This reminds me I have an updated version available: https://drive.google.com/open?id=0B7mL1 ... FN2XzFHT1U
I've retrofitted it from 1.85RE to vanilla 1.84 and removed the unrelated stuff. So:
- standard missiles get a bit of ECM resilience,
- hardheads are a bit less ECM resilient,
- both are not immediately armed after launched. I've reused some existing feature that exists to solve something else I don't understand, so the missiles also tend to "dive" on launch. I don't know how long it takes for them to arm themselves, you'll have to figure it out yourself.
- both may behave randomly for a few seconds when hit by an ECM, or explode. Actually ECM has 80% chances to do nothing to ECM, or else have the same effect as on standard missiles (explode, malfunction for a few seconds, or do nothing).
As a result missiles tend to be more troublesome for you, and more useful for you as well. That's only normal for a device that comes in limited quantities (lasers are only good because they don't need ammo, right?).
While doing this stuff I had bugs that made missiles AI-less. Apparently one cannot scoop them as is - they explode when you come near enough. The other remarkable thing about this is that NPCs walk around them as if they were mines.
Some thoughts on Missiles & ECM
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Re: Some thoughts on Missiles & ECM
I think this is the bit that stops the missile from being 'run over' by the ship that launches it - a fast ship (or one using injectors) can be faster than a missile!
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Some thoughts on Missiles & ECM
Yes - specifically when a missile is launched at a target behind the launching ship. Without this initial kick on launch, the missile just stops, turns round, and harmlessly rams the launching ship on the way back.