Author Topic: Fighter Missile Trouble  (Read 1434 times)

0 Members and 1 Guest are viewing this topic.

Offline Knave (OP)

  • Able Ordinary Rate
  • K
  • Posts: 3
Fighter Missile Trouble
« on: April 06, 2011, 11:21:47 AM »
Hello everyone!

Recently, I developed fighter tech for the first time and I got to use it as a light carrier carrying a couple of squadrons responded to the distress call of over 20 of my civ freighters being ambushed by a lone precursor in a system that I thought was secure.

Anyways, I arrive far too late to help the large civilian fleet, but my carrier and her escorts locate the enemy ship which is bearing down at a quick speed.  I launch my fighters and have them target the ship and launch missiles, but one type of fighter seems to be having trouble with it's fire control.  I've included the design below.

Quote
F-12C Wasp class Fighter    340 tons     7 Crew     57. 5 BP      TCS 6. 8  TH 48  EM 0
7058 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 68%    IFR: 0. 9%    Maint Capacity 0 MSP    Max Repair 16 MSP    Est Time: 0 Years
Magazine 16   

FTR Magneto-plasma Drive E1000 (1)    Power 48    Fuel Use 10000%    Signature 48    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0. 5 billion km   (20 hours at full power)

F-ASM4 MkII (4)    Missile Size 4    Rate of Fire 4000
Missile Fire Control FC38-R100 (1)     Range 38. 4m km    Resolution 100
Arrow 2A-ASM (4)  Speed: 26,000 km/s   End: 14. 4m    Range: 22. 5m km   WH: 4    Size: 4    TH: 208 / 124 / 62

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

Every time I try to assign the 4 tubes to the Fire control, 5 seconds later, they show up as unassigned and don't fire.  Have I done something to the design of the fighter to cause this?
I have several other squadrons of the 12c and all of them seem to unassign the launchers from the FC after I hit the turn button.

I have a 2nd squadron of older fighters that are very similar, but seem to have no trouble assigning their fire controls to their launchers, the design is below.

Quote
F11A Wasp class Fighter    430 tons     10 Crew     77. 8 BP      TCS 8. 6  TH 48  EM 0
5581 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 86%    IFR: 1. 2%    Maint Capacity 0 MSP    Max Repair 16 MSP    Est Time: 0 Years
Magazine 8   

FTR Magneto-plasma Drive E1000 (1)    Power 48    Fuel Use 10000%    Signature 48    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 2. 1 billion km   (4 days at full power)

F-ASM-4 (2)    Missile Size 4    Rate of Fire 200
Missile Fire Control FC38-R100 (1)     Range 38. 4m km    Resolution 100
Arrow 2A-ASM (2)  Speed: 26,000 km/s   End: 14. 4m    Range: 22. 5m km   WH: 4    Size: 4    TH: 208 / 124 / 62

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

Have I just missed something in the design process?(I wouldn't be surprised) Or is there a step I'm missing?

Thanks in advance for your help!  :)
 

Offline Rastaman

  • Azhanti High Lightning
  • Sub-Lieutenant
  • ******
  • R
  • Posts: 144
  • Thanked: 8 times
Re: Fighter Missile Trouble
« Reply #1 on: April 06, 2011, 11:36:35 AM »
You have to press three "Assign" buttons before it is ready - assign missiles to tubes, assign tubes to FC, assign FC to target. Does the assignment summary look exactly like this?

Code: [Select]
Siemens 123AS Missile Fire Control #1:   Target #1 - Holding Fire
Mk1 Box Launcher #1 - SSM-1E Adder ASM (Ready To Fire)
Mk1 Box Launcher #2 - SSM-1E Adder ASM (Ready To Fire)
Mk1 Box Launcher #3 - SSM-1E Adder ASM (Ready To Fire)
Mk1 Box Launcher #4 - SSM-1E Adder ASM (Ready To Fire)
Fun Fact: The minimum engine power of any ship engine in Aurora C# is 0.01. The maximum is 120000!
 

Offline Knave (OP)

  • Able Ordinary Rate
  • K
  • Posts: 3
Re: Fighter Missile Trouble
« Reply #2 on: April 06, 2011, 11:44:17 AM »
Yes it goes from this:

Quote
Missile Fire Control FC38-R100 #1:   Targeting Yuan 001 - Holding Fire
F-ASM4 MkII #1 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #2 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #3 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #4 - Arrow 2A-ASM (Ready To Fire)

to this after the turn:

Quote
Missile Fire Control FC38-R100 #1:   Targeting Yuan 001 - Holding Fire


Assigned Missiles/Buoys without Shipboard Fire Control
F-ASM4 MkII #1 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #2 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #3 - Arrow 2A-ASM (Ready To Fire)
F-ASM4 MkII #4 - Arrow 2A-ASM (Ready To Fire)
 

Offline Erzengel

  • Able Ordinary Rate
  • E
  • Posts: 3
Re: Fighter Missile Trouble
« Reply #3 on: April 06, 2011, 01:04:39 PM »
Do you have auto-fire activated? I have found that it screws with weapon assignments at times.
 

Offline ardem

  • Rear Admiral
  • **********
  • a
  • Posts: 814
  • Thanked: 44 times
Re: Fighter Missile Trouble
« Reply #4 on: April 06, 2011, 07:52:23 PM »
Sounds like auto-fire to me as well. I lost laser fighters due to auto fire and reassignments
 

Offline Knave (OP)

  • Able Ordinary Rate
  • K
  • Posts: 3
Re: Fighter Missile Trouble
« Reply #5 on: April 06, 2011, 10:25:58 PM »
Hmm, I know I did have auto-fire on at least for some of the turns. . .

I went off and blew the ship up with my older fighters, luckily it seemed to lack much pd.

Next time my fighters are in combat I will try to replicate the situation except without autofire next time! Thank you all for the assistance!