With 5-minute subpulses and a 3-hour turn, how did these two fleets slip so far past each other? I would have thought there would have been 36 sub-pulse sensor interrupt checks during those 3 hours of travel. All my sensor sizes and resolutions are shown. Shouldn't the turn have been interrupted with a new hostile sensor detection about 1.5 hours through the 3-hour turn?
Not necessarily. The turn interrupt is tied to the firing of events, and the firing of hostile contact events is tied to
updating of a hostile contact.
If a hostile ship leaves your sensor range at, say, 4000 km/s with its active sensor on, and then later reappears at 4000 km/s with its active sensor on, there is no
change in the hostile contact and no event is fired. This is not a bug, but rather is a quirk of the contacts system interacting with the events system - which is frequently brought up in the suggestions thread.
If I fire an overkill number of missiles targeted at a single target in a multi-ship fleet, and my missiles have active sensor seekerheads, shouldn't the "extra" missiles after my target dies, retarget to other nearby enemy ships? Because right now they all explode as if they hit something, but only the originally targeted ship is damaged/killed.
I fired 294 missiles at a single ship belonging to a precursor fleet of 3 enemy ships, all same speed and size. 167x missiles ended up having successful intercepts according to the log. However, only one ship was hit (32 times) and was destroyed. The remaining extra "overkill" missiles exploded, doing no damage to the other two ships:
I recall that in the 1.12 period there was discussion that active sensors on missiles did not allow them to retarget, and ultimately a change was made in 1.13 to allow second-stage missiles to auto-target but no change that I recall was made for standard missiles with active sensors. Presently active sensors on missiles are designed to allow retargeting if a target was destroyed in the previous increment - with how salvo motion and missile impacts work missiles will not retarget after the target has been precisely killed. I'm not sure if this is the design intention or simply the way it is, but either way it isn't a bug and is another popular subject of discussion in the suggestions threads.