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Re: Missile Combat Reimagined OXZ
Posted: Sun Feb 10, 2019 5:23 pm
by Damocles Edge
Just out of curiosity....
I've never used torpedoes and wondered if they are an area effect weapon (I'm sure I've seen commented somewhere that they should not be used at close proximity - or did I dream it)?
I'm planning to try out an anaconda and use it to run cargo contracts (something else which I haven't done before).
My thinking is that a decent escort deck compliment and some torpedoes should hopefully make up for some of the anacondas poor combat capability whilst maximising cargo contract possibility).
I'm really just trying to find different ways of playing and using ships that I would normally consider.
Will also at some point have to try the Boa mk1.
Re: Missile Combat Reimagined OXZ
Posted: Mon Feb 11, 2019 5:02 pm
by Redspear
Damocles Edge wrote:
Just out of curiosity....
I've never used torpedoes and wondered if they are an area effect weapon (I'm sure I've seen commented somewhere that they should not be used at close proximity - or did I dream it)?
It says something like that in the description but as for area effect: moreso than the standard missile but nothing like a q-bomb.
Re: Missile Combat Reimagined OXZ
Posted: Wed Feb 20, 2019 8:24 pm
by Redspear
v 0.5 now available.
Fixed bug where new missile types would not appear.
Re: Missile Combat Reimagined OXZ
Posted: Wed Mar 04, 2020 5:06 am
by Damocles Edge
I have noted tha missile combat reimagined appears to be creating a duplicate entry in the equipment list if an ECM unit is purchased.
Hope this may be of some help.
Re: Missile Combat Reimagined OXZ
Posted: Thu Mar 12, 2020 7:30 pm
by Redspear
Damocles Edge wrote: ↑Wed Mar 04, 2020 5:06 am
I have noted tha missile combat reimagined appears to be creating a duplicate entry in the equipment list if an ECM unit is purchased.
Hope this may be of some help.
Thanks. The latest (unreleased) version of this oxp is actually on my old pc, so I can't get at it right now. At the time there was an issue with oolite not allowing you to edit part of an equipment entry (it had to be all or nothing) which led to compatability issues.
I was somewhere in the middle of trying various potential solutions to cause ECM to work according to which other oxps were present; hence the multiple equipment items with the same name.
I believe phkb remedied the issue with regards to oolite itself but thus far only in the trunk version (please correct me if I'm wrong here). Once/if we get a new official version then this would be a very easy fix that would work with the stable as well as trunk releases. This issue also affects my laser combat reimagined oxp and so it was one of the reasons that progress stalled on both,
Re: Missile Combat Reimagined OXZ
Posted: Wed Mar 25, 2020 10:12 pm
by Redspear
v 0.6 available.
Changes:
- Requires Oolite 1.89 or higher to facilitate use of the equipment-overrides.plist
- Duplicate equipment entries bug should now be solved
- Improved compatability with Weapon Laws oxz and Laser Combat Reimagined oxz
Trunk only at the moment unfortunately but hopefully of interest.
Re: Missile Combat Reimagined OXZ
Posted: Tue Jan 19, 2021 2:27 pm
by Cholmondely
Am I correct in presuming that the main function of
defence missiles is that of blowing up more aggressive missiles?
NB: New wiki page -
http://wiki.alioth.net/index.php/Missil ... Reimagined
Re: Missile Combat Reimagined OXZ
Posted: Wed Jan 20, 2021 9:45 pm
by Redspear
Rather that they are sufficient for such a purpose.
Most ships are unlikely to be 'taken out' by one, just weakened.