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Post by vegemeister on Feb 27, 2017 19:30:06 GMT
I thought I had seen this mentioned somewhere already, but I'm not finding it with Google, so... This missile has expended all 9.27 km/s of its Δv, but the closing velocity is only 4.9 km/s. The ship that launched it had a negligible relative velocity (~50 m/s). I checked the burn time with a stopwatch, and it matched the value given in the design view. So the problem is that the engine thrust is approximately half what it should be. I've seen it with drones too. It probably affects all ships in combat mode. The bug handicaps the AI, because it doesn't boost its missiles to high-velocity intercepts in strategic mode. Here's the missile, in case it has some characteristic that could be related to the problem:
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Post by underwhelmed on Feb 27, 2017 21:19:17 GMT
Working as intended... dV doesn't isn't the same as physical change in velocity.
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Post by vegemeister on Feb 27, 2017 21:28:04 GMT
Working as intended... dV doesn't isn't the same as physical change in velocity. What? Yes it is. The Δv of a rocket is how fast it would be going if it burned continuously in deep space from a dead stop until the fuel ran out. Edit: In this case, the final speed should be very close to the Δv, because the missile doesn't turn appreciably during its boost and the engine gimbal range is very small.
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Post by deltav on Feb 28, 2017 22:36:41 GMT
A missile can't use all of it's deltaV productively towards the target, no?
What about the initial launch from the ship esp with a missile with a narrow engine gimbal range? It will use up deltaV just getting pointed in the right direction perhaps a lot, only then will it be able to accelerate towards the target. The missiles don't launch in a straight line, no? A wider gimbal range will mean less Dv wasted getting oriented.
You could test this, launch the missile from your ship or drone, and pause it when the missile is pointing right at the target and is done "orienting", then see how much deltaV is really left for acceleration in the boost phase towards the target. My hunch is that the narrow gimbal range is the problem.
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Post by apophys on Feb 28, 2017 23:23:30 GMT
My hunch is that the narrow gimbal range is the problem. Turnabout time is 1.11 s, compared to a total burn time of 43.7 s. So it doesn't look like that's the case.
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Post by deltav on Feb 28, 2017 23:26:11 GMT
My hunch is that the narrow gimbal range is the problem. Turnabout time is 1.11 s, compared to a total burn time of 43.7 s. So it doesn't look like that's the case. Okay. I just think there has to be a rational nonbug explanation for this. Why just THIS missile? Lots of other missiles, and never a post about them being bugged. Also deltav to intercept can be considerable and doesn't all translate into acceleration in the right direction. Edit: Custom control module, that's the problem right there I think. Let's see the details on that please.
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Hyperant
New Member
Owner of Hyper Productions
Posts: 32
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Post by Hyperant on Feb 28, 2017 23:45:08 GMT
Actually there was another post about bugged missile delta-v's around here somewhere.
Plus basically all my missiles are affected by the same issue.
So it can't be the custom controls as i use the default.
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Post by nykoliski on Mar 1, 2017 23:05:41 GMT
This has been broken since 1.0.8. It appears that the acceleration in the combat screen does not increase as wet mass decreases and the thrust to weight ratio increases. As a result, the change in velocity is only about 1/2 of what it really should be had the acceleration actually increased correctly. I've confirmed this for any burns conducted in the combat screen, whether it is a cap ship, drone, or missile. qswitched, please take a look at this and make sure I'm not going crazy.
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Post by xenophon13 on Mar 1, 2017 23:29:19 GMT
Actually there was another post about bugged missile delta-v's around here somewhere. Plus basically all my missiles are affected by the same issue. So it can't be the custom controls as i use the default. I think I saw the post you're talking about, and iirc the issue is that the game isn't registering the increased acceleration that should come from the missiles getting lighter as their propellant tanks are emptied.
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