I feel like the real strength isn't even avoiding CWIS, it's that it strikes the much thinner armour and from an angle where sloped armour is minimal but target size is large. I can totally see the VLS element being useful alongside traditional crams or missiles to overwhelm a CWIS though!
A quick note: you don't actually need a warhead arming delay unless your missile would hit your own ship, a sub-construct or an allied ship close by, but most of these issues can be remedied using failsafes Also, balancing out thrust duration with lifetime allows you to use the maximum amount of fuel without running out. If you use ejectors you can even add a thrust delay to allow for more thrust power due to the lessened lifetime.
I like to use long warhead delays because most of my support ships use VLS and they will be together with other air vehicles and I did sometimes had accidents 😂
I did this before. Filled a huge missle up with small missles that were HEFRAG with magnet tips and short lifespan to make a cluster bomb of sorts. Not very effective that way but pretty cool.
With horizontal missile builds - running launcher into gantry lengths with no end cap piece - ejector addons allow for vert launching. I like the idea of glide bombing that the around 8 minute mark highlights. Very cool stuff.
give them ejectors and you can add a start delay for firing the missile engines to save fuel/increase range, can also play with the 'thrust before locking' setting to not have them waste fuel in the first staging.
built my first craft and was testing the missiles first... my Missiles has 83 seconds of fuel but they always detonate like 20 feet be fore the target... its so frustrating. even shooting one missiles it still blows there, can only get 1 or 2 missiles to hit
ok if i spawn it at like 200 meters they finally hit... but i should have way more range than that... its only the missile and controller, no AI or targeting added yet. yea anything past 250 the explode 20ft before impact. i dont get it.
@@NinjaInTheFirstDegree I try for 15-20 gantry length on a medium. Fins front and back for around 35-40 deg/sec turning, then one-turn and apn, then fuel until my duration shows at least 40s. 60s tends to be too slow for my taste. One regulator will bring the medium up to 40s life. Initial adventure waves will see most craft getting one shot with a little emp in these.
For small fast planes i recommend a constant stream of small missiles with between 0.3 and 0.5 delay between each missile. Altho super fast pure rail KE APS is also really good against small things, personally i really like 100mm 1m KE APS since the shell is too small for enemy lams to counter it.
How would this work in reverse I wonder. Fire the missiles, or rather torpedoes, downwards to pen the underside of a boat... I'm gonna give this a try for sure
@DrakoMT I was thinking about using the guidance delay like in your video, just tune it so it submerges ~100m then turns... could use an ACB to restrict firing if alt above ground is lower than that
I had an airship launch torpedoes which would land into the water at like 80 degrees down, sonar doesn't see anything so they just go until they hit the ground and bounce back up, now the sonar can see the enemy ship and hit from below.
@@DrakoMT I think this vertical idea is great and I will try it out. Thanks for that. I do feel that getting those numbers to match is just SOP. You can for example change empty space for HE instead of fuel. This can sometimes help match the numbers.
@@DrakoMT It's true you need lot's of GPP but if you want to use heat missiles you'll need that GPP if you instead use remote guidance. Tbh tho i just think it's fun that i can use lua to do cool stuff.
@@Abrogator91 if you shoot torpedoes not facing the enemy the sonar might not target the enemy but with one turn it will turn and then the sonar will pick it up again. I had this issue before many times if I build a ship that shoot torpedoes down to the bottom of the sea then I need to put a torpedo to make it do a U turn towards the enemy.
In from the depths the cone for Radar Missiles is 360°, Only Infra red has narrow cone. Obviously the radar detection for missiles is less accurate then the infra red but if a target is big enough it doesn't matter.
I feel like the real strength isn't even avoiding CWIS, it's that it strikes the much thinner armour and from an angle where sloped armour is minimal but target size is large. I can totally see the VLS element being useful alongside traditional crams or missiles to overwhelm a CWIS though!
Yes Bravo! It Also can target battleship turrets and since it's top pens it can disable them easily
A quick note: you don't actually need a warhead arming delay unless your missile would hit your own ship, a sub-construct or an allied ship close by, but most of these issues can be remedied using failsafes
Also, balancing out thrust duration with lifetime allows you to use the maximum amount of fuel without running out. If you use ejectors you can even add a thrust delay to allow for more thrust power due to the lessened lifetime.
I like to use long warhead delays because most of my support ships use VLS and they will be together with other air vehicles and I did sometimes had accidents 😂
@@DrakoMTnot to mention being in range of a laser defense, popping em right at launch
I kinda use the delay on my submarines that use vls so they don't blow a hole through the underside of my own ships.
Could try to do this with Large/Huge cluster missiles. Not the most efficient but would be funny to have a MIRV VLS Missile
I might build a ship or a tank that does just that.
Its quite possible to have a huge missiles spread loads of bomblets all over a target to wash the hull clean of detectors and other gear
@@trazyntheinfinite9895 make em magnetic aswell :)
I did this before. Filled a huge missle up with small missles that were HEFRAG with magnet tips and short lifespan to make a cluster bomb of sorts. Not very effective that way but pretty cool.
With horizontal missile builds - running launcher into gantry lengths with no end cap piece - ejector addons allow for vert launching.
