Posted by: se5a
« on: December 15, 2012, 12:11:49 PM »*shrug* to me it reads as 'none in the mag, one in the chamber'
...even though I have no S7 RattleSnakes left on this ship. the combat summary shows that missile launcher ready to fire.
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)
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.
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)
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?