Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

54% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
03/30/24 +1.6 Days

Search

Anniversaries

21th - Doran

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » PSMs
Goto page ( 1 | 2 Next Page )
 Author PSMs
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-25 18:57   
I posted this in the Dreadnought layout thread, but I think at this point it deserves it's own. I've had other people witness it so I know it's not just me, PSMs explode around 100 GU from their target or anything that gets in the way. Most often they do little or no damage because of this, but once in a great while 1 or 2 missiles out of a salvo will get through and hit the target, or if the target is below another structure in the southern hemisphere or above another structure in the northern hemisphere then the other structure may be damaged by the splash, targets closer to the equator may be damaged by the splash as well.

There is also no minimum or maximum firing distance for them, I was able to launch them at a target 1.7 million GU away, and at empty space 10 GU infront of me, but they explode after flying approximately 1250 GU. I'm sure the bug is with the firing distance limit and not with the actual range, having unlimited range would be utterly absurd.
_________________
Adapt or die.

Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2011-05-25 19:16   
+1 wtinessing this.

once reaching 1.25k they do not appear to det to other people in most cases.
_________________
“We give our lives for the lives of Humanity. May you all see better days.”

We are the Falix Brothers...

SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-05-26 01:31   
Quote:

On 2011-05-25 18:57, Talien wrote:
I posted this in the Dreadnought layout thread, but I think at this point it deserves it's own. I've had other people witness it so I know it's not just me, PSMs explode around 100 GU from their target or anything that gets in the way. Most often they do little or no damage because of this, but once in a great while 1 or 2 missiles out of a salvo will get through and hit the target, or if the target is below another structure in the southern hemisphere or above another structure in the northern hemisphere then the other structure may be damaged by the splash, targets closer to the equator may be damaged by the splash as well.

There is also no minimum or maximum firing distance for them, I was able to launch them at a target 1.7 million GU away, and at empty space 10 GU infront of me, but they explode after flying approximately 1250 GU. I'm sure the bug is with the firing distance limit and not with the actual range, having unlimited range would be utterly absurd.


I can totally imagine launching a barrage of missiles and logging in the next day to see a devastated enemy system. XD
_________________


Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-05-26 08:28   
Cave Johnson here! I've had the engineers look into this one and I have some good news and some bad news. The good news - I've got some numbers for you:

- PSMs have a 30gu splash range, so blowing up at 100gu would indeed make them ineffective.
- The minimum range is 250gu - before that, they'll do zero damage.
- The maximum range is 1250gu - they blow up at that point.
- The lack of a check on those values (what lets you fire at 1gu or 1 million) is just a bug able to be fixed with the flipping of a flag.

The bad news - I don't know why they're blowing up at 100gu. But at least they're not blowing up at 0gu and scorching off your eyebrows. Not that we couldn't make you new eyebrows...
[ This Message was edited by: Cave Johnson on 2011-05-26 10:31 ]
_________________
* [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"

  Email Shigernafy
Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2011-05-26 09:16   
Quote:

On 2011-05-26 08:28, Cave Johnson wrote:
To hit your points in order:

- The 100gu thing is a bug. They have a 30gu splash range, so they would indeed be ineffective blowing up that early.
- The minimum range is 250gu - before that, they'll do zero damage.
- The maximum range is 1250gu - they blow up at that point.
- The lack of a check on those values (ie, letting you fire at 1gu or 1 million) is just a bug able to be fixed with the flipping of a flag.






on an unrelated note seeing as the issue raised seems to have been acknowledged and a fix is underway or to be expected, could you start each post with "Cave Johnson here" because without it, my internal voice reading all the posts just doesnt seem to work.



Cave Johnson here! We had some sort of glitch in the system earlier that meant a sixth grader ended up posting that information above in my name. I've fired the engineer responsible and enrolled the child in our youth testing academy. Things should be fine here on out... unless we run out of testers again.
[ This Message was edited by: Cave Johnson on 2011-05-26 10:33 ]
_________________
“We give our lives for the lives of Humanity. May you all see better days.”

We are the Falix Brothers...

Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-05-26 09:47   
Quote:

On 2011-05-25 18:57, Talien wrote:
or if the target is below another structure in the southern hemisphere or above another structure in the northern hemisphere


This is one reason why missiles miss a lot, besides them targeting a ship's aft.

Please implement a minimum turning rate...its sad to see a phoenix or PSM turning at the rate of 1 degree, then missing the target and complaining "it was way out of my trajectory!". Had the missile turned at its max capacity or had a minimum turning rate (say 15 degrees) before it barrels straight for the target with 0 degree turning, it could've hit the target easily.

And if they go straight for the target longer, they save some time which would go towards slowly turning to target.

[ This Message was edited by: Brahmastra on 2011-05-26 09:48 ]
_________________
Forging legends and lives outside till naught remains inside.


Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2011-05-26 10:01   
1 degree sure sounds like a minimum rate...
_________________

I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-26 10:13   
While I'm certainly one to appreciate bitter, bitter sarcasm, once I stop chuckling to myself I'm sure I'll have something to add.


.....And chuckling has ceased. I believe he means a minimum turning angle greater than 1 degree to avoid the annoyance of a brick being missed by missile salvos, not by virtue of the pilot's skill, but simply because missiles have horrible tracking for the most part. Of course the downside to this could lead to many Cruisers, Destroyers, and possibly even Frigates being instagibbed by MD/Ganglia. Not that it's hard for a Ganglia to do this anyway since Shroud missiles have such a large amount of negative signature.
_________________
Adapt or die.

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-05-26 11:50   
Quote:

On 2011-05-26 10:13, Talien wrote:
While I'm certainly one to appreciate bitter, bitter sarcasm, once I stop chuckling to myself I'm sure I'll have something to add.


.....And chuckling has ceased. I believe he means a minimum turning angle greater than 1 degree to avoid the annoyance of a brick being missed by missile salvos, not by virtue of the pilot's skill, but simply because missiles have horrible tracking for the most part. Of course the downside to this could lead to many Cruisers, Destroyers, and possibly even Frigates being instagibbed by MD/Ganglia. Not that it's hard for a Ganglia to do this anyway since Shroud missiles have such a large amount of negative signature.



Smaller ships also have alot more PD, and more often than not have the EWAR capabilities to detect them than dreadnaughts.

Besides, why the hell do we have picket destroyers for anyways?




-Ent
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-26 12:15   
Picket/Escort Destroyers no longer have EW with the new layouts.
_________________
Adapt or die.

SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-05-26 18:37   
Quote:

On 2011-05-26 12:15, Talien wrote:
Picket/Escort Destroyers no longer have EW with the new layouts.


The underused UGTO Defence Frig does.
But I think missile splash would own the frig (will have to test MD/Ganglia missile splashes to check). :|
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-05-26 19:26   
After 20 minutes of testing in beta I got 94 of 100 shots hitting the target, however, not all that hit did damage. In fact, dealing any damage at all, with MiRV's or PSM's, was difficult. Which leads me to believe thay may be an issue with the tracking code against planets, or a problem seated deeper that I'm not seeing.

Either way, this isn't an issue with PSM's and after consulting with F about the tracking code, we'll see if we can't fix it.
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-26 19:46   
Thanks for looking into it, nice to know I'm not crazy. At least not crazy because of this anyway.
_________________
Adapt or die.

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-05-27 12:30   
Why did old PSM work so well Jack? Since SD is the only ship contain PSM, I think you may raise its power back to what it was, the range is acceptable. It's questionable that SD is so good at bombing as Bomber cruiser.

Btw, why does MD has 8 missles while SD has only 7? I can't believe planet missle has higher point cap than ship missles.
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-27 12:38   
SD has 3 aux reactors, 2 forward and 1 aft armor, 9 CL, and 7 missile/bomb launchers.

MD has 2 aux reactors, 1 forward and 0 aft armor, 7 CL, and 8 missile launchers.
_________________
Adapt or die.

Goto page ( 1 | 2 Next Page )
Page created in 0.017630 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR