they do damage in a sphere.
3: They were impacting the target without detonating, so I'm pretty sure they were on-target.
The patch notes indicated that we can use fuses without the RC unit now. So the question is... how?
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Post by newageofpower on Dec 18, 2016 17:07:01 GMT
Repeat the attempt with super tiny and weak direction thruster? I am using a freaking 20mg setup with MPD! How much weaker do you want a combat drone to get?!
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Post by mmmfriedrice on Dec 18, 2016 17:22:19 GMT
There's three problems with that theory: 1: They detonate just fine as long as the RC unit is on there. 2: I was using nukes, they do damage in a sphere. 3: They were impacting the target without detonating, so I'm pretty sure they were on-target. The patch notes indicated that we can use fuses without the RC unit now. So the question is... how? Huh. Retested and behaviour matches what you're reporting.
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Post by themohawkninja on Dec 18, 2016 18:37:15 GMT
Has anyone gotten the fuses/timers to work yet? So far, removing the remote control from my unguided shells still causes them to fail to detonate. What do I need to do other than setting the parameters on the payload? Is there a "don't use the RC" checkbox somewhere, or a "fuse module" that I'm missing? There is an "Override Timer" slider beneath the "Minimum Range" slider. You still need RC units if you want to have proximity fuses.
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Post by kjakker on Dec 18, 2016 20:16:56 GMT
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Post by n2maniac on Dec 18, 2016 20:59:58 GMT
Patch 1.0.8 is out! - Added targeting sensor inaccuracy to all weapons fire based on sensor diffraction limits. Has little effect, except at extreme ranges (hundreds of km). RIP doom lasers? I think? At least they suddenly got very ineffective against small anti-laser armored nukes.
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Post by nykoliski on Dec 18, 2016 21:43:01 GMT
Has anyone had an issue with the dV expended on your missiles not matching the velocity increase in the combat screen since the update? I just tested my go-to 10km/s NTR missile against a stationary target in the combat screen and the missile only accelerated up to 6.12km/s when the tanks went dry even though the starting fuel was at 10.0km/s. I could literally watch the dV meter on the left decreasing faster than the velocity vector on the right was increasing.
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Post by Dhan on Dec 18, 2016 23:29:44 GMT
Got another bug to report. If you detach the external tanks with fuel remaining in them while the engine is running, your main fuel tanks do not use up any reaction mass while keeping the engine running.
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