From The Depths
Missile/Torpedo Staggered-Fire-AddOn ?
Hi


I have a problem with the delay..

The description says "affect is cumulative". I think this should mean that 2 addons connected to one missile system, each set to 0.5 seconds, give a delay of 1 second. 4 addons, each with 0.5, should give 2 seconds delay.

My current ship has a missile battery with 6 pads and 4 addons (each 0.5). All parts are connected properly. Mainframe connection is up. There is enough ammo to fire permanent.

If an enemy spawns.. the battery start firing the first wave correct.. one missile every 2 seconds. This is the same at batteries with 3-block missiles and those with 6-block-missiles.

But from second wave.. things went chaotic.. there are 2 or 3 or more missiles fired simultaneously.


Why that? Is this intended or a bug? There should be a consistent delay of 2 seconds until the enemy is dwon.


Greetings
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Showing 1-6 of 6 comments
xPhantom G Sep 26, 2014 @ 8:06pm 
I guess it is because the missiles reloading, they stagger after another, but since the missiles are reloading in different times, they are launching just as others spawn, not having a delay because there was no missile to delay after because it launched already.

It's hard to put it simple. But missile delays apply to missiles already on the pad at that exact moment, not what already launched right after others reload.
Abstract-Player Sep 26, 2014 @ 9:35pm 
Originally posted by xPhantom GenesisX:
I guess it is because the missiles reloading
I think so too.

But from my point of view.. this is wrong. The weapon system (one controller with a number of missiles and staggered fire addon/s) should be able to fire contineously single missiles with the given delay (as long as missiles are loaded).. not more.

Otherwise this is senseless somehow. It's the same with Failsafe or Identify-Friend-Or-Foe-AddOn: The weapon system and the IR missiles are not aiming for friendly ships.. but they shoot wave after wave on enemy ships even if there are friendly ships in the line of fire.. even if they are really close.

And another curiosity: Lets say we have a missile battery with one controller and 10 missile pads at the front of our ship. We set azimut/elevator parameters to the controller.. so that the system may shoot only if the target is 30° (left/right/up/down) in front of our ship. This works great.. as long as the first missile is fired. Then you can turn your ship 180° away from the enemy.. and the weapon system keep firing missile after missile until all 10 pads have fired at least 1 missile. And even if the single target get destroyed after missile 1 is starting.. and no other enemy is on the map.. the weapon system fires all 10 missiles. This is crazy and heavy waste of ressources.
Maruun Sep 27, 2014 @ 7:45pm 
Its not wrong but do now fear! You can try out at the weapons controller the Fire rate setting. So your controller will only send the FIRE commands every 10 seconds. That should help with your pproblem.
Abstract-Player Sep 27, 2014 @ 8:30pm 
Hm.. this sounds great. Did that already with guns. Will tryit as soon as possible.

Thank you!
From The Depths  [developer] Sep 28, 2014 @ 4:40am 
Good fix Maruun, I'll look into this problem I think it should be fixed internally to the game code to produce the desired behaviour every time. Will be fixed in next release (1.54)
Abstract-Player Sep 28, 2014 @ 10:07am 
Nice!
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Showing 1-6 of 6 comments
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Date Posted: Sep 26, 2014 @ 11:25am
Posts: 6