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Missiles

Posted: Sun Jan 11, 2009 7:06 am
by Zbond-Zbond
My new (injected) Interception Missiles are slower than my Boa C.C. on witchspace fuel injection. When chasing fast vessels I can fire a missile which streaks away fantasticly who-o-o-o-sh but quite soon I catch up to it and it gets scooped up (or not, as the case may be) so that I continue chasing fast vessel shooting it manually until it explodes. As I would without a missile. Is there any remedy for this?

Missiles and Bombs v0.5

Is there anything as cool as an Override Missile? They're great on Vipers! Especially if you use one on somebody else, nearby; you neva seen GalCop disperse so fast outa the vicinity!!

Still experimenting with other models on my Weapons Testing Platform.
This OXP = great :twisted:

Posted: Sun Jan 11, 2009 6:03 pm
by wackyman465
I forget - override is permanent control failure, right? My favorite missile is the cascade missile!

Posted: Sun Jan 11, 2009 7:51 pm
by Cmdr Wyvern
I haven't played with M&B in awhile; my ordinance of choice is the military missile.

If memory serves correctly, M&B's interceptor missile has injectors but doesn't, or can't use them. Easy to tell, no purple exhaust flame.

Posted: Sun Jan 11, 2009 10:00 pm
by Ramirez
The interception missile's use of injectors is still a bit hit and miss by the looks of it. I've made them faster in the later version of the OXP - I can't set the top speed too high or the missile will find it hard to intercept properly. I'm working on a v2.0 of the OXP so I'll try to get this fixed.

Posted: Sun Jan 11, 2009 10:44 pm
by wackyman465
Aye, the military missile is nice - all my slots that aren't "special purpose" devices are filled with them, special purpose being cascade missiles, repair bots, mines, and override missiles.