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Posted: Wed Apr 04, 2007 5:24 pm Post subject: Problem wth Missiles
Why can't I build missiles? I'm currently playing with all techs (because AI isn't implemented, and I'm in a lack of other human players, so I just use the space simulator), but I can't seem to put missiles onto my ships. The only missile I can see is the Light Kinetic Missile. I checked the components.txt file, and there doesn't seem to be any problem. I re-downloaded it, but it still doesn't work. How can I fix this problem?
EDIT: I found the problem, but it seems to be some sort of purposeful error preventing us from using seekers (they're godly powerful and it seems they can't be fired upon). Is this true? Back to top
- Fixed the missiles.
- Upgraded the missile descriptions to show exactly how many hitpoints and speed (which upgrade with techs)
- 50% more missile damage.
- Larger ships and bases now available. Big enough that you could spend most of a game building a single instance of the biggest hull.
That probably throws things out of whack.
I suggest 250k or 1M starting points instead... enough to get some nice stuff, without going crazy.
Missiles can be targetted just fine.
You do need to use 20mm or 40mm guns, however.
The point defense grid component works well too. (You won't see the beams, since they fire every 10ms (or whatever the max is) but missiles will randomly "pop")
You can estimate the effectiveness of a PDgrid component:
200 range / seeker speed = time in range
time in range / fire rate = number of shots
number of shots / 100 = expected number of hits
(0.99 ^ #shots) = chance that you will completely miss all of them.
The chance that you will shoot down exactly N missiles in a volley is:
e^-L * L^N / N!
where e = 2.71828183
L = expected number of hits
N! = N factorial (N * (N-1) * (N-2) * ... *3 * 2 * 1)
And ^ means exponent. Back to top
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