Author Topic: Difference between Missile and AAM?  (Read 3363 times)

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Offline plasticpanzers (OP)

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Re: Difference between Missile and AAM?
« Reply #15 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?
 

Offline AL

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Re: Difference between Missile and AAM?
« Reply #16 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.
 

Offline plasticpanzers (OP)

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Re: Difference between Missile and AAM?
« Reply #17 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!
 

Offline doulos05

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Re: Difference between Missile and AAM?
« Reply #18 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
 

Offline GreatTuna

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Re: Difference between Missile and AAM?
« Reply #19 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.
 

Offline Mastik

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Re: Difference between Missile and AAM?
« Reply #20 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.
 

Offline Sematary

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Re: Difference between Missile and AAM?
« Reply #21 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.
 

Offline Garfunkel

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Re: Difference between Missile and AAM?
« Reply #22 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.
 

Offline sublight

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Re: Difference between Missile and AAM?
« Reply #23 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