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Topic Summary

Posted by: sublight
« on: November 30, 2015, 12:02:17 PM »

If you absolutely must have an AMM with the entry 2-warhead/msp tech level you should consider making size-2, or even size-3 AMMs. The auto-naming will suggest the 'ASM' designation, but if you load these into size-2/size-3 launchers you can use them the same way as the smaller variety. These supper-sized anti-missiles are bulky, but compensate by being much more accurate and cost effective.

For example, these were used in this conventional start lets-play using only the most basic tech.
Code: [Select]
S3 Helm AMM
Missile Size: 3 MSP  (0.15 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 14
Speed: 6300 km/s    Engine Endurance: 86 minutes   Range: 32.7m km
Cost Per Missile: 0.7155
Chance to Hit: 1k km/s 88.2%   3k km/s 28%   5k km/s 17.6%   10k km/s 8.8%
Materials Required:    0.25x Tritanium   0.4655x Gallicite   Fuel x75

With your tech a size-2 AMM might use the following:
0.5 warhead
0.01 fuel
0.35 agility
1.14 max-power missile engine
Posted by: Garfunkel
« on: November 30, 2015, 07:14:28 AM »

At Nuclear Thermal and Nuclear Pulse engine levels, don't bother with AMMS unless you are roleplaying human-vs-human war or something similar. It's only at Ion engine level that their performance gets sufficient to make them useful against other threats.
Posted by: Sematary
« on: November 21, 2015, 07:47:58 PM »

I agree with Mastik on that. Tiny range is fine with AMMs and defiantly trade fuel space for speed. Agility isn't great to invest in until you have researched a few levels of it.
Posted by: Mastik
« on: November 21, 2015, 12:08:30 PM »

Quote
Scorpion AMM

msp .5  warhead 1
fuel .001 value 2.5
agil .39   value 12.48
.04 NP engine
800kps  4.4 hours  41.5m km range
terrible accuracy tho 17.6/0/3.5/1.8

Try this:

Warhead:  0.5 MSP Value 1
Fuel:  0.01
Agility: 0   set this to zero for now.
Create a 0.49 MSP Missile engine.
Posted by: GreatTuna
« on: November 21, 2015, 03:38:50 AM »

.04 NP engine? Not going to work. Swap most of agility to engine mass and you'll probably be set.
Also, what is your power modifier for engines? AMMs depend on speed to hit, hence the need of highest power modifier able.
Posted by: doulos05
« on: November 21, 2015, 03:15:30 AM »

I would have thought by detecting enemy missiles at longer range a slower missile could still intercept well but perhaps
that is wrong.   have not got to jump points just yet (almost).   just want to start preparing.   will keep tinkering with the
AMMs as my tech improves.   thanks again!
Higher speed means higher chance of hitting. The chance to hit has to do with the ratio of speeds plus agility (I don't know the exact formula). Hence the need for fast AMMs
Posted by: plasticpanzers
« on: November 21, 2015, 03:12:13 AM »

I would have thought by detecting enemy missiles at longer range a slower missile could still intercept well but perhaps
that is wrong.   have not got to jump points just yet (almost).   just want to start preparing.   will keep tinkering with the
AMMs as my tech improves.   thanks again!
Posted by: AL
« on: November 21, 2015, 03:01:08 AM »

You can technically use any missile you like in the anti-missile role, just don't expect them to be overly effective. I think the main problem is your tech is perhaps just a bit too low to get something useful just yet (at least in my view). 800km/s is painfully slow - what speed are the enemy missiles? Generally you want to have your AMM's be at the very least the same speed as opposing ASM's, if not greater by a factor of 2 or more.
Posted by: plasticpanzers
« on: November 21, 2015, 02:54:54 AM »

question would be should i scrap all the size 1.71 AMM Shrikes I built (that now appear to be ASMs) or can i still
use them in the AMM role or should I scrap them and start over with the size 1 Scorpion?
Posted by: plasticpanzers
« on: November 21, 2015, 02:44:26 AM »

I think i have it now

Scorpion AMM

msp .5  warhead 1
fuel .001 value 2.5
agil .39   value 12.48
.04 NP engine
800kps  4.4 hours  41.5m km range
terrible accuracy tho 17.6/0/3.5/1.8

shows as a missle size of 1 and the calculator says its an antimissile missle.

at least a start?
Posted by: plasticpanzers
« on: November 21, 2015, 02:39:07 AM »

I see (again alot of stuff does not appear until you do it right) in that when i finally balance all the stuff to a 1.00 missile
size it says anti missile missile.  duh me.
Posted by: plasticpanzers
« on: November 21, 2015, 02:29:14 AM »

maybe this is closer

new engine .04

wh .05 value 1
fuel .001 value 2.5
agility .39
800 kps (alot slower than the shrike)
4.1m k range 86min fuel duration
chance to hit 18.4/0/3.7/1.8  (seems more effective to have someone on the hull with a baseball bat..but that just me)

final missile size .991 (EDIT: game won't allow it as it says missile size must be at least 1)
Posted by: plasticpanzers
« on: November 21, 2015, 02:13:51 AM »

Got that part ok
.05 warhead  value 1
0.001 fuel     value 2.5   4600 kps  42min fuel 11.5m k range
agility 0.25  value of 8

calculates as a 1.751 missile that i can name anything i suppose.
cost per missile  .51

perhaps the engine needs to be smaller or shorter ranged?
does the warhead have to have a warhead value of at least one to kill an incoming missile?

(sorry for delay.  wife took me away for an episode of 'duck patrol')
Posted by: AL
« on: November 21, 2015, 01:41:31 AM »

Alright, so when you're designing the missile you should see a screen with a bunch of design parameters and an overview of the missile's stats. The former should look something like this (obviously without the red box):

So all the values you enter in the fields within that red box (labelled MSP at the top) are effectively how much space (measured in MSP) that you will dedicate to the corresponding component.
On the other hand, the missile size that you get in the summary section is what the actual size of your missile is, which should be the sum of all the components that you put in your missile.

So when someone says they have 0.25 MSP warhead, that means they put 0.25 under the "Warhead strength" field in the above image. The size of your missile is what's written in the summary section (to reiterate what I said before).
Posted by: plasticpanzers
« on: November 21, 2015, 01:24:45 AM »

Not trying to seem dense but are there two MSP ratings?   One for missile strength point and one of missile size point?
I have on the Shrike a warhead of .05 with a value of 1
warhead 1  maneuver 15 armor 0
.001 fuel (more than enough for the range for a pd missile of 11.5m km) and .025 agility
engine is a nuc pulse .4 with a 4600 kps speed
the missle size is 1.751 (0.08755 HS) and fits in my size 2 PD missile launcher

I have not been able yet to get anything smaller in size than this 1.751 size missile so far.   
question is will it work as an AMM?


again the help explaining is much appreciated!