Halconnen wrote:Does the script detect automatically what missiles are swarm missiles? XRM mucks with those a -lot-.
Yes, fortunately missile flags are available to scripts, unlike lasers (grumble)
garrry34 wrote:loving the changes though I have to ask what way do the missile turrets work as in missile selection
* For fighter targets the script will always select a swarm missile if available
* For 'bigship' targets the missile selection is unrestricted
* The missile with least amount of overkill (if exceeding target hull+shield dps) is selected. Else if no missiles kill the target outright, a multiple of the strongest missile is used in a barrage sufficient to exceed (hull+shield)
* Hull+Shield is modified by the configurable overkill percentage such so that extra missiles will get fired.
I checked with a Skirnir and it is shooting ghouls at M3 and shadows at M6. Seems to be working as intended, though if it makes more sense to include M6 in the fighter category I can look at that...
The barrage limit is to avoid lag. There's also a sanity check so missiles aren't shot if it'll take more than twice the barrage limit to kill the target.
Kadatherion wrote:A question related to missiles from me too: does setting the engagement radius to very high values (50-60 km) so the missile frigates fire their barrages from a safe distance have any detrimental effect to the efficiency of turrets mounting common lasers?
No harm in upping the radius at all, I was just conservative with the default settings. Wasn't sure if people would dislike potentially unloading barrages all over the place by default. Default settings afford good defence (self, wing/formation) and modest offence (15km fire free, self+wing/formation ship target assist).
I don't think it's in any way cheating to check all the boxes, it just depends how many missiles you're happy to expend. I should point out that the missile boat won't shoot engagement radius targets beyond its own max scan range, regardless of radius setting. I wanted to have it so that if the target is visible on the sector map then it would shoot it, allowing for shared visibility. However the 'visible' flag on the find operations doesn't work, so I either had to cap it at scan range or having it firing missiles off at unseen targets.
There's no range limit placed on shooting 'attackers' of self or friendlies (if configured to defend them), except for the missile range itself.
The script uses a simple check like the mosquito defense script as to whether or not to shoot at a target : it'll shoot a target if that target has no incoming missiles already, regardless of type and amount. Seems to work well enough in practice.
Each missile turret on a ship targets independently so the more turrets, the more concurrency in its barrages. I've used an arbitrary delay of 3-6 seconds between missile turret target evaluations.
garrry34 wrote:aye I was jsut wondering if it took speed of missile into account, as in xrm shadows are faster than ghoul, if so I was going to adjust the ghouls..
Speed isn't taken into account, though it can be if there are bad missile selections being made.
For the curious these are the relevant subroutines:
Target selection
glen.turret.smart.targetting:75 GetMissileTarget
Missile selection for target used by GetMissileTarget
glen.turret.smart.weapons:550 GetBestMissile