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I'm still learning all this stuff, I thought prediction guidance was needed for intercepting faster aerial units (They were intended to be my AA weapons, but they're more accurate than my cannons, sadly.. and I've yet to figure out hwo to make the AI only use them against flying targets).
And how do I make a delay for engine firing? I know how to space out the launches.. do I put the engine up 2 blocks or something?.
Making them fire.
Gettign them not to hit my own ship.
I'll keep it in mind, though.
http://www.fromthedepthsgame.com/forum/showthread.php?tid=9446
This should basically solve most of your issues in the long term since the script also has a target prediction code in it but also doesn't suffer from the usual problems that a target prediction guidance based missile in regular components.
Well if you read the post carefully, you see he has One Turn in it :P
But LUA can make things crash hence why I'd advocate using as short a code as possible...
2 fins (on the back to reduce drag)
1 variable thruster (4000 to 5000 units of thrust, 1 to 2 seconds ramp-up time)
3 to 7 fuel tanks
1 laser beam rider reciever
1 body (optional - decreases drag, it's a question of taste whether to add this instead of a fuel tank or not)
1 thumper warhead
launched from a two-axis turret with as many ejectors as possible with the lowes possible minimum aim angle, these will get to speeds of up to 250 m/s which will make the thumper head devastate anything it hits. the laser beam rider guidance is precise enough for anything more than 300m away.
Operational ranges:
minimum: 300m
optimal minimum: 500-600m
maximum: 900 - 1350m (depending on fuel reserves & thrster settings)
upside: massive damage, fast response time.
downside: you have to place a turret on your ship that usually has a rather vulnerable turret base.
recommendation:
use this as a mid-range, fast-response defense from 300m to 1250m range. at close combat turreted custom cannons with high elevation angles are more useful, give them some AP ammo and long barrels to get the bullet speed and precision to a level you're satisfied with.
1 to 2 fins
1 short-range thruster (2.5 seconds starting delay)
4 to 6 fuel tanks
1 one turn
1 fragmentation warhead (fragmentation angle set to 20°)
1 explosove warhead
1 guidance system (whatever you consider appropriate)
these can be launched vertically with ejector add-ons. the one turn will turn the missile towards the target while it is still flying upwards, with 4 ejectors and some timing you can get them 500m into the air before the thruster fires and the missile will fly towards the target like on rails.
from that point on the missiles will go after aerial targets up to 2.5km away, depending on the fuel reserves. If you want to go for a very high range, consider using a single-pixel IR seeker - they have literally no drag, increasing the range and speed of your missile by up to 20%
since they are launched vertically and high up, they are of no use at low ranges. hitting targets at 500m can happen sometimes, but certainly not reliable. Vertically launched missiles are never good at close combat.
these missiles also benefit from the fact that they usually don't need to climb and can often descend toward their targets - this way they are more fuel efficient, in particular against high-flying targets and even spacecraft.
minimum range: 800m
optimal minimum range: 1000m
maximum range: 1500 - 2500m
upside: good range, excellent altitude performance
downside: poor close-range performance
recommendation: use as high-range weapon only, cover the medum and close distances with other weapons.
If you place these on a single-axis turret you can place the missile block horizontally and set the ejection angle to 80-90 degrees upwards, this way you sacrifice launch altitude but you can also replace the one turn block with a fuel tank. this also decreases the minimum range.