Posted by: Kaiser
« on: November 11, 2022, 02:01:37 PM »Yeah, I think the 1s missile detection should be implemented. One thing is not being able to detect a ship, another one is losing ships because the 5s time increment.
Steve, is only movement and impact updated on the new 1 sec sub-pulse or is detection also bundled in. If not it might be beneficial to add that check in in order to have PD respond in the last 2-4 seconds of the 5 sec increment when a missile actually crosses into the detection range. Would still not help if the missile can cross the envelope in 1 sec, but that would be super rare case with extreme technology gaps
On the second occasion you only had a thermal contact for the missiles, which means you couldn't target them. At what range can your active sensors detect missiles and how fast are the missiles? The missiles may have passed through active sensor range in a single increment, so you could not get an active lock for engagement.
The enemy missiles are 34218 Km/s fast.
I have different active sensors on my fleet, they are:
- Active Search Sensor AS50-R170 (70%) (1) GPS 5440 Range 50m km Resolution 170
- Active Search Sensor AS1-R1 (70%) (5) GPS 2 Range 1.7m km MCR 157.3k km Resolution 1
- Active Search Sensor AS20-R100 (70%) (1) GPS 800 Range 20.9m km Resolution 100
I understood that in the second occasion I had a thermal contact only, but what's not clear is why sometime I detect them with the active sensors and other times no, they are the same missiles, the second active sensor should be able to detect them every time or not?
It might be because my ships are moving, so time to time the distance is not enough to detect them in a single increment due to the missiles are very fast.
I would like to understand how Aurora manage these increments and the logic behind and how to correctly set the auto increments in such situations.
The enemy missiles travel 171,090km (34,218x5) in a single 5-second increment, while your second sensor can only detect the smallest missiles (less than size 6 IIRC) at a range of 157,300km. This means that occasionally a salvo could end up within ~15,000km outside your sensors and then hit your ship on the next increment without being detected. The MCR range on the sensor is the range to detect the smallest sizes of missiles, the full 1.7m km range is for 50-ton ships.
If your ships are moving towards the enemy, the effective speed of the missiles is higher (missile speed + your ship speed), if they are moving away, the effective speed is lower (missile speed - your ship speed).
On the second occasion you only had a thermal contact for the missiles, which means you couldn't target them. At what range can your active sensors detect missiles and how fast are the missiles? The missiles may have passed through active sensor range in a single increment, so you could not get an active lock for engagement.
The enemy missiles are 34218 Km/s fast.
I have different active sensors on my fleet, they are:
- Active Search Sensor AS50-R170 (70%) (1) GPS 5440 Range 50m km Resolution 170
- Active Search Sensor AS1-R1 (70%) (5) GPS 2 Range 1.7m km MCR 157.3k km Resolution 1
- Active Search Sensor AS20-R100 (70%) (1) GPS 800 Range 20.9m km Resolution 100
I understood that in the second occasion I had a thermal contact only, but what's not clear is why sometime I detect them with the active sensors and other times no, they are the same missiles, the second active sensor should be able to detect them every time or not?
It might be because my ships are moving, so time to time the distance is not enough to detect them in a single increment due to the missiles are very fast.
I would like to understand how Aurora manage these increments and the logic behind and how to correctly set the auto increments in such situations.
On the second occasion you only had a thermal contact for the missiles, which means you couldn't target them. At what range can your active sensors detect missiles and how fast are the missiles? The missiles may have passed through active sensor range in a single increment, so you could not get an active lock for engagement.
That's what I do not get, let's look at the last events:
- In the beginning, the two salvo (x31 and x7) are correctly detected and then shot down, all of them.
- Then other two salvo (x7 and x7), there's a first contact when the enemy launch them, then it seems I am missing the step "Hostile contact update" which happened in the previous salvo and the outcome is that my ships are hit.
So what's the difference between the two?
In the first screenshot, you have acquired the missiles on active sensors - you can tell this because the size of the contact is visible.
In the second screenshot, you have acquired the missiles on passive sensors only - you can tell this because you get a thermal reading but not a size reading. Then, when you press the next increment it skips a full 30 seconds rather than the needed 5-second sub-increment, and the missiles cross your active sensor envelope before you can acquire them, and detonate.
For better or worse, manually forcing 5-second sub-increments as Garfunkel said is the correct solution, as part of Aurora is learning how to manage the increments system. Note that you can select whatever sub-increment you want and then press whatever main increment button you want - so you can set the sub-increment to 5 seconds, and still press the 20 minutes main increment to advance time by up to 20 minutes, you do not have to keep pressing 5s over and over. This may take longer to calculate, but the alternative would be a "real-time" calculation and that I assure you would take even longer.
Alternatively, once a missile contact shows up on your thermal sensors, switch to 5-sec or 30-sec increments (if you use 30-sec main increments, the sub-increment is always 5 seconds) until the missiles are acquired on active sensors. This is usually how I handle my approach against missile-launching opponents.
That's what I do not get, let's look at the last events:
- In the beginning, the two salvo (x31 and x7) are correctly detected and then shot down, all of them.
- Then other two salvo (x7 and x7), there's a first contact when the enemy launch them, then it seems I am missing the step "Hostile contact update" which happened in the previous salvo and the outcome is that my ships are hit.
So what's the difference between the two?
Turn auto-turns on, then click 5 sec and the game will keep going until the salvo reaches your PD. That'll make it lot more feasible to approach the enemy while keeping your defences up without risking the longer increments.