Cornflakes_91 wrote:Flatfingers wrote:2. Require missiles (versus big, expensive torpedoes) to be controlled by the ship that fired them. (Torpedoes have onboard guidance.) If the firing ship is destroyed, or its targeting system is degraded, or the targeting signal is jammed or hacked or otherwise interrupted in some way, controlled missiles lose their target lock. After that, see rule #1 above.
so when i suggest it its evil and arbitary but when you suggest it its fine?
- Flight time
- Explosion radius
- Explosion speed
- Exhaust Velocity
- Mass Ratio
0111narwhalz wrote:Then sliders.
Dinosawer wrote:Torpedoes are generally larger - something you send to blow up a large ship.
BFett wrote:Okay, I have a quick question. What is the difference between rockets, missiles, and torpedoes?
I'd guess that rockets are dumb fire with no tracking capabilities, while missiles track their targets. Assuming this is true, what is your definition of a torpedo?
( Space game context obviously)
0111narwhalz wrote:-Exhaust Velocity
Cornflakes_91 wrote:0111narwhalz wrote:-Exhaust Velocity
Why dont just contract them into "burn time"?
We dont need to track isp and mass ratio calculations in for the player.
For the finished missile some contracted values for
-top speed (theres space drag in LT, dont forget)
-maximum powered range with acceleration from 0 factored in.
-some time measure for doing 90°, 180° vector changes as measure for agility
to give actually useful values to the player instead of ways to calculate them.
the player doesnt care for ISP and mass ratios, they want to know what their missiles can and cannot hit.
For missile design theres more values needed of course.
Component masses, fuel amount in tank, fuel usage and thrust of thruster, rotation rate/acceleration and whatever else i forgot right now.
And of course the calculated end stats shown there as well.
Cornflakes_91 wrote:and even without drag i couldnt care less about the missiles mass ratio or ISP, i want to know its dv
N810 wrote:Rockets are basic dumb fire projectiles, cheep and plentiful, ant hard to hit stuff with,
and are easily shot down.
Missiles would either have very basic guidance or depend entirely on the ship that fired them for guidance.
and are easily diverted with the correct counter measures.
Torpedo's would be like cruse missiles, or the largest might be like ICBM's. and would contain advanced guidance and possibly their own counter measures.
but they would be very expensive, and could only be fired one or maybe two at a time. and can be countered by advanced counter measures.
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