Posted by: Pedroig
« on: January 27, 2024, 08:24:48 PM »Great, now don't have to try testing it to see if that would have even worked...
Can you not launch missiles from a launcher that's bigger than them? I guess I haven't tried, but that would make the thing where I carefully set fuel levels to bring the MSP to round numbers more important than I realized...I was talking about 1 MSP missiles, which I think is the usual expectation for small AMM?For a small AMM, ATG without very high tech is going to lower your chance to hit because .25 is too big a fraction of your missile. It might work out for, say, a 4 MSP ASM though.
This isn't really the case unless you're using sizes of ASMs smaller than 2 MSP.
(I wonder if <1 MSP AMMs to get more shots per magazine would work out at all, though?)
Can't make a launcher smaller than 1, so no.
I was talking about 1 MSP missiles, which I think is the usual expectation for small AMM?For a small AMM, ATG without very high tech is going to lower your chance to hit because .25 is too big a fraction of your missile. It might work out for, say, a 4 MSP ASM though.
This isn't really the case unless you're using sizes of ASMs smaller than 2 MSP.
(I wonder if <1 MSP AMMs to get more shots per magazine would work out at all, though?)
I was talking about 1 MSP missiles, which I think is the usual expectation for small AMM?For a small AMM, ATG without very high tech is going to lower your chance to hit because .25 is too big a fraction of your missile. It might work out for, say, a 4 MSP ASM though.
This isn't really the case unless you're using sizes of ASMs smaller than 2 MSP.
For a small AMM, ATG without very high tech is going to lower your chance to hit because .25 is too big a fraction of your missile. It might work out for, say, a 4 MSP ASM though.
Retargeting is a much harder sell for me. When it's good, it's really good. Mostly against singletons or small groups. You know, like if groups of 1-4 small fast ships are wandering around your systems blowing up your civilian shipping, hypothetically speaking. Then Retargeting can save you a lot of time and missiles. Against a decent sized fleet or slower/low-tech opponents you won't have much trouble hitting anyway, that space is probably better used elsewhere.It might also be great for missiles meant to kill fighter or FAC groups, which are unlikely to have strong missile defense but are relatively hard to hit.
For a small AMM, ATG without very high tech is going to lower your chance to hit because .25 is too big a fraction of your missile. It might work out for, say, a 4 MSP ASM though.- 50% of mass as engine with significant boost, ECCM, at least 1-2 decoys, warhead strength should be X^2, where X is how many layers of armor the missile can penetrate.
-- Anything less than size 6 probably won't be able to fit all that.
-- Engine boost should be as high as possible while still maintaining desired range. Hostile missiles usually have at least 60 million km range in my experience, if not more.
-- If the missile is big enough (size 10 or more), you may also want to add retargeting and Terminal Guidance to improve hit chance.
This is all good advice, but I do think for the cost of 0.25 MSP Advanced Terminal Guidance (ATG) is pretty useful even on smaller missiles. I'm using size 6 and size 9 in my current game and over more than a dozen iterations, I have explicitly tested ATG vs 0.25 MSP of boosted engine and have yet to encounter a case where ATG was the wrong choice, even with my low-tech size 6 missiles. The base 20% boost to hit rate is probably already significant, unless the base hit rate is really bad---which is certainly possible if someone is trying to make a low tech, 60 million km, single stage missile with a big warhead---and it scales up pretty fast if you invest the tech points.
Now, it's true you might want that 0.25 MSP for something else, like a bigger warhead or more fuel or sensors, but I feel like it's always worth considering, even on a small missile. (Are we considering size 6 small now?)
Retargeting is a much harder sell for me. When it's good, it's really good. Mostly against singletons or small groups. You know, like if groups of 1-4 small fast ships are wandering around your systems blowing up your civilian shipping, hypothetically speaking. Then Retargeting can save you a lot of time and missiles. Against a decent sized fleet or slower/low-tech opponents you won't have much trouble hitting anyway, that space is probably better used elsewhere.It might also be great for missiles meant to kill fighter or FAC groups, which are unlikely to have strong missile defense but are relatively hard to hit.
- 50% of mass as engine with significant boost, ECCM, at least 1-2 decoys, warhead strength should be X^2, where X is how many layers of armor the missile can penetrate.
-- Anything less than size 6 probably won't be able to fit all that.
