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Post by geraldmonroe on Sept 23, 2016 21:20:23 GMT
Essentially the maneuver I'd want to do with the nuclear missiles you get is to spend about 2/3 of their delta V headed for where the enemy ship will be in orbit at the time of a high speed intercept.
I had a lot of trouble with the controls. Even dragging the mouse off screen (I wanted to burn up at least 400 m/s) I would only get a vector with 11 m/s or so. The AI has no trouble with such a maneuver and will happily launch it's nuclear missiles headed right for you with a time to intercept in the near future.
Are there some additional trajectory controls somewhere?
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Post by cardshark on Sept 23, 2016 22:44:02 GMT
I had exactly the same problem. 11m/s cost trajectory was all the interface let me have to intercept the target.
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Post by argonbalt on Sept 24, 2016 0:36:59 GMT
Essentially the maneuver I'd want to do with the nuclear missiles you get is to spend about 2/3 of their delta V headed for where the enemy ship will be in orbit at the time of a high speed intercept. I had a lot of trouble with the controls. Even dragging the mouse off screen (I wanted to burn up at least 400 m/s) I would only get a vector with 11 m/s or so. The AI has no trouble with such a maneuver and will happily launch it's nuclear missiles headed right for you with a time to intercept in the near future. Are there some additional trajectory controls somewhere? You might want to check out Multi-axial thrust manipulation in the options menu, it is a little more dynamic and fine tuning oriented
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Post by qswitched on Sept 24, 2016 6:12:55 GMT
I had a lot of trouble with the controls. Even dragging the mouse off screen (I wanted to burn up at least 400 m/s) I would only get a vector with 11 m/s or so. The AI has no trouble with such a maneuver and will happily launch it's nuclear missiles headed right for you with a time to intercept in the near future. This sounds like a bug, you should be able to use up all of your delta-v on any given maneuver. Is there a specific repro you can get on this, I'm having trouble getting one?
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Post by cardshark on Sept 24, 2016 13:01:21 GMT
Well it seems we have difficulties to handle the interface, then. Here's how I do it. -Select the missile fleet -Create a new maneuver -Order a burn to lower it to the target's orbit -I get the three options "Match orbit" "Flyby" "Intercept" when my trajhectory skirts the target's orbit -I select intercept -Cost of the maneuver is super low and i see no way to give an order to the missiles like "burn 3/4 of your delta-V to get to target best speed brachistochrone-ish and keep the rest for final approach" or anything like that.
Are we missing something?
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Post by plastic1d3 on Sept 26, 2016 5:30:32 GMT
The easiest way to get that high speed burn seems to be to get an intercept with a lot of distance between you and the target in the battle mode, and set the missiles to home in with the terminal fuel saving option.
I spent like 10 tries in Orbital Fallout trying to get fast intercepts in maneuver mode, but the missiles tend to not intercept dead on, and run themselves out of fuel/miss trying to correct for that.
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Post by shiolle on Sept 26, 2016 6:44:49 GMT
I have pretty much used high speed intercepts with groups of 5 striker missiles (could be reduced to fours). Setting them up is easy: 1. Use green handle to increase your speed towards the enemy until you've spent ~60% of missiles deltaV. You will see them impacting Eros. 2. Use red and blue handles to aim them at the target. At this point their trajectories look like a straight line. You don't need to use intercept or flyby options. Instead I tweaked the trajectory until I get the intercept icon inside a diamond (like on screenshot below). That means that your missiles will enter combat range without further burns. But that doesn't mean they will be in good position. 3. Focus on the target and zoom in like in the screenshot below. Tweak you trajectory until intercept icon is very close to target's estimated position (mouse over intercept icon to see that). Remaining deltaV should be enough for combat maneuvers.
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Post by bletchleygeek on Sept 26, 2016 6:46:06 GMT
Well it seems we have difficulties to handle the interface, then. Here's how I do it. -Select the missile fleet -Create a new maneuver -Order a burn to lower it to the target's orbit -I get the three options "Match orbit" "Flyby" "Intercept" when my trajhectory skirts the target's orbit -I select intercept -Cost of the maneuver is super low and i see no way to give an order to the missiles like "burn 3/4 of your delta-V to get to target best speed brachistochrone-ish and keep the rest for final approach" or anything like that. Are we missing something? That's exactly how I approached this mission. argonbalt up the thread mentioned a "multi-axis thrust trajectory" - I am not sure what he was referring to.
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Post by plastic1d3 on Sept 26, 2016 7:05:16 GMT
You can also set the target ship as the frame of reference, it makes estimating how much you need to lead easier.
Multi-axis trajectory is a setting which allows you to change a burn on 2 axis at once, which can help set up tricky maneuvers more easily.
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Post by bletchleygeek on Sept 26, 2016 8:44:18 GMT
You can also set the target ship as the frame of reference, it makes estimating how much you need to lead easier. Multi-axis trajectory is a setting which allows you to change a burn on 2 axis at once, which can help set up tricky maneuvers more easily. Could you post an screenshot showing the option is/can be accessed? I am AFK and totally missed it
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Post by cardshark on Sept 26, 2016 12:50:01 GMT
Select the target and make them your frame of reference. You WON'T understand anything about the trajectory of your missile fleet in regards of the target. It's a mess, very hard to visualise mentally. But you just have to tweak all three axis of your burn to intersect the target's position (which stays fixed in relative terms when selected as frame of reference)with burning all the dV you want. I suggest you to have a look at this video to understand the point of doing so. www.youtube.com/watch?v=20ghskD_8Cg
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Post by bletchleygeek on Sept 26, 2016 13:31:14 GMT
Select the target and make them your frame of reference. You WON'T understand anything about the trajectory of your missile fleet in regards of the target. It's a mess, very hard to visualise mentally. But you just have to tweak all three axis of your burn to intersect the target's position (which stays fixed in relative terms when selected as frame of reference)with burning all the dV you want. I suggest you to have a look at this video to understand the point of doing so. www.youtube.com/watch?v=20ghskD_8CgSomething just made a very loud Click! in my brain, thanks mate.
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Post by cardshark on Sept 26, 2016 13:33:32 GMT
You're very welcome, I didn't get it before watching the video either.
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Post by darloth on Sept 29, 2016 10:12:49 GMT
When using the target reference frame to align hyperbolic intercept trajectories, it may help to turn on orbital projection into the frame of the reference body so you get a darker blue projected trajectory line. You can then adjust this line using the red and green maneuver handles (or, once you get used to it, the yellow 2-axis maneuver widget you can turn on in the options that lets you adjust both tangential and radial velocity at the same time).
Ideally you want this dark blue line exactly intercepting the target.
Then, look at where the light blue line is, and adjust the off plane angle using the blue handle. If the original intercept was close enough you might not even need to adjust it again! Otherwise, once you get the off plane mostly close, you'll need to repeat the process just to deal with inaccuracy from the previous step, but when I realized this it made setting up missile intercepts so much quicker and easier.
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