Re: Shooting down missiles.
Posted: Tue Jan 24, 2012 6:05 pm
Yes. D'oh!sdrubble wrote:Maybe you wanted to say 'r' here... ?If you just want to study a ship you need your target system, 'd', not a weapon.
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Yes. D'oh!sdrubble wrote:Maybe you wanted to say 'r' here... ?If you just want to study a ship you need your target system, 'd', not a weapon.
It's worth noting that the square box around a ship and the small arrow thing only appear after adding additional equipment to a most basic ship.Commander McLane wrote:'r' is one of the most basic key controls in Oolite. It turns your targeting system on and off (you know, the square box around a ship when you have it in your crosshairs, and the small arrow thing which points to its direction when you don't have it in your crossheads, and your target's name and legal status written next to the box). It's really one of the more basic functions of Oolite.
Ok, and here we go at last with the cheat-sheet (better late than never, of course)...sdrubble wrote:... I was able to draft a cheat-sheet (which WORKED, btw) re firing the quirky Interceptor. I will proof-run this sheet against one or two more hardheads before posting it here... for the moment I can say that, after removing Target Autolock, the lock obtained thru Missile Analyser is indeed lost the moment you ARM the Interceptor pylon; the next step is then pressing '-' [minus], when the lock becomes 'live' again and the Interceptor can be launched immediately.
Ahhh, what a relief that 'swoosh' sound brings...
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* Oolite 1.75.3 [yeah, I know I shouldn't].
* with Missile Analyser 1.2, so there's no need to manually [Shift+T] to lock an incoming missile - it's done automagically.
* without Target Autolock, which would otherwise undesirably lock other targets whenever the incoming missile becomes temporarily unlocked (this 'unlocking' is an unavoidable event in item 6. in the sequence below).
* with Missile Spoof (previous 2011.07.21 version). An experimental upgrade to current 2011.12.04 version is yet to be done, as it might interfere with this procedure due to some *possibly* increased effectiveness against some types of missiles...
* with ChupacabraHUD, 2011.10.26 version (which I'm not sure if it brings some specific behavior related to pylon icons being hidden sometimes).
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1. read comms log: warning from Missile Analyser re incoming missile.
2. pause game and grab this cheat sheet...
2a. [automagic alternative, not yet implemented]: have either TAF Reset, or Missile Analyser itself, lower TAF to 0.06 at this point (unless some kind soul suggests an even better alternative of how to PAUSE the game from within a script)...
3. notice target reticle on incoming missile.
4. press 't' = 'missile target seek' = ARM [brings up the previously hidden pylon icons]
5. press 'y' = CYCLE pylons, multiple times [until the icon for the Interceptor Rack becomes RED OUTLINED in YELLOW]
6. press 't' = ARM Interceptor [icon for the Interceptor Rack becomes FULLY YELLOW - AND - target reticle DISAPPEARS]
7. press '-' [minus] (one or more times) = restores reticle over incoming missile - AND - icon for the Interceptor Rack becomes FULLY RED !!!
8. maneuver as required to FACE the reticle (so as to allow a straight-ahead flying path to the Interceptor)
9. press 'm' = FIRE Interceptor !!!
10. [OPTIONAL] - press '-' [minus] multiple times (just to be sure we didn't miss a SECOND incoming missile locked onto by Missile Analyser)
I have to ask....WHY! What a load of faffing around. For God's sake man, just learn how to shoot things with the laserssdrubble wrote:Code: Select all
1. read comms log: warning from Missile Analyser re incoming missile. 2. pause game and grab this cheat sheet... 2a. [automagic alternative, not yet implemented]: have either TAF Reset, or Missile Analyser itself, lower TAF to 0.06 at this point (unless some kind soul suggests an even better alternative of how to PAUSE the game from within a script)... 3. notice target reticle on incoming missile. 4. press 't' = 'missile target seek' = ARM [brings up the previously hidden pylon icons] 5. press 'y' = CYCLE pylons, multiple times [until the icon for the Interceptor Rack becomes RED OUTLINED in YELLOW] 6. press 't' = ARM Interceptor [icon for the Interceptor Rack becomes FULLY YELLOW - AND - target reticle DISAPPEARS] 7. press '-' [minus] (one or more times) = restores reticle over incoming missile - AND - icon for the Interceptor Rack becomes FULLY RED !!! 8. maneuver as required to FACE the reticle (so as to allow a straight-ahead flying path to the Interceptor) 9. press 'm' = FIRE Interceptor !!! 10. [OPTIONAL] - press '-' [minus] multiple times (just to be sure we didn't miss a SECOND incoming missile locked onto by Missile Analyser)
Nice try Smivs... but after having stretched my hand-eye coordination abilities to the limit, I have no intention of pushing that any further.Smivs wrote:I have to ask....WHY! What a load of faffing around. For God's sake man, just learn how to shoot things with the lasers
Ha! It wouldn't be much fun if you just had to press a button and everything was done for you, would it? The whole point of a game like Oolite is that you have fun developing the necessary skills, and then using them.sdrubble wrote:I'm a big fan of putting technology to good use, in order to compensate for our physical limitations... so it's a pity that in 2084 the tech level hasn't advanced enough regarding a fully automated missile defense, forcing us (me) to devise such involved manual procedures.
