arquebus wrote: ↑Tue Aug 22, 2023 9:25 pm
Ok, a basic question:
What is T?
The reference sheet says "missile target seek."
Does that mean it seeks a target for missiles to lock onto?
Or does it seek a missile to target?
Or does it target what's in the reticle?
How exactly does T differ from R?
I think the inclusion of the word "missile" here is what's throwing me off. I target things for reasons other than shooting them.
It primes your (selected) missile to lock on to the first object which you target in the reticle.
The exact difference with R I'm unsure on.
Here is how cim describes it in the
Ship's Manual (which is contextualised for your ship and your keyboard settings and I've not bothered editing it):
Combat with missiles
Missiles are expensive – especially the ECM-resistant “hardhead” missiles – and pylon space is strictly limited on most ships (your [commander_shipname] has space for only [ships_library_param_0]). They should therefore be used to supplement other weapon systems and are often most effective used defensively, to distract an aggressor long enough for you to flee. Nevertheless the missile warheads are quite substantial, capable of destroying smaller fighters outright, or seriously damaging larger ships.
Lock on your first missile before engaging in combat, so that it is ready to fire with a single control as soon as needed. If that target is destroyed by other means, or leaves scanner range, promptly re-lock the missile on to another target. You can save time here by purchasing a Multi-Targeting System, which will allow you to acquire separate locks with each pylon.
Combat flight
If you are travelling in space, sadly, you need to be prepared to engage in combat, even if just to run away. While the area around Cooperative stations is generally safe, in all but the best patrolled systems there are too few police craft to maintain an effective patrol even of the most direct witchpoint-planet route. Outside of a few common in-system routes, police are unlikely to be found at all.
The following controls are used in combat:
FIRE LASER: '[oolite_key_fire_lasers]' will fire the laser fitted to the current mount, provided that it is cool enough to do so safely.
TARGET MISSILE: '[oolite_key_target_missile]' will arm the currently select missile (the icon on the HUD turns yellow) and lock it on to the next target passing through your sights (the icon on the HUD turns red).
ARM MINE: '[oolite_key_target_missile]' will arm the currently selected mine (the icon on the HUD turns yellow)
UNTARGET MISSILE: '[oolite_key_untarget_missile]' will disarm the currently selected missile or mine
SELECT MISSILE: '[oolite_key_next_missile]' will select the next pylon to be used, which is useful if you have a range of different pylon equipment fitted
FIRE MISSILE: '[oolite_key_launch_missile]' will fire the currently locked missile at its target.
DROP MINE: '[oolite_key_launch_missile]' will drop the currently armed mine and start its detonation sequence. This can also be used to activate non-destructive pylon-mounted equipment.
ARM WEAPONS: '[oolite_key_weapons_online_toggle]' will arm your weapons if they have been previously “safed”
TARGET INCOMING MISSILE: '[oolite_key_target_incoming_missile]' will switch your target to a missile closing in on your ship.
Two other keys may also be useful in combat if your attackers are pirates after your cargo:
DUMP CARGO: '[oolite_key_dump_cargo]' will dump one container of the currently selected cargo type.
ROTATE CARGO: '[oolite_key_rotate_cargo]' will cycle through the types of cargo to dump next.
Dumping a few containers and then fleeing will often get pirates to chase the cargo rather than you - a sharp turn after dumping cargo to increase the distance is recommended.
Navigation
...
While in flight, you can use your identification system to scan nearby ships and other objects. Turn so that the object is centred in your current view, and then press '[oolite_key_ident_system]'. If you wish to scan another object, turn to face it and press '[oolite_key_ident_system]' again. If you wish to stop scanning, press '[oolite_key_untarget_missile]'. If you press '[oolite_key_ident_system]' while no object is currently centred and within scanner range, the identification computer will report on the first object which passes through the centre of your view.