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Missile changes

#1
An overview of devtest missile changes.
Nothing is final.

Gauges
  • Small/medium/large missiles (S/M/L from now on)
  • S has 4 missiles/launchpad and each gantry holds 4x4 missile components
  • M is the current size
  • L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component
  • Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER)
  • Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos

Cost
  • Each launchpad costs 600 materials, 2400 for large
  • Each gantry costs 200, 800 for large
  • Launchpads that contain missile components cost 800/3200
  • Lua transceiver cost up to 2000
  • Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800)

Gantries/hatches
  • Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry
  • Hatches have a bit below HA level weight and durability. They are not structural
  • Gantry durability up, a bit below metal HP and 20 armor
  • All sizes have 2 launcher/gantry types: normal and rail
  • Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight
  • Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope
  • Rail launchers can connect to gantries on both sides
  • Rail launchers have an invisible version for aesthetic purposes
  • Launchpads missing a gantry won't reload

Speed
  • Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles
  • Torpedos are ~90/80/70 m/s
  • Highest practical missile speed is ~400m/s (2m long S with SR thruster)
  • Fuel tank capacity doubled (1000/10000/100000)
  • Variable thruster limit 300/3000/30000
  • Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max
  • Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max
  • Variable thrusters/torpedo propellers can also set a start delay
  • Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40%
  • Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500%
  • Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts)
  • Missiles have a speed cap similar to jets, variable thruster starts fading at 300 m/s and reaches 0 thrust at 400m/s, shortrange 400/500, propellers 100/120

Agility
  • Turnrates decreased across the board
  • Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back.
  • Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components.
  • Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling )
  • Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s.
  • Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+.

Damage
  • All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies).
  • Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP.
  • All warhead scaling is linear.
  • HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles)
  • EMP damage is 200/2000/20000
  • Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP
  • Underwater HE damage bonus down to 50%

Health
  • Missile HP is the sum of component HPs
  • Missile component base HP is 20/200/3000, each type has its own modifier on that
  • Thumper head, body, harpoon/cable 100%
  • Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50%
  • Fuel/fins/everything not explicitly mentioned here 40%
  • Thrusters and IR/radar/laser guidances 20%
  • EMP/HE/frag warheads 10%
  • Lua transceiver/remote guidance 10%

LAMS/flak
  • LAMS damage down to 20% of the previous value (uses the same amount of laser energy)
  • LAMS inaccuracy down to 0.05°
  • LAMS attenuation ~75% at 500m, ~49% at 1000m
  • LAMS node material cost up to 200
  • Flak damage up from 20% of HE to 30% of HE
  • Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change)

LAMS targeting
  • Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm)
  • Option to target only out of water/under water projectiles
  • Option to stop firing when under smoke
  • Will look for another target when the previous one is starting to get further away
  • Stricter angle/distance checks
  • Less possible downtime against destroyed projectiles

Interceptors
  • Interceptors now explode when near the target, doing damage in a 35m radius
  • Interceptor damage scales with the target's size(specifically surface area, M interceptor does 200/800/3200 damage to S/M/L missiles)
  • Interceptor damage falls off a bit with distance, 100% at 0m and 80% at 35m
  • Interceptors prioritize targets larger than themselves(+also take range and angle into account)
  • Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on
  • They retarget if the have missed their contact or the target is destroyed
  • Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms)

Launch/triggering
  • Missiles with 0°/0° ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it
  • Missiles that didn't leave the launching vehicle can only damage it if the speed difference is >75 m/s (below that they only bounce around on collisions)
  • After they left the vehicle all non-terrain contact will trigger the full impact damage
  • Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less)
  • Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile)
  • Missile use new gridcast hit detection, can't teleport through armor
  • Overall launching is much more lenient, no more scattering
  • EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block)
  • harpoons/flares now still work if EMP damage destroys the block hit

Ejectors
  • If launchpad has 0°/0° ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10
  • Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors)
  • Launchpads with hatches can't set ejection elevation/azimuth
  • Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90°, 50% when both
  • Ejector addon cost up to 50
  • Variable thruster got a start delay parameter, 0-10s

Remote guidance
  • New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose
  • Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected
  • Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing)
  • AI mainframe cost up to 400, GPP card cost up to 200

Signal jammer
  • New AI block: signal jammer, attaches to mainframes/connectors
  • Uses power and interferes with enemy electronics(read: remote guidance missiles)
  • Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
  • Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
  • This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)

Secondary propeller
  • New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters
  • Can only be placed after a short range/variable thruster
  • Same options/output as a normal prop
  • The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo)

Internal space
  • APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L
  • The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options
  • Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%)

Fuses
  • Safety fuse only takes half the volume of an S module, rest can be filled up with useful things
  • Proximity fuse only available on M/L missiles
  • Proxy takes up volume equal to 20% of an M missile component
  • Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles

Harpoons
  • Winches are now attached to launchpads
  • Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch)
  • Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself
  • Cable strength is 500/2000/8000 for S/M/L
  • Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break)
  • Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet).
  • Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping)
  • Cables break at max range
  • Both harpoons and cable drums are max health components

Detection
  • All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust
  • Thrust-based detection range scales with the ~square root of thrust
  • Passive sonar only picks up torpedos at a range that depends on their thrust

Aiming
  • APN changed, now it is affected by gravity
  • Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude
  • Missile controller now aims bombs using 70% the ejection speed of the first attached launcher

Movement
  • Fin bonus speed and cheat method reworked into 'gliding'
  • Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one
  • Conversion rate depends on angle of missile and velocity, 100% at 0°, 50% at 90°, 0% at 180°, with 20% loss
  • Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s

2018-10-12 changes
  • TPG overshoot fix
  • Stagger uses the launchpad that waited longest first
  • Staggered fire addon can be adjusted in 0.025s increments
  • Fix for missiles staying attached to reverse pads(when the missile follows the plane's bobbing despite being hundreds of meters away)
  • Missiles will only break up on hitting the parent vehicle after launch if their speed RELATIVE to the launcher is >75m/s
  • Ejectors won't attach to the front of rail launchers
  • Interceptors are now just AoE and have no charges, damage is 100%-80% at 0-35m distance
  • Interceptor damage scales with the target's surface area("thousands of invisible fragments"), 200/800/3200 against S/M/L on M interceptors
  • S interceptors are back, 37.5/150/600 damage. Stick to M
  • Warhead health down from 20% to 10%
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#2
Pending changes 2018-10-12
  • TPG overshoot fix
  • Stagger uses the launchpad that waited longest first
  • Staggered fire addon can be adjusted in 0.025s increments
  • Fix for missiles staying attached to reverse pads(when the missile follows the plane's bobbing despite being hundreds of meters away)
  • Missiles will only break up on hitting the parent vehicle after launch if their speed RELATIVE to the launcher is >75m/s
  • Ejectors won't attach to the front of rail launchers
  • Interceptors are now just AoE and have no charges, damage is 100%-80% at 0-35m distance
  • Interceptor damage scales with the target's surface area("thousands of invisible fragments"), 200/800/3200 against S/M/L on M interceptors
  • S interceptors are back, 37.5/150/600 damage. Stick to M
  • Warhead health down from 20% to 10%
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#3
So is there 3x3 missiles or is 2x2 the max?
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006
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#4
2x2 is the max
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#5
Plans on adding wings and or jet engines?
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

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#6
Does the signal jammer stacks with other craft's signal jammer?
How much GPP does each remote guide missile take?
Can a sub vehicle use its mother vessel's GPP for remote guide missiles?
With AI and GPP card increase in cost, will they processing power increase too?
nice signature
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#7
Small interceptors? This update is perfect
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#8
Jammers don't stack, only the strongest effect counts for each missile
1/4/16 GPP for S/M/L
Nope, everything needs its own GPP
No, same amount

Simply put remote guidance is a volume/material tax but can't be spoofed
Will see how jammer numbers work out for that
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#9
Found a bug, The missile system says that it has 7 ejectors, though it says that 3 are not connected
[Image: hrVFewt.jpg]
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

Reply

#10
2 More things.
I can't find the interceptor head in any of categorys
and
Some time long ish ago, I had suggested: that Small missile IR and Radar seekers have less accuracy are easier to jam then medium or large ones
and Large ones have better accuracy and are harder to jam (Flares/Chaff(Radar Bouys))
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

Reply



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