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Post by deltav on Jan 17, 2017 8:24:15 GMT
Made a bunch of user ship designs that included Decoys, but in wargames with them they do not use the decoys ingame. Anyone else have this problem? Anyone know how to fix it?
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Post by dragonkid11 on Jan 17, 2017 9:41:20 GMT
.....You should post this in technical Support instead.
But anyway, make sure you flare is burning brighter than your ship and make sure the launcher has enough power.
Sometimes the AI won't launch even when missiles are about to hit them for some reasons, there really aren't any proper solution to fix this.
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Post by bigbombr on Jan 17, 2017 9:46:59 GMT
Using the checkbox 'target munitions' should help. But normally, this shouldn't be needed. Check if your launcher has enough power (beware multiple modules drawing power and depraving your launcher of power). If you have sufficient power, and you have ammo for the launcher, this is a bug and should indeed be posted in the technical support tread.
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Post by bdcarrillo on Jan 17, 2017 21:42:24 GMT
Flares don't seem to launch at drones, which may explain what's happening to you.
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Post by deltav on Jan 18, 2017 20:25:38 GMT
Flares don't seem to launch at drones, which may explain what's happening to you. Thanks but that's not what I mean. Just want the ships I've created with Decoy launchers, to shoot off their Decoys when missiles come in the area just like the stock designs do. So far no matter what I seem to do, my user created ships will not automatically launch decoys in response to missiles when controlled by A.I. the way stock designs do. Hope this is more clear.
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Post by bdcarrillo on Jan 18, 2017 21:32:39 GMT
Screenshot it and repost under technical support?
Module details and view in tactical mode?
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Post by deltav on Feb 13, 2017 1:25:45 GMT
I figured it out. It seems that if the output of your flares is too low compared to your total "engines on" output, the flares won't launch (on self designed ships under AI control). Once I started making megaflares with a larger output than my ship, problem solved. Attachments:
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Post by bdcarrillo on Feb 14, 2017 13:10:46 GMT
Hmm, good to know! Looks like we can't blanket a large area with small flares to distract missiles.
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Post by deltav on Feb 14, 2017 23:15:44 GMT
bdcarrilloWhen I tried it, multiple small flares don't seem to work as well as big flares. Still working on it. It seems like flares are a bit ignored on the board, but they have so much potential. I'd love to see what others have tried.
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Post by bdcarrillo on Feb 15, 2017 4:23:24 GMT
bdcarrilloWhen I tried it, multiple small flares don't seem to work as well as big flares. Still working on it. It seems like flares are a bit ignored on the board, but they have so much potential. I'd love to see what others have tried. There's probably a minimum density of small flares required to confuse missile sensors by making the target appear very large or appear to move. Without knowing more about the missile sensors themselves, it's hard to design a good counter measure. The current premise is that they'll chase the hottest thing, which represents a simple, diluted version of reality. Take a look at passive infrared countermeasures on modern military aircraft, and then follow that to how IR sensors actually work. Neat background info.
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Post by deltav on Feb 16, 2017 11:40:32 GMT
I've been trying flare coilgun rounds but they don't work at all, too small. So then I tried flare missiles (with 820 MW flares that burn for 1 minute) and they are it! I even tried a huge swarm of nuclear missiles (1000) devastators, and they all blew up over 10 km away. I think I am in love! It took about 10 of these or so to destroy 1000 devastators which is very cost effective. It needs work to make it smaller/cheaper/better though. It seems like the further away you can get the flare to intercept the missiles, the smaller/weaker the flare can be and still "work".
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Post by bdcarrillo on Feb 16, 2017 15:48:38 GMT
Oh geeze, I think we overlooked how hot things look as a function of distance.
Once we apply that principle, it makes much more sense that a small flare close to the enemy missile can appear hotter than your ship off in the distance.
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Post by bdcarrillo on Feb 19, 2017 18:20:30 GMT
As a weight comparison, we could fling an entire reactor running at 2500k and the associated radiators for less mass than the conventional chemical flares could achieve.
I did try making a drone that pops out flares, but for some reason deploying the first flare destroys the drone. The same flare dispenser on a cap ship doesn't do any damage. Heck, if I pop out a drone then immediately launch a flare, it'll damage the mother ship. Something funky is going on
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Post by deltav on Feb 19, 2017 18:46:34 GMT
As a weight comparison, we could fling an entire reactor running at 2500k and the associated radiators for less mass than the conventional chemical flares could achieve. I did try making a drone that pops out flares, but for some reason deploying the first flare destroys the drone. The same flare dispenser on a cap ship doesn't do any damage. Heck, if I pop out a drone then immediately launch a flare, it'll damage the mother ship. Something funky is going on Yeah someone else suggested that to me, I need to make it happen. It makes sense though, it's like the Nuke vs TNT effect. We are using a nuclear flare instead of a fuel flare. Right now I'm working on guns/coilguns, but when I get back to flares Time to make some nuke flares. ------------------------------------------------------------------------------------------ What's the launch speed on that flare launcher? I noticed the launchers are very touchy. If it's slow esp under acceleration, they don't clear the ship. Too fast and they hit another ship in the fleet. Can you screenshot your stats on the flare launcher? Just curious.
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Post by bdcarrillo on Feb 20, 2017 1:38:03 GMT
Turned out to be slow acceleration... the drone was banging into the flares.
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