Posted by: GrandNord
« on: Yesterday at 04:01:18 PM »Wow, thank you very much for this workaround. That definitely changes things. I'll try this for the next version of my long range torpedo.
In regards to waypoint-fired missiles, the only way (that I'm aware of after extensive testing) to make them work is to calculate an intercept manually, place a waypoint there and fire the missiles at it, then use the currently broken Move Waypoint command to reposition the waypoint after the missiles approach whatever you want to hit close enough for their on-board sensors to detect it, but before they reach the waypoint itself. Doing so makes the missiles lose the waypoint as a target and target enemy ship contacts instead.
What I tried to do is put down a waypoint and then fire the missiles at the waypoint (I tried keeping or deleting the waypoint afterward but it didn't change the result).
What I think should have happened is that, when the enemy ship entered the sparation range (I can confirm it was both in sensor and separation range), the second stage should have separated and attacked the target ship but instead it just continued on toward the original waypoint (even when it was removed), then the second stage separated at 2mkm from the waypoint and attacked it. I tried with the enemy ship both in range and out of range of the séparation range and sensor from the waypoint.
At another point, when testing mines I had the following problem: an enemy ship came into sensor range but did not come into séparation range and from that point on the mine stage perpetually locked on the ship (even when putside sensor range or destroyed) and did not aquire any other target. So it became unusable.
If the enemy ship entered séparation range then the mines worked properly (even if the stack of mines all targeted the same ship).
What I think is happening is that the missile (or mine) is aquiring the first available target possible (the initial target waypoint or the first détecter enemy ship) and this target seems to be inherited by the second stage in the case of the missile. From this point on, they will keep the target and will never aquire another one and never wipe the old target, even if it is destroyed or removed.
Playing with the Limited Research Admin box unchecked.
The set up is OK, all scientists have research & research admin in multiples of 5, % for research and no. facilities for RA.
Promotion does increase research by 5%, but RA increase can be as low as +1 facility - is it possible that the code intended for limited box checked is also used, unintentionally, when the box is unchecked, for RA?
Missile Size: 16.64 MSP (41.600 Tons) Warhead: 0 Radiation Damage: 0
Speed: 0 km/s Fuel: 500 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 13 minutes 2nd Stage Range: 7.65m km
Active Sensor Strength: 0.8 EM Sensitivity Modifier: 8
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 6,624,929 km
Cost Per Missile: 7.33 Development Cost: 428
Second Stage: Mk I Mine Warhead x1
Second Stage Separation Range: 4,000,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required
Tritanium 1.5
Boronide 2.655
Uridium 1.3
Gallicite 1.875
Fuel: 500
Missile Size: 14.84 MSP (37.100 Tons) Warhead: 12 Radiation Damage: 12
Speed: 20,216 km/s Fuel: 500 Flight Time: 14 minutes Range: 16.57m km
Active Sensor Strength: 0.8 EM Sensitivity Modifier: 8
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 6,624,929 km
Cost Per Missile: 11.78 Development Cost: 542
Chance to Hit: 1k km/s 202.2% 3k km/s 67.4% 5k km/s 40.4% 10k km/s 20.2%
Materials Required
Tritanium 3
Boronide 4.23
Uridium 0.8
Gallicite 3.75
Fuel: 500
In the course of the multifactional war, Earth got hit by missiles several times, and a lot of installations were destroyed, and several populations on Earth and in Sol changed hands, some several times. There were several battles between CMC garrisons as well. Some of the NPRs have been effectively defeated, with no remaining populated colonies, or ordnance.
Sounds like a fun game though!
103 is AI checking fuel, 111 is AI checking for damage, 117 is AI ground force training.
They all run during every construction phase, and sometimes more often, so it must be a very rare bug.
What did you do with SM mode?
Well, the only things I can remember doing with SM mode before all this stuff started happening, was that I adjusted the orbits and environments of some planets in systems where I discovered a couple of new alien races, so that the planets would be suitable for them to colonise. Also used SM mode while designing a few ship classes that I transferred to some of the NPRs, to intervene in their wars.
In the course of the multifactional war, Earth got hit by missiles several times, and a lot of installations were destroyed, and several populations on Earth and in Sol changed hands, some several times. There were several battles between CMC garrisons as well. Some of the NPRs have been effectively defeated, with no remaining populated colonies, or ordnance.
103 is AI checking fuel, 111 is AI checking for damage, 117 is AI ground force training.
They all run during every construction phase, and sometimes more often, so it must be a very rare bug.
What did you do with SM mode?
In my game, there was a multifactional war between different NPRs that all had the same homeworld (Earth), and I got a couple of error popups, and was wondering what they mean, and if anything I did with SM mode made things worse, so that I would know not to do those things again.
For a while, I got errors for functions #103 and #111, but these went away eventually. These popped up at seemingly random times, whenever I pressed the buttons to advance time. I couldn't figure out a pattern to what was happening.
Lately, I have an error for function #117, which seems to occur at the end of each construction cycle.
iirc, they all just say the same error message: "Object reference not set to an instance of an object".
GameID,MaterialID,SystemID,SystemBodyID,Amount,Accessibility,HalfOriginalAmount,OriginalAcc
119,1,14013,1270312,103680000.0,0.1,24502500.0,0.1
119,1,13991,1267757,14905800.0,1.0,230400.0,0.6