Author Topic: Messing with Buoys etc.  (Read 4431 times)

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Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #15 on: December 12, 2012, 06:53:44 PM »
ohoh, all is not good in the hood. he's detected my second fighter.
going to have to go weapons hot and light up the drive full burn away from the NightHawk. maybe I'll be able to pick you guys up later if you bail... sorry guys. the mother-ship scout cruiser is to expensive to loose if I can help it. and she can't take on all those guys by herself. I'll try drop some mines for ya though.
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #16 on: December 13, 2012, 03:49:51 PM »
OK I designed mines,
two seeker missiles in an engineless stage that had passive sensors.

I fired a handfull of these mines at a waypoint.
which imeditely released the missiles...
is that suposed to happen?
do I need to put the mine itself in an empty stage? - so that the third stage falls away when it gets to the waypoint, then the second fires when it detects something releasing the missiles, which in-turn aim themselfs at the target?

or is there another way to do this?
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #17 on: December 13, 2012, 05:12:53 PM »
Ok, looks liek you have to assign an FC, but not assign a target.

you can't fire without assigning an FC,
if you target, ie a waypoint. then the first stage will deploy the second stage.
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #18 on: December 13, 2012, 06:18:33 PM »
Or not.

I can't reproduce the success I had then.
can somone explain to me the exact steps required?
 

Offline Icecoon

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Re: Messing with Buoys etc.
« Reply #19 on: December 14, 2012, 02:53:20 AM »
If you are using the FC to fire a mine at a waypoint and if that waypoint is within the mine/missile separation range it will automatically release the second stage.

Best way to fire a mine is trough the task groups screen. There should be a command: "Fire missiles" or something in that way.
And there should be a button somwhere on the bottom too doing the same thing.

So the steps for minelaying are:

1. Place a waypoint anywhere where you want.
2. Use the command "launch missiles" on that waypoint. Your ship will head there, and when it reaches the waypoint it releases the missiles assigned to missile launchers.
« Last Edit: December 14, 2012, 02:57:58 AM by Icecoon »
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Offline Conscript Gary

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Re: Messing with Buoys etc.
« Reply #20 on: December 14, 2012, 08:50:05 AM »
The 'Msl Launch' button has been bugged for as long as I remember.
The 'launch missiles at' order still requires you to have a target assigned.
If your mine doesn't have engines, what you want to do is set a waypoint at like the sun, then set waypoints where you actually want to drop the mines. Set the sun waypoint as the FC's target, then order the tg to launch their missiles at each waypoint. Disclaimer I haven't tested this since before mine re-targeting was fixed.
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #21 on: December 14, 2012, 08:10:45 PM »
ah ok thanks guys I'll try this.

I was attempting to launch mines while being chased by a swarm. without active sensors.
I suspect some of my trouble may have also been that I may have run out of the mines, yet it appears that the launchers are still labeled thus:
Size 7 Missile Launcher (25% Reduction) #2 - S7 Viper Stealth Mine (Ready To Fire)
even though there's nothing *IN* it?

I'm guessing also that 'reload' takes no time to *load* a missile(or switch between ordnance) but it does take time to ready the tube after firing?
 

Offline Erik L

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Re: Messing with Buoys etc.
« Reply #22 on: December 14, 2012, 08:18:50 PM »
ah ok thanks guys I'll try this.

I was attempting to launch mines while being chased by a swarm. without active sensors.
I suspect some of my trouble may have also been that I may have run out of the mines, yet it appears that the launchers are still labeled thus:
Size 7 Missile Launcher (25% Reduction) #2 - S7 Viper Stealth Mine (Ready To Fire)
even though there's nothing *IN* it?

I'm guessing also that 'reload' takes no time to *load* a missile(or switch between ordnance) but it does take time to ready the tube after firing?

That's the Rate of Fire tech line. Missile reload rate 1, 2, 3, etc.
Each rating equals 30 seconds reload for same sized launcher. I.E. reload rate 5, size 5 = 30 seconds. Size 10 = 60 seconds. Size 1= 5...

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #23 on: December 14, 2012, 09:45:11 PM »
I'm well aware of the reload rate, I was pointing out that it's a little confusing since it's not loading a missile that takes time(since it appears you can switch out ordnance in no time)
 

Offline Erik L

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Re: Messing with Buoys etc.
« Reply #24 on: December 14, 2012, 10:43:24 PM »
I'm well aware of the reload rate, I was pointing out that it's a little confusing since it's not loading a missile that takes time(since it appears you can switch out ordnance in no time)

Do you have any extra missiles in the magazines?

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #25 on: December 14, 2012, 11:59:47 PM »
The 'Msl Launch' button has been bugged for as long as I remember.
The 'launch missiles at' order still requires you to have a target assigned.
If your mine doesn't have engines, what you want to do is set a waypoint at like the sun, then set waypoints where you actually want to drop the mines. Set the sun waypoint as the FC's target, then order the tg to launch their missiles at each waypoint. Disclaimer I haven't tested this since before mine re-targeting was fixed.

doing this worked.. I think.
except that the two fighters onboard the ship also launched their missiles (pretty sure they didn't have a target set either) - without even leaving the ship! or at least there was no notification that they'd launched. - and they're still onboard.
 

Offline Icecoon

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Re: Messing with Buoys etc.
« Reply #26 on: December 15, 2012, 02:26:22 AM »
doing this worked.. I think.
except that the two fighters onboard the ship also launched their missiles (pretty sure they didn't have a target set either)

To prevent this you have to unassign missiles from launchers you wish not launch.
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #27 on: December 15, 2012, 04:03:40 AM »
oh man.. it seems that if you use the 'clear all' button in the ord management, it doesn't refresh, but if you close individual unit window and go back in, the tubes are all empty.... but the missiles have completely disappeared as well. they've not gone back into stock. this is with a box launcher. while docked. the stock of missiles on the mothership has not increased either.

Edit:
Ah I see, these were actually empty since they'd fired before.
Magazine contents includes those assigned to launchers.
« Last Edit: December 15, 2012, 05:35:49 AM by se5a »
 

Offline se5a (OP)

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Re: Messing with Buoys etc.
« Reply #28 on: December 15, 2012, 05:28:08 AM »
Erik here's an example of what I mean about it being confusing:

Individual unit screen, Ordnance Management tab:
left window shows no 'S7 RattleSnake AGS Mine'
right window shows:
Missile Launcher #1 - S7 Viper Stealth Mine
Missile Launcher #2 - S7 RattleSnake AGS Mine
etc

Combat Summary tab:

Missile Fire Control FC1518-R120 (50%) #1:   Waypoint #1 - Holding Fire
Size 7 Missile Launcher (25% Reduction) #1 - S7 Viper Stealth Mine (Ready To Fire)
Size 7 Missile Launcher (25% Reduction) #2 - S7 RattleSnake AGS Mine (Ready To Fire)
Size 7 Missile Launcher (25% Reduction) #3 (Ready To Fire)
Size 7 Missile Launcher (25% Reduction) #4 (Ready To Fire)


even though I have no S7 RattleSnakes left on this ship. the combat summary shows that missile launcher ready to fire.
 

Offline Icecoon

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Re: Messing with Buoys etc.
« Reply #29 on: December 15, 2012, 07:17:50 AM »
...even though I have no S7 RattleSnakes left on this ship. the combat summary shows that missile launcher ready to fire.

That is normal. If your unit has fired its last missile the launch tubes do not automatically unassign the missile type from the tube.
Of course you can not launch a missile that its assigned to a tube, but not present in the magazine.
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?