Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +1.2 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Missile bug?
Goto page ( 1 | 2 Next Page )
 Author Missile bug?
Airwolf^
Fleet Admiral

Joined: March 17, 2006
Posts: 16
Posted: 2012-04-29 08:33   
Hi

ranging from ganglia's to missile dreads etc' ive notice in both dishing out the punishment and receiving it, including friendly fire, that if missiles hit a target below and around 400gu, they do 0 Damage.

Is this intentional?
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-04-29 08:43   
Missiles have a minimum firing distance, which also acts as an arming distance - they will do no damage pp to this point.
_________________


GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-04-29 09:41   
This is nice too know
this is for enemy ship too right
_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-04-29 09:55   
Quote:

On 2012-04-29 09:41, Fatal Devil Dog wrote:
This is nice too know
this is for enemy ship too right




it's for all missiles
_________________


Airwolf^
Fleet Admiral

Joined: March 17, 2006
Posts: 16
Posted: 2012-04-29 17:16   
Where is a list of minimum firing distance for all the missiles? Different faction different arming distance im assuming.

Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?
_________________


Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2012-04-29 17:45   
Quote:

On 2012-04-29 17:16, Airwolf^ wrote:
Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?



Presumably to stop the missiles from blowing up the launching ship if they hit something too early. If they're nuclear warheads they can explode without causing a nuclear explosion if they don't trigger in a specific way.
_________________
[Darkspace Moderator] [Galactic Navy Fleet Officer]


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-04-29 17:58   
Quote:

On 2012-04-29 17:16, Airwolf^ wrote:
Where is a list of minimum firing distance for all the missiles? Different faction different arming distance im assuming.




AR Missile: 300 gu
IT Missile: 210 GU
Harpex Missile: 430 GU
Peregrine Missile: 336 GU
Raptor Missile: 374 GU
Sparrow Missile: 356.5 GU
Linear Drive Missile: 456 GU

Quote:

Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?



Balance
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-04-30 05:56   
Since the missiles have an activation range, can you please fix the arcs so they shoot straight?

That whole arc thing that they do is the primary cause of their sucking.

I mean... I can't hit a cruiser with an anti-radar missile, but I can hit a scout with a ganglia's shroud missile.
Why?
Because the missiles shoot out perfectly straight, and are in constant contact with the plane that all ships exist on.
Because of this, you can easily judge their distance from the target, and manually detonate them to cause partial damage.
[ This Message was edited by: Fluttershy on 2012-04-30 05:58 ]
_________________


Princess Celestia
Marshal

Joined: July 03, 2011
Posts: 165
From: The Crystal Empire.
Posted: 2012-04-30 08:29   
what about shroud and PSI

_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-04-30 10:32   
Quote:

On 2012-04-30 05:56, Fluttershy wrote:
Since the missiles have an activation range, can you please fix the arcs so they shoot straight?



It's less of an activation range and more of a "in flight timer" ... I just took their projectile velocity and multiplied it by the arming time. If you have missiles that shoot straight up or straight down they can hit things a lot closer to you, if they turn correctly.

Theirs currently some kind of bug with missiles intercepting targets properly, we're working on a fix.
_________________


Airwolf^
Fleet Admiral

Joined: March 17, 2006
Posts: 16
Posted: 2012-04-30 12:47   
Quote:

On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI





2nd that
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-04-30 13:10   
Quote:

On 2012-04-30 10:32, Fattierob wrote:
If you have missiles that shoot straight up or straight down they can hit things a lot closer to you, if they turn correctly.

Theirs currently some kind of bug with missiles intercepting targets properly, we're working on a fix.




So you're giving all missile ships the ballistic arcs that the Missile Frigate had when it was first introduced?
_________________
Adapt or die.

Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-04-30 14:44   
Quote:

On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI



Sorry, Forgot about those. Let me write them all down with what they really are:

AR Missile: 85 GU/s * 1.5sec arm time = 300 gu
IT Missile: 70 GU/s * 3.0sec arm time = 210 GU
Harpex Missile: 70 GU/s * 6.8sec arm time = 430 GU
Peregrine Missile: 120 GU/s * 2.8sec arm time = 336 GU
Raptor Missile: 110 GU/s * 3.4sec arm time = 374 GU
Sparrow Missile: 115 GU/s * 3.1sec arm time = 356.5 GU
Linear Drive Missile: 95 GU/s * 4.8sec arm time = 456 GU
Shrould Missile: 100 GU/s * 2.1sec arm time = 210 GU
PSI Missile: 115 GU/s * 1.75sec arm time = 201.25 GU
_________________


Airwolf^
Fleet Admiral

Joined: March 17, 2006
Posts: 16
Posted: 2012-04-30 15:05   
Quote:

On 2012-04-30 14:44, Fattierob wrote:
Quote:

On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI



Sorry, Forgot about those. Let me write them all down with what they really are:

AR Missile: 85 GU/s * 1.5sec arm time = 300 gu
IT Missile: 70 GU/s * 3.0sec arm time = 210 GU
Harpex Missile: 70 GU/s * 6.8sec arm time = 430 GU
Peregrine Missile: 120 GU/s * 2.8sec arm time = 336 GU
Raptor Missile: 110 GU/s * 3.4sec arm time = 374 GU
Sparrow Missile: 115 GU/s * 3.1sec arm time = 356.5 GU
Linear Drive Missile: 95 GU/s * 4.8sec arm time = 456 GU
Shrould Missile: 100 GU/s * 2.1sec arm time = 210 GU
PSI Missile: 115 GU/s * 1.75sec arm time = 201.25 GU



Thanks for that Fattie
while your at it... please could you put along side them the base damage of each? Say... dread class? if it makes a difference
[ This Message was edited by: Airwolf^ on 2012-04-30 15:06 ]
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-05-01 03:28   
You forgot Phoenix.
_________________
Adapt or die.

Goto page ( 1 | 2 Next Page )
Page created in 0.020895 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR