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I also don't really maintain a proper gallery, but I do occasionally post worldbuilding pieces on my bluesky: https://bsky.app/profile/gerardriley.bsky.social
It includes a few other bugfixes but the IRPAL is currently bugged.
https://prnt.sc/54aLeFmtqMrn
The results were grim. Shots Fired per the Battle Report for the IRPALs is 2301, while hits is at 74, for an accuracy of ~3.2%.
Battle Report available here: https://drive.google.com/file/d/1AwH_4QbmBwSQaeDfvDN0YdNcJ3ZR8_sM/view?usp=sharing
The target was an FLV with 6 IRPALs along its lower surface, with the launch platform being another FLV with the coil set to High power. The target was equiped with the "Cat armor composite" from the cat technology mod to ensure that it survived testing.
The missiles were fired from a distance of about 7km, ahead and ~30 degrees below the target, to ensure that all IRPALs could fire on the incoming missiles during the entirety of their flight.
12 LMH-200 missiles (speed set to 225m/s, no evasive manuvers, free approach) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)
12 NSC-200 charges (speed set to 300m/s) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)
36 NSC-300 charges (speed set to 300m/s) were launched, 12 each for the 1000m, 2500m, and 4000m fuses.
The default speed For an SMHM-200 is 217m/s. With the IRPAL's range of 5000m that comes down to an engagement time of ~23sec, which with its fire rate means 4 salvos of 3 shots for a total of 12 shots. The expected value of missiles killed is 12*(1/16), or 0.75. This means that you can cannot reliably expect an IRPAL to handle a single basic missile. For a salvo of 3 missiles you'd need 4 of the things.
I get that as a DP weapon it needs to be worse at PD than dedicated PD weapons, but the numbers here are a bit much. Maybe up the accuracy a bit or let it be buffed by mount gyros and gun plotting centers?