From The Depths
Missile laser emitter trouble shooting.
I have a ship with laser guided missiles, everything works and is set up correctly. The missiles will follow the laser however the laser emitter itself seems to have a mind of it's own. It will lock onto the target for a couple seconds and then lose track and aim everywhere but the target. This will happen in seemingly random but consistent cycles. In motion the accuracy penalty at most is 0.01% but this loss of target occurs while stationary at 0.00% penalty as well. I have detection on the ship and the AI's processing power is double what it needs. I've tested the emitter manually and it works fine, it's just once the AI takes over it tends to dump a full volley into the ocean despite clearly seeing the target craft. The ship also has advance cannons that can fire and hit consistently without any issues, so I don't think it's a detection issue.

Looking to see if anyone else can provide insight on my oversight or if this is a potential bug. Look forward to any help, thanks in advance.
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Showing 1-5 of 5 comments
Eudaimonia Oct 26, 2023 @ 5:46am 
First of all we need to figure out if it is the detection, since from what you're writing it seems you don't understand how that system works.

Spawn in your enemy, put both you and them into godmode so you don't have to worry about damage, and then press Q on any of your detection. At the bottom you can read how many meters of error you have, this is the value that shows how effective your detection is. Normally it should just be a couple meters, but it will wobble a bit. If it doesn't remain somewhat stable at a couple meters of error and jumps higher, well this is your problem.
budisourdog Oct 26, 2023 @ 7:02am 
Is the target smoked? Even a bit of smoke, like 1 material a second from one dispenser will throw the laser's lock down to yellow and invalidate it, causing it to go everywhere but the target. (IMO this needs a serious nerf as it makes all your laser missiles useless)
Is the missile controller on a turret?
From my experience laser guidance tends to be very inaccurate when its not on the main vehicle
Last edited by The man, the myth, the leg; Oct 26, 2023 @ 7:24am
SavageCarWash Oct 26, 2023 @ 6:11pm 
I'll have to dive into the detection errors a bit more, I have given it a curtsy look but I'm not gonna pretend like I know what any of it meant. I figured the detection blocks saying they could see the target with a % of spotting meant my ship could see the enemy, especially since it's cannons can hit reliably and consistently. My target was not smoked, I tested the Marauder(Don't we all?) and then the Argonaut(I think that's how it's spelled? The SS flak cruiser) as it stuck out above water more.

Leg, interesting! I do have the missiles and the emitter on the same turret. I have not tried placing down the emitter flat on the craft itself yet. I'll give it a go and report back.
SavageCarWash Oct 26, 2023 @ 6:30pm 
Ok, thank you all for the insight, love this community!

Leg, you are my hero. Placing the emitter on a turret seemed to have been the problem. Now that the emitter is on the craft and not a sub object, it works flawlessly. Missiles consistently hit their mark and the laser is solid green without slipping or sliding off the target.
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Date Posted: Oct 26, 2023 @ 2:14am
Posts: 5