How the hell do you get such accurate missiles? My missiles had a 100% chance vs 1000km/s vessels, and dropped off rapidly from there... Against 3000 km/s it had dropped to around 50%, and 5000 km/s was 20%!
How the hell do you get such accurate missiles?
Warhead Strength per MSP = 5
Missile Engine Power per MSP = 2
Missile Agility per MSP = 32
Fuel Efficiency = 0.8
I was trying to design a Size 2 Anti-Ship missile, a Size 2 Fighter Missile, and a size 5, 12 and 20 missile.
My Interceptor Missiles had a 12% chance to hit an object moving at 10,000 km/s... ;(
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 18
Speed: 22000 km/s Endurance: 2 minutes Range: 2.8m km
Cost Per Missile: 0.8167
Chance to Hit: 1k km/s 396% 3k km/s 126% 5k km/s 79.2% 10k km/s 39.6%
Materials Required: 0.25x Tritanium 0.3067x Gallicite Fuel x31.25
Development Cost for Project: 82RP
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 18
Speed: 22100 km/s Endurance: 2 minutes Range: 2.8m km
Cost Per Missile: 0.8187
Chance to Hit: 1k km/s 397.8% 3k km/s 126% 5k km/s 79.6% 10k km/s 39.8%
Materials Required: 0.25x Tritanium 0.3062x Gallicite Fuel x31.5
Development Cost for Project: 82RP
Hmm, I did think a 23M km sensor would see a bit further.
Naturally, a longer-range PD missile won't help unless it actually gives you an extra salvo against any incoming enemy missiles... if not, then that extra MSP would be better put into agility or speed.
On another matter, I'm trying to find the underlying formula for missile speed. Do you happen to know it?
Unfortunately, no... nor the speed vs to-hit conversion formula either.
Unfortunately, no... nor the speed vs to-hit conversion formula either.
Not the one given in the missile design screen, top right, by any chance?
Not the one given in the missile design screen, top right, by any chance?
EDIT: to be perfectly clear, I suspect that the combat engine uses floating-point values for agility, but the user interface only displays the integer part.
If the game engine doesn't round then Kiwi's formula actually would be perfect, wouldn't it?
Given that the displayed missile hit chance steps if you change Agility from 7.49 to 7.50, in addition to the maneouvrability stepping, I'd be prepared to assume the combat engine uses rounded values. I'm pretty sure when I looked through the database once, numbers were only stored to 3 or 4 sf.
... you looked through the database? I thought it was password protected?