I believe so. It is a weakness of active sensor missiles.
Please keep in mind - when Steve designed how missiles worked, one of the key principles was that even if you are using complicated ideas involving sensors there still needs to be an element of gameplay which makes the player using missiles have to actually plan their firing intelligently. Estimating how many missiles to use on each enemy ship to kill everything without wasting ordnance is a core part of the gameplay, and even sensor missiles are not able to avoid it. This is why I keep recommending - use simple missiles (just warhead, engine, fuel, agility) until you are familiar with the game, then start playing around with the clever tricks like sensor and two-stage missiles once you can intuit how these interact with the core mechanics of the game.
I agree, it really looks like a weak point. On the other hand, except for the situation when the largest ship inside the navy is some kind of commercial (by the way, I personally would do this in my fleet, I would also hang large sensors on it so that it shines brightly! and more engines, so that any sensors determine it as a priority)
The question is, what is the alternative?
If the distance between the volleys is large enough, then even if the large ship selected automatically is a useless truck, it will be destroyed rather quickly due to its low armor, and the next volleys will be redirected to other ships.
If there are no sensors, all missiles aimed at the destroyed ships will simply disappear.
Bug if the first stage has a sensor, working as intended if the first stage is "dumb" (no sensor)
Does the error in any way relate to the second stage? Those. if you launch conventional missiles with sensors, will they fly to the point of the last target anyway, even if the target is lost?
For example, at roughly Ion Drive tech level (8k to 10k RP techs), a single-stage "dumb" missile could look like this:
Warhead MSP: 0.80
Engine MSP: 2.31 @ 3.90x EP modifier (max 5x)
Fuel MSP: 0.48375
Agility MSP: 0.40625
Total Size: 4.0 MSP
Speed: 28,150 km/s
Range: 40 million km
Hit%: 95.71% against 5000 km/s target
These are just numbers I have pulled from my missile design spreadsheet. If you want to reduce the range to something like 2m km and use a two-stage design, then you are looking at something like (still "dumb" missiles):
First Stage
Second Stage MSP: 3.0
Engine MSP: 0.86 @ 2.75x EP modifier (max 5x)
Fuel MSP: 0.14
Agility MSP: 0.0
Total Size: 4.0 MSP
Speed: 7,400 km/s
Range: 38 million km
Separation distance: 2m km
Second Stage
Warhead MSP: 0.80
Engine MSP: 2.12 @ 5.0x EP modifier (max 5x)
Fuel MSP: 0.056562
Agility MSP: 0.023438
Total Size: 3.0 MSP
Speed: 43,133 km/s
Range: 2 million km
Hit%: 97.1% against 5000 km/s target
The second stage definitely gives better combat performance, but the first stage is only 1/4 as fast as the single-stage missile, and to get this amount of performance you are actually spending more gallicite (which is used in all engines, including missile engines) which is quite a precious resource for a missile-based fleet. Ultimately, each design has its own pros and cons, and these are only examples as you can do a lot more, but I simply want to illustrate that single-stage missiles are really perfectly fine and not something to be worried about as "inefficient".
I wanted to ask, by the way, what speed should I aim for ideally? I understand that the more, the better, but still, there is some optimal speed, taking into account the point defense (there seems to be 10 thousand km / s tracking), above which the return from increasing the speed does not grow too much?
Roughly speaking, which is better - 200 missiles at a speed of 30 thousand km / s or 300 at a speed of 20 thousand km / s? I understand that everything depends on the defense systems of the enemy fleet, and nevertheless?
HM. I used a calculator from the forum, I'm not sure if I picked up the same parameters as yours, but they are close.
Option 1:
Missile Size: 6.0000 MSP (15.0000 Tons) Warhead: 9 Radiation Damage: 9 Manoeuver Rating: 19
Speed: 20,867 km / s Fuel: 1,318 Flight Time: 2,400 seconds Range: 50.08 Mkm
Cost Per Missile: 6.40029 Development Cost: 640
Chance to Hit: 1k km / s 396.4% 3k km / s 132.1% 5k km / s 79.3%
Option 2:
First stage
Missile Size: 6.0000 MSP (15.0000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuver Rating: 10
Speed: 7,800 km / s Fuel: 575 Flight Time: 6,488 seconds Range: 50.61 Mkm
Second Stage: 4.5000 MSP
Cost Per Missile: 1.17000 Development Cost: 117
Second stage:
Missile Size: 4.5000 MSP (11.2500 Tons) Warhead: 9 Radiation Damage: 9 Manoeuver Rating: 20
Speed: 22,044 km / s Fuel: 97 Flight Time: 97 seconds Range: 2.14 Mkm
Cost Per Missile: 5.58526 Development Cost: 559
Chance to Hit: 1k km / s 440.8% 3k km / s 146.9% 5k km / s 88.2%
or
Missile Size: 4.5000 MSP (11.2500 Tons) Warhead: 9 Radiation Damage: 9 Manoeuver Rating: 14
Speed: 28,978 km/s Fuel: 104 Flight Time: 90 seconds Range: 2.61 Mkm
Cost Per Missile: 5.82526 Development Cost: 583
Chance to Hit: 1k km/s 405.6% 3k km/s 135.2% 5k km/s 81.1%
(I don't know which is better - to maximize the speed or the overall hit chance ...). Increasing maneuverability will not give a bonus to evading point defense, but will give speed, or am I wrong?
Interesting results. On the one hand, there is a difference, but the difference is in cost. On the other hand, the 9% probability of hitting the target of 5000 km is small.
Those. there is no sense without sensors with such a difference.
Let's increase the distance to 100 million km.
Well, let's try to increase the size of the warhead to 16 - I think it's good, since it penetrates 3 layers of armor, and does damage at the same time.
So, let's try to create a missile with a warhead of 16, and a distance of 100 million km:
Missile Size: 7.0000 MSP (17.5000 Tons) Warhead: 16 Radiation Damage: 16 Manoeuver Rating: 11
Speed: 18,514 km / s Fuel: 1,817 Flight Time: 5,423 seconds Range: 100.42 Mkm
Cost Per Missile: 7.31027 Development Cost: 731
Chance to Hit: 1k km / s 203.6% 3k km / s 67.9% 5k km / s 40.7%
18.5 km / s, almost no maneuverability ... I don't know, maybe against large slow targets ...
Two-stage option.
First stage:
Missile Size: 7.0000 MSP (17.5000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuver Rating: 10
Speed: 7,143 km / s Fuel: 600 Flight Time: 14,306 seconds Range: 102.19 Mkm
Second Stage: 5.2000 MSP
Cost Per Missile: 1.25000 Development Cost: 125
Second stage:
Missile Size: 5.2000 MSP (13.0000 Tons) Warhead: 16 Radiation Damage: 16 Manoeuver Rating: 11
Speed: 20,462 km / s Fuel: 114 Flight Time: 109 seconds Range: 2.24 Mkm
Cost Per Missile: 6.71222 Development Cost: 671
Chance to Hit: 1k km / s 225.0% 3k km / s 75.0% 5k km / s 45.0%
Again, there is a difference. Not critical, not too significant, but there is. And with the improvement of the maximum engine power or maximum combat range, it grows!
But, I believe, the most significant growth is possible with the addition of active sensors, and the appearance of large rockets, inside which there will be not one, but somewhat smaller ones.
In general, the conclusion I can draw is this: the higher the level of technology, the more sense there is in two-stage rockets.
In general, all this is very interesting, I will try different options!