Well, firstly I have to point out that you have added all these fancy weapons to your game, so you can hardly complain when you find them hard to deal with. For what it's worth my game includes no OXP weapons, just lots of toughened-up baddies with military grade lasers and shields, and hardheads, and I usually deal with them with lasers alone (and liberal doses of fuel injectors). I usually have empty pylons...missiles are a waste of money as standard ones get ECM'd and hardheads just chase the baddies away for a while...they soon return and you're back to square one. That's why I've learned to use the lasers properly. Believe me there's no buzz like the one you get taking on and beating an 'overwhelming' force at close quarters with lasers alone. It's what this game is all about.sdrubble wrote:And notwithstanding all of that, it would be really interesting to watch some videos of a real Master in action, shooting down I-Missiles and assorted Nexus ordnance with his lasers.
But it has! It's just that some defense contractor came up with better missile technology again...sdrubble wrote:t's a pity that in 2084 the tech level hasn't advanced enough regarding a fully automated missile defense
... and just like there's a dozen ways to skin a cat, there are also multiple ways to deal with baddies. So using lasers is one of such skills, and using missiles in the 'proper' way is a different skill... both of them achieve the same purpose, but appeal to a different kind of mindset.Smivs wrote:The whole point of a game like Oolite is that you have fun developing the necessary skills, and then using them.
Well, I didn't actually 'complain', did I ? My purpose in this thread was discussing a particular strategy I was trying to improve... something I actually accomplished and shared with the Ooniverse, even if it might end up being of low appeal to the majority of trigger-happy Commanders. Sorta expected, BTW.... you have added all these fancy weapons to your game, so you can hardly complain when you find them hard to deal with.
Mmmm... not being a native speaker myself, and having a slight hint of what you did mean, I'm taking one of the definitions of 'buzz' that I found around the Net - "a feeling of exhilaration or pleasant intoxication". Which I'd rather express myself as ''adrenalin rush", and which is something I have purposefully removed (mostly) from my life, starting two or three decades ago.... there's no buzz like the one you get taking on and beating an 'overwhelming' force at close quarters with lasers alone.
I am going to take the position that this is undesired behavior and even go as far as to say this is a bug.sdrubble wrote:Code: Select all
6. press 't' = ARM Interceptor [icon for the Interceptor Rack becomes FULLY YELLOW - AND - target reticle DISAPPEARS]
It's not a bug, but the result of not sticking to the correct procedure. If you first press 'R' to lock your target, then 'T' to lock your missile on your target, and finally 'M' to fire the missile, the target reticle does not disappear.Switeck wrote:I am going to take the position that this is undesired behavior and even go as far as to say this is a bug.sdrubble wrote:Code: Select all
6. press 't' = ARM Interceptor [icon for the Interceptor Rack becomes FULLY YELLOW - AND - target reticle DISAPPEARS]
Arming your missile should not cause the target reticule to disappear.
It's annoying enough that the target reticule disappears (or at least changes targets) when you FIRE a missile.
(To me, even that is... "but why?")
Thanx McLane for the detailed explanation.Commander McLane wrote:If you first press 'R' to lock your target, then 'T' to lock your missile on your target, and finally 'M' to fire the missile, the target reticle does not disappear.
Only if you skip the first part of the process by not pressing 'R', the reticle disappears after firing the missile. That is because you hadn't loaded the target in your target memory in the first place. Therefore there is no target lock, and no target is marked with a reticle. Only as long as your missile was active your missile lock was displayed. As soon as the missile is fired it isn't locked anymore, and only the target which you have a target lock on would be marked. But you had no target lock on any target. If you had locked your target with 'R' first, the target lock would still exist and your target would correctly be marked with a reticle.
Or in other words: 'R' puts a target in your ship's target memory. It stays there until it is replaced with another target.
'T' puts a target in your current missile's target memory. As soon as you fire the missile, your ship doesn't know about it anymore.