I like the idea of glide bombing that the around 8 minute mark highlights.
Very cool stuff.
give them ejectors and you can add a start delay for firing the missile engines to save fuel/increase range, can also play with the 'thrust before locking' setting to not have them waste fuel in the first staging.
Yo drako! This game looks sick! Thanks for introducing me to it im gonna have to look into it more it looks like my kinda thing hopefully.
It's not as easy as sprocket but it has a lot more content and much better gameplay.
Use large missile, have em drop cluster.
The large missle doubles as lams/viws fodder. Clusrers go boom.
I might add, adding thumper head would make missile able to penetrate armor and explode inside crafts
My and one of my friends actually have made a thump missile system, Doesn't have fins or any guidance but when it hits it is devastating.
@@DrakoMTTry to make a pneumatic missile weapon with simple weapon machine gun as guide assist
Soo, In this video, you made ICBM's, nice :D
There are nukes in this game but you need to deliver them differently.
built my first craft and was testing the missiles first... my Missiles has 83 seconds of fuel but they always detonate like 20 feet be fore the target... its so frustrating. even shooting one missiles it still blows there, can only get 1 or 2 missiles to hit
ok if i spawn it at like 200 meters they finally hit... but i should have way more range than that... its only the missile and controller, no AI or targeting added yet. yea anything past 250 the explode 20ft before impact. i dont get it.
Add a regulator , The smaller the missile the less life span it has.
@@NinjaInTheFirstDegree
I try for 15-20 gantry length on a medium. Fins front and back for around 35-40 deg/sec turning, then one-turn and apn, then fuel until my duration shows at least 40s. 60s tends to be too slow for my taste. One regulator will bring the medium up to 40s life. Initial adventure waves will see most craft getting one shot with a little emp in these.
Good 👍👍👍👍👍🌹🌹❤️❤️❤️🚢🚢🚢🚢
Bro I was like Robaz is playing FTD again 😂
I can never be equal to Robbaz no one can really 😁
I am in Dire need of NON-LUA, SAM that able to intercept Hake or worse, Flying Squerell
For small fast planes i recommend a constant stream of small missiles with between 0.3 and 0.5 delay between each missile. Altho super fast pure rail KE APS is also really good against small things, personally i really like 100mm 1m KE APS since the shell is too small for enemy lams to counter it.
i have found that aps with decent velocity does this quite well
combine it with cruster mines or magnetic cluster mines ? sounds like a mean idea
It is radar homing magnetic explosive cluster
How would this work in reverse I wonder. Fire the missiles, or rather torpedoes, downwards to pen the underside of a boat... I'm gonna give this a try for sure
You could use a lua script but I don't really like to use them because you will have to make a dedicated lua ggp module on the ships
@DrakoMT I was thinking about using the guidance delay like in your video, just tune it so it submerges ~100m then turns... could use an ACB to restrict firing if alt above ground is lower than that
@@alibee4421 You can use a bb with primary target info and above ground restriction. You can put a ballast on your torp to make it less floaty.
I had an airship launch torpedoes which would land into the water at like 80 degrees down, sonar doesn't see anything so they just go until they hit the ground and bounce back up, now the sonar can see the enemy ship and hit from below.
@@PerfectDeath4 You can put a one turn to it
I always match thrust duration to life time.
Depends how you are going to use the Missiles
@@DrakoMT I think this vertical idea is great and I will try it out. Thanks for that. I do feel that getting those numbers to match is just SOP. You can for example change empty space for HE instead of fuel. This can sometimes help match the numbers.
@@TheMarrethiel You can use engine fin fuel fuel fuel regulator then just HE and active radar putting one predictor can help as well
honestly i was really hoping for some cool lua code.
Lua is overrated and you need a ton of GPP to make it work. Next video though I will show you something op that you can do with a bb.
@@DrakoMT It's true you need lot's of GPP but if you want to use heat missiles you'll need that GPP if you instead use remote guidance. Tbh tho i just think it's fun that i can use lua to do cool stuff.
@@peterjohansson1828 I do have a lua script specific for missiles I got it from a guy in MIT
Hang on... how are those missiles turning towards the enemy without a one turn module?
Clearly one turn doesnt do what i thought it did.
One turn is good for torpedoes and when you need the missile to track the target in a short amount of time.
@@DrakoMT why are they needed for torpedoes? If missiles can turn without it, couldn't torpedoes also?
@@Abrogator91 if you shoot torpedoes not facing the enemy the sonar might not target the enemy but with one turn it will turn and then the sonar will pick it up again.
I had this issue before many times if I build a ship that shoot torpedoes down to the bottom of the sea then I need to put a torpedo to make it do a U turn towards the enemy.
The radar head for missiles works in a 180 degree area
I gotta ask, what song specifically did you use in your intro? It's an absolute banger!
ua-cam.com/video/QJxvHL_mSrU/v-deo.html
It's by @GeoffPlaysGuitar
but isn't radar seeker cone 180°? how they can acquire target behind them?
In from the depths the cone for Radar Missiles is 360°, Only Infra red has narrow cone. Obviously the radar detection for missiles is less accurate then the infra red but if a target is big enough it doesn't matter.