From The Depths

From The Depths

Missile gauge, stronger missiles 2.16 [OBSOLETE]
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Update: 1 Nov, 2017 @ 1:57pm

Durability changes

  • Body and thumper modules now only give 100% base HP, down from 200%
  • Fins now only give 50% base HP, down from 100%
  • L missiles get a 50% HP boost, on top of the base 10x HP of Ms

Interceptor rework
  • Both S and M interceptors have 3 charges
  • Interceptor radius is fixed at 40m
  • Interceptor damage is fixed, doesn't fall off with distance
  • Damage halved, S is 750 and M is 7500

Flak buff
  • Damage is up from 60% of HE to 75%
  • Radius is up from 70% of the stock value to 80%

Misc
  • HE radius decreased from DAMAGE^0.3 to DAMAGE^0.28. S is ~6-11m, M ~11-20, L ~21-40
  • Detection range rescaled to THRUST^0.4 * 60, overall a ~50% increase at low thrust outputs
  • If a missile doesn't have thrust it's still detectable, at a range of 200m * (1 + LENGTH / 10) * SIZE_MODIFIER, where SIZE MODIFIER is 0.5 for S, 1 for M, 2 for L.

Update: 30 Oct, 2017 @ 7:06pm

Hatches/aerodynamics

  • Added aerodynamic hatches for M missiles. They are 2 block long and provide a 1m gantry, same cost/armor as high/low hatches but only half the weight and 75% the HP.
  • Aerodynamic hatches have the same drag as a 2m slope, single/quad racks launchers and gantries the same as 4m slopes.
  • Hatches now aren't vulnerable to HEAT penetration.

Speed/acceleration
  • Generic nose guidance drag reduced from 0.05to 0.02
  • Body drag increased from 0.015 to the generic 0.02
  • Missile mass reduced to 50% across the board, drag increased to 150%.
  • Ejectors, variable and shortrange thrusters now give 25/50/100 m/s base speed. Thruster base speed is affected by ejection angle.
With these changes missiles reach top speeds after launch/turns faster, so at least their own acceleration doesn't contribute that much to misses.
Speeds increased by ~15% across the board, with body nerf absolute maximum is roughly the same.

Fixes
  • Fixed destroying launchpads currently staggering making them unable to fire on repair.
  • Fixed shortrange thrusters reverting to 1000 thrust when the launcher is pulled out of play and activated again.
  • Fixed guidance TPG/APN/One turn settings not working when the launcher is pulled out of play and activated again.
  • One turn modules aren't placeable but still work on vanilla designs.

Update: 28 Oct, 2017 @ 7:27am

Guidance changes

  • IR, radar, sonar, laser receiver and single pixel IR heads can select between TPG, 0-10 APN and direct guidance. TPG and APN modules removed.
  • IR, radar and sonar heads can can use one turn(laser receiver already had similar behavior). One turn module removed.
  • "Sea skimming" behavior removed, now missiles always use "Aiming straight ahead" if there are no targets or guidance isn't active yet.
  • One turn now plays nice with TPG/APN.

Speed changes
  • Torpedo prop max output decreased from 300/3K/30K to 200/2K/20K.
  • Torpedo sonar drag decreased from 0.05 to 0.02.
  • Short range thruster max output decreased from 600/6K/60K to 500/5K/50K, fuel use increased to 120% so still needs 3 tanks for 5 sec at full thrust.
  • Body module drag increased from 0.01 to 0.015.
These make sure that S missiles/torps can't get too extreme speeds(missiles top out at ~400 m/s now, practical ones ~300). M/L are barely affected.
The reason is that at very high velocities missiles can potentially bug through solid armor, and around 500 body modules are almost always better than other warheads.

Fixes
  • Fixed stagger addons not working with a single S launcher.
  • Fixed S/L torpedo propellers not using the correctly scaled thrust output in some cases.

Update: 24 Oct, 2017 @ 1:27pm

  • Hatches open if enemies are detected, or you have selected the weapon group that contains them. They are forced to close while the missile is reloading.
  • Stagger rework: fixed stagger for S missiles, stock behavior improved so available missiles are always fired when they are ready.
  • S missiles accelerate faster, L slower.
  • Max speeds are closer to each other so L isn't too sluggish and short S with SR thruster tops out ~400-450 instead of 600.
  • Launchpad costs adjusted: from 200/800 up to 300/1200, the launchpads that include a gantry cost 400.
    This way L missiles are a bit more noticeably material-efficient than multiple S/M ones(and use less surface area for a given firepower).
    Small ones are more volume-efficient, for use in microfighters and the like.

Update: 20 Oct, 2017 @ 10:16am

Fixed frag scaling on L missiles to match reduced reload time.

Update: 20 Oct, 2017 @ 10:01am

  • Fixed torpedo propellers not giving any thrust on missiles not saved or checked with the mod. Thrust will default to 1000 on those.
  • Large missiles now have the same base reload time as S/M, damage reduced so DPS is the same. The 50s+ times were a bit too long in FtD, paired with the high damage they do up front it encouraged alpha strike builds that can't even reload once.

Update: 18 Oct, 2017 @ 7:31pm

  • Reenabled HE warheads killing missiles instead of pushing them, radius rescaled to DAMAGE^0.3
    That's roughly ~6-15m for S, 13-25 for M, 29-50 for L
  • Safety fuse prevents warheads from going off if the missile is shot down

Update: 17 Oct, 2017 @ 8:37pm