From The Depths
Missiles not working without Laser guidance.
So, I'm trying to figure out the missiles system, and I wish I could say it's going well. I have tried every possible guidance system, movement system, warhead system you could think of and nothing works other than a laser guided missile. The One turn system will start to point the missile in the right direction, but it flies right over the target (ship) as if it doesn't see it at all. APN Guidance does absolutely nothing, sending the missile flying into space. Target Prediction Guidance and Infrared Seekers do the exact same thing. The only thing I can get to work is a One turn/Laser Guidance system, which even then rarely works unless at the right angles. What am I doing wrong? I have plenty of fins on my missile systems (in some cases, most of the body is made of fins, in some it only has 2-3) so it's not a problem of agility. Please help, and tell me what I am doing wrong.
Last edited by ZachTheInsaneOne; Nov 14, 2015 @ 11:57am
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Showing 1-15 of 23 comments
DiabolicKitsune Nov 14, 2015 @ 12:07pm 
Ive run missles of thruster thruster fuel fuel fuel fuel fins frag explosive fins one turn ir seeker and they fire straight up then turn them way the ai points them. they work just fine. try adding some of the targeting cards to the ai core possibly that might help
Last edited by DiabolicKitsune; Nov 14, 2015 @ 12:07pm
ZachTheInsaneOne Nov 14, 2015 @ 12:09pm 
Originally posted by DemonicShadow:
Ive run missles of thruster thruster fuel fuel fuel fuel fins frag explosive funs one turn ir seeker and they fire straight up then turn them way the ai points them. they work just fine. try adding some of the targeting cards to the ai core possibly that might help
I have 2 targetting cards on the AI Mainframe, and all other weapon systems work just fine (and can take out a massive ship in a matter of seconds). The only thing not working is the missiles.
DiabolicKitsune Nov 14, 2015 @ 12:13pm 
Originally posted by ZachTheInsaneOne:
Originally posted by DemonicShadow:
Ive run missles of thruster thruster fuel fuel fuel fuel fins frag explosive funs one turn ir seeker and they fire straight up then turn them way the ai points them. they work just fine. try adding some of the targeting cards to the ai core possibly that might help
I have 2 targetting cards on the AI Mainframe, and all other weapon systems work just fine (and can take out a massive ship in a matter of seconds). The only thing not working is the missiles.
try building one exactly like mine and see if it works cause the one turn and ir seeker should be tracking just fine unless something is disrupting them since 2-3 fins should be plenty.
ZachTheInsaneOne Nov 14, 2015 @ 12:14pm 
Originally posted by DemonicShadow:
Originally posted by ZachTheInsaneOne:
I have 2 targetting cards on the AI Mainframe, and all other weapon systems work just fine (and can take out a massive ship in a matter of seconds). The only thing not working is the missiles.
try building one exactly like mine and see if it works cause the one turn and ir seeker should be tracking just fine unless something is disrupting them since 2-3 fins should be plenty.
I will try it. Also, I'm trying to target SHIPS, not aircraft, water only. Are you doing the same?
Domanating Nov 14, 2015 @ 12:22pm 
First of all you must ditch the "One Turn" when you're building laser guided missiles. Because these missiles always have something to aim at the One turn is pointless and can even mess up the guidance.

The main guidance systems you have here are laser, Infra-Red(IR) and Sonar. The latter pretty similar to IR in terms of the guidance abilities except it works under water.

For Infra-red and Sonar it is highly recommended you use a "One Turn". Since these missiles only have a 120degree FOV right in front of them the One turn will make sure they lock on to the target no matter how odd the angles between fired missile and foe are.

APN and Target Prediction Guidance (TPG) are rather secondary guidance systems that can go well together with IR and Sonar but not all by themselves. I never used APN so I can't offer much about it but TPG is a useful addition. I don't know if these secondary guidance systems do anything at all to laser guided missiles.
DO NOT use TPG against erratic moving vehicles. For example the dreaded Flying Squirrel. I've been testing missiles against this little bugger and TPG will throw off the missile more than help
DiabolicKitsune Nov 14, 2015 @ 12:27pm 
Originally posted by ZachTheInsaneOne:
Originally posted by DemonicShadow:
try building one exactly like mine and see if it works cause the one turn and ir seeker should be tracking just fine unless something is disrupting them since 2-3 fins should be plenty.
I will try it. Also, I'm trying to target SHIPS, not aircraft, water only. Are you doing the same?
well to make them target only ships you can set the max firing hieght on the weapon contoller to one thats below a aircraft flying height. I wont garentee a perfect lock to only ships since ir likes heat signals the most but it should help
Last edited by DiabolicKitsune; Nov 14, 2015 @ 12:28pm
ZachTheInsaneOne Nov 14, 2015 @ 12:29pm 
Originally posted by Domanating:
First of all you must ditch the "One Turn" when you're building laser guided missiles. Because these missiles always have something to aim at the One turn is pointless and can even mess up the guidance.

The main guidance systems you have here are laser, Infra-Red(IR) and Sonar. The latter pretty similar to IR in terms of the guidance abilities except it works under water.

For Infra-red and Sonar it is highly recommended you use a "One Turn". Since these missiles only have a 120degree FOV right in front of them the One turn will make sure they lock on to the target no matter how odd the angles between fired missile and foe are.

APN and Target Prediction Guidance (TPG) are rather secondary guidance systems that can go well together with IR and Sonar but not all by themselves. I never used APN so I can't offer much about it but TPG is a useful addition. I don't know if these secondary guidance systems do anything at all to laser guided missiles.
DO NOT use TPG against erratic moving vehicles. For example the dreaded Flying Squirrel. I've been testing missiles against this little bugger and TPG will throw off the missile more than help
I wanted to try to avoid laser guided missiles entirely. Also, if I DON'T put a one turn on a laser guided missile, it just flies into space! Either way I'm screwed!
ZachTheInsaneOne Nov 14, 2015 @ 12:45pm 
Okay, I just tested it, and it's absolute ♥♥♥♥. Nothing, NOTHING will work with the AI other than laser guidance. The one turn does nothing if I'm not standing there next to it, it just turns randomly and fails to ever see the target.
DiabolicKitsune Nov 14, 2015 @ 1:00pm 
Originally posted by ZachTheInsaneOne:
Okay, I just tested it, and it's absolute ♥♥♥♥. Nothing, NOTHING will work with the AI other than laser guidance. The one turn does nothing if I'm not standing there next to it, it just turns randomly and fails to ever see the target.
does the same happen when you use a prebuilt ship that uses missles and maybe can you upload your construct to the steam workshop. then me or some one else can trouble shoot the problem directly
Last edited by DiabolicKitsune; Nov 14, 2015 @ 1:00pm
ZachTheInsaneOne Nov 14, 2015 @ 1:05pm 
Originally posted by DemonicShadow:
Originally posted by ZachTheInsaneOne:
Okay, I just tested it, and it's absolute ♥♥♥♥. Nothing, NOTHING will work with the AI other than laser guidance. The one turn does nothing if I'm not standing there next to it, it just turns randomly and fails to ever see the target.
does the same happen when you use a prebuilt ship that uses missles and maybe can you upload your construct to the steam workshop. then me or some one else can trouble shoot the problem directly
My "ship" is currently a massive testing platform. I've built and destroyed several missile systems. I am going to try making a missile turret next. It doesn't seem to have a problem with other ships, and I've even tried using the same systems and everything that the other ship has, but it won't work on anything but the ship it came on. I found that I have to be standing directly next to the missile controller (not allowing the AI to control the missiles at all) in order for anything to work properly.
Last edited by ZachTheInsaneOne; Nov 14, 2015 @ 1:10pm
rditto48801 Nov 14, 2015 @ 3:34pm 
You do need One Turn with vertical launch laser guided missile, especially on ships, as while the laser guidance have a wide view arc, it is possible for the missiles to not see targets.
Such as when a ship is slighltly rolling in the water, and the missiles launched while the ship is tilting away from the target, I have had the laser guidance not 'see' the laser designated target, yet it does see the target when firing strait up or when the ship is tilted toward the target.

One Turn will/should direct missiles toward the target when fired by AI, or the direction where the camera is facing if manually fired, unless the nose guidance has a valid target.

APN Guidance never really worked well for me, it often sends missiles in the wrong direction when I try to use it. Similar with TPG on occasion.
I have no issues with vertical launch missiles so long as they have One Turn.

Originally posted by DemonicShadow:
Ive run missles of thruster thruster fuel fuel fuel fuel fins frag explosive fins one turn ir seeker and they fire straight up then turn them way the ai points them. they work just fine. try adding some of the targeting cards to the ai core possibly that might help

Of note, fins do cause more drag the farther forward they are, so you want fins as far to the rear as possible.
Domanating Nov 14, 2015 @ 3:38pm 
If you send the blueprint of your "ship" we might get to see whats happening
t3hJimmer Nov 14, 2015 @ 3:45pm 
Build a missiles just like this and it wil work. This is for a 4 block missiles.
[fin]
[fin]
[thruster]
[fuel]
[fuel]
[one turn]
[warhead]
[ir seeker]
DiabolicKitsune Nov 14, 2015 @ 6:48pm 
Originally posted by rditto48801:
You do need One Turn with vertical launch laser guided missile, especially on ships, as while the laser guidance have a wide view arc, it is possible for the missiles to not see targets.
Such as when a ship is slighltly rolling in the water, and the missiles launched while the ship is tilting away from the target, I have had the laser guidance not 'see' the laser designated target, yet it does see the target when firing strait up or when the ship is tilted toward the target.

One Turn will/should direct missiles toward the target when fired by AI, or the direction where the camera is facing if manually fired, unless the nose guidance has a valid target.

APN Guidance never really worked well for me, it often sends missiles in the wrong direction when I try to use it. Similar with TPG on occasion.
I have no issues with vertical launch missiles so long as they have One Turn.

Originally posted by DemonicShadow:
Ive run missles of thruster thruster fuel fuel fuel fuel fins frag explosive fins one turn ir seeker and they fire straight up then turn them way the ai points them. they work just fine. try adding some of the targeting cards to the ai core possibly that might help

Of note, fins do cause more drag the farther forward they are, so you want fins as far to the rear as possible.
I never have problem with drag on missles with fins to the front.
DiabolicKitsune Nov 14, 2015 @ 6:49pm 
could you post a screen shot of the missle configuration screen on the missle your makeing at least?
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Date Posted: Nov 14, 2015 @ 11:55am
Posts: 23