Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.
EDIT: To clarify, they're separating at 2m km from the target.
Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.
It seems that when targeted at waypoints the separation distance works correctly, which makes me suspect there's a bug here -- although I haven't seen any bug reports to that effect. Have other people seen something like this? I'd previously been using the friendly neighborhood spoiler race as target practice, but their habit of shooting down my missiles and my ships is making testing difficult. I'm going to make a more cooperative race to test this on.
I think I've figured out what's going on. It turns out that what's happening is that the missile, when deciding when to release the second stage, is taking into account the motion of the ship being targeted; so if the target is moving away the second stage will appear to be released late, while if the target is moving towards the missile the second stage will appear to be released early. So far so good. However, if the target is
following something stationary, then it may be moving back and forth even if it appears stationary, which can cause the second stage to be released early or late. Not sure whether this should be classed as a bug or not. The second issue, though, is definitely a bug: as far as I can tell, the first stage uses
its own speed, rather than the speed of the second stage, when calculating when to release the second stage. Thus the relatively small correction needed for the fast second stage to catch up to an enemy ship becomes a much larger correction for the slow first stage to catch up.
Since at least one of these issues seems to be a genuine bug, I'm going to post this in the bugs thread.