-- Engine boost should be as high as possible while still maintaining desired range. Hostile missiles usually have at least 60 million km range in my experience, if not more.
-- If the missile is big enough (size 10 or more), you may also want to add retargeting and Terminal Guidance to improve hit chance.
That’s a great start thank youYeah, don't pay much attention to the LP from 2.1, there's a huge change in missiles at 2.2. Missile agility being gone is part of it.
The LP I’m watching has missile agility (?) as a research area - I’m guessing that’s gone now because I can’t find it in my 2.5
So is a box launcher and a magazine 2 separate things is one a component of the otherI believe the only case of a component you design being part of another component is with turrets.
Still new to the game and plodding onMy general rule of thumb for missiles is as follows:
I have been following a couple of let’s plays to get me used to the game but they’re far from 2.5 - 2.1 and 2.2 I think
I have absolutely nothing to go on in terms of missile design and wondered if there was a quick and dirty ‘here are some good missiles’ guides or advice anywhere
TIA
Guisarme Anti-Ship Missile
Missile Size: 10.00 MSP (25.000 Tons) Warhead: 16.0 Radiation Damage: 16.0
Speed: 24,000 km/s Fuel: 750 Flight Time: 21 minutes Range: 30.43m km
Decoys: 2 ECM-2 ECCM-2 ATG: 25%
Cost Per Missile: 12.35 Development Cost: 555
Chance to Hit: 1k km/s 300% 3k km/s 100% 5k km/s 60% 10k km/s 30%
-- If you want long range, consider making a 2 stage missile, IE this one has a cruise stage with a size 3.5 engine and 0.5 fuel, plus a size 6 "sprint" stageKatana ASM
Missile Size: 10.00 MSP (25.000 Tons) Warhead: 0 Radiation Damage: 0
Speed: 14,000 km/s Fuel: 1,500 1st Stage Flight Time: 120 minutes 1st Stage Range: 100.4m km
2nd Stage Flight Time: 2 minutes 2nd Stage Range: 3.73m km
Cost Per Missile: 12.41 Development Cost: 557
Second Stage: Katana ASM Stage 2 x1
Second Stage Separation Range: 2,000,000 km
Chance to Hit: 1k km/s 140% 3k km/s 46.7% 5k km/s 28% 10k km/s 14%
Katana ASM Stage 2
Missile Size: 6.00 MSP (15.000 Tons) Warhead: 9.0 Radiation Damage: 9.0
Speed: 30,400 km/s Fuel: 250 Flight Time: 2 minutes Range: 3.73m km
Decoys: 2 ECM-2 ECCM-2
Cost Per Missile: 8.91 Development Cost: 471
Chance to Hit: 1k km/s 304% 3k km/s 101.3% 5k km/s 60.8% 10k km/s 30.4%
Javelin AMM Mk1
Missile Size: 1.00 MSP (2.500 Tons) Warhead: 1.0 (MW-2) Radiation Damage: 1.0
Speed: 43,600 km/s Fuel: 50 Flight Time: 50.2 seconds Range: 2,188,720 km
Cost Per Missile: 1.44 Development Cost: 189
Chance to Hit: 1k km/s 436% 3k km/s 145.3% 5k km/s 87.2% 10k km/s 43.6%
- Size 2 Retargeting AMM (Note: only works if the AMM is faster than the incoming missile, so generally wont work against enemy AMMs)Buckler AMM
Missile Size: 2.00 MSP (5.000 Tons) Warhead: 0.5 Radiation Damage: 0.5
Speed: 43,200 km/s Fuel: 125 Flight Time: 89.1 seconds Range: 3,849,120 km
Retarget Capable
Cost Per Missile: 2.785 Development Cost: 263
Chance to Hit: 1k km/s 432% 3k km/s 144% 5k km/s 86.4% 10k km/s 43.2%
- Size 3 25% ATG + multiple WarheadsAegis Heavy AMM
Missile Size: 3.00 MSP (7.500 Tons) Warhead: 3.0 (MW-6) Radiation Damage: 3.0
Speed: 34,133 km/s Fuel: 125 Flight Time: 81.9 seconds Range: 2,795,517 km
ATG: 25%
Cost Per Missile: 4.06 Development Cost: 318
Chance to Hit: 1k km/s 426.7% 3k km/s 142.2% 5k km/s 85.3% 10k km/s 42.7%
Note that ATG becomes more efficient as the missile gets larger