Aurora 4x

New Players => The Academy => Topic started by: Detros on February 11, 2017, 12:27:16 PM

Title: Shooting at max range
Post by: Detros on February 11, 2017, 12:27:16 PM
The eight number in accuracy ratings is 0. Will this turret shoot even if it has 0 % to hit? Or will it wait till it has at least 1 % chance to hit?
Code: [Select]
Duffy & Clarke 12cm C2 Visible Light Laser (1)    Range 80 000km     TS: 2500 km/s     Power 4-2     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
Gibbons Electronics Fire Control S04 40-2500 H70 (1)    Max Range: 80 000 km   TS: 2500 km/s     88 75 62 50 38 25 12 0 0 0

Title: Re: Shooting at max range
Post by: SgtVennamo on February 11, 2017, 02:03:06 PM
It waits until it has at least a chance to hit.
Title: Re: Shooting at max range
Post by: Detros on February 11, 2017, 02:42:42 PM
So if missile is moving with speed of 5000 km/s directly to this laser and this laser can with enough power plants shoot every 10 seconds the shooting will be something between these two scenarios, depending on how close does the missile get in the initial step:

Scenario A

Scenario B

Am I right? Or could maybe at the last step of Scenario A the laser shoot once more if it was taking its turn before the missile?
Title: Re: Shooting at max range
Post by: SgtVennamo on February 11, 2017, 03:08:01 PM
If I remember correctly, it goes pretty much like that. Then again most missiles will go a lot faster, so you'll be looking at getting one shot in per volley.
Title: Re: Shooting at max range
Post by: Detros on February 11, 2017, 03:30:57 PM
If I remember correctly, it goes pretty much like that. Then again most missiles will go a lot faster, so you'll be looking at getting one shot in per volley.
I am not looking to use them single-ly. I tried lots of variants and in the end managed (hopefully with all settings right) to cram two tri-laser turrets  in 2.5kt corvette and three of these laser turrets in 5k frigate. Getting ready to open the can of worms known as a jump point.  9 shots in a volley should be able to do something at least partially decent.
Title: Re: Shooting at max range
Post by: Titanian on February 12, 2017, 03:43:17 AM
In your example, the missile goes twice as fast as your tracking speed, so expect hits to be half as likely.
Title: Re: Shooting at max range
Post by: Detros on February 12, 2017, 04:28:03 AM
In your example, the missile goes twice as fast as your tracking speed, so expect hits to be half as likely.
Ah, right.

As we are in Academy section: to see how effective your weapons are against variously fast targets you can go to Class Design->Full Summary View. There you can set the desired distance/speed of your target  on the right - the stats of your weapons will update in the summary.

In the first years, when I got designs without any weapons, I thought these distance/speed settings are no working as changing them didn't seem to do anything at all.