Been messing around with EMP missiles....

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lordmuck
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Been messing around with EMP missiles....

Post by lordmuck »

And I have ZERO idea what they are supposed to do. They dont stop engines, dont disrupt travel drive, dont knock ships out of a highway, dont knock out shields.. So what are they supposed to do? Surface targets perhaps?
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mr.WHO
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Re: Been messing around with EMP missiles....

Post by mr.WHO »

They are anti-shields - they do not "switch them off" they just brute force deplete them.
Imperial Good
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

They are meant to knock ships out of travel drive. Hence why they are the only tracking/torpedo missile which has absolutely insane acceleration, top speed and effective range.

If they do not knock ships out of travel drive then that is a bug. Please report it in technical support.

They are not meant to knock ships out of highways. Ships in highways are meant to be vulnerable only to other ships in highways.
Last edited by Imperial Good on Thu, 28. Mar 19, 19:32, edited 1 time in total.
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mr.WHO
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Re: Been messing around with EMP missiles....

Post by mr.WHO »

Imperial Good wrote: Thu, 28. Mar 19, 19:22 They are meant to knock ships out of travel drive. Hence why they are the only tacking/torpedo missile which has absolutely insane acceleration, top speed and effective range.
Is it practical? I mean ships on travel drive move so fast that it might be hard to get to the position to fire on them.
If it's practical then it's something very interesting.
Imperial Good
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

mr.WHO wrote: Thu, 28. Mar 19, 19:24
Imperial Good wrote: Thu, 28. Mar 19, 19:22 They are meant to knock ships out of travel drive. Hence why they are the only tacking/torpedo missile which has absolutely insane acceleration, top speed and effective range.
Is it practical? I mean ships on travel drive move so fast that it might be hard to get to the position to fire on them.
If it's practical then it's something very interesting.
With their effective range I suspect you should have to aim vaguely in their direction and fire. By the time they catch up they should have adjusted course for a direct hit.

However it is possible that at those speeds they pass through the target, missing it, and start some crazy orbit instead. Similar to how you can phase through mines and asteroids when traveling at 20km/sec.
lordmuck
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Re: Been messing around with EMP missiles....

Post by lordmuck »

Yeah they do sod all
EMP should not be restricted to travel drive only / speed unless the future dumbed down the physics of EMP too.
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

lordmuck wrote: Fri, 29. Mar 19, 00:32 Yeah they do sod all
EMP should not be restricted to travel drive only / speed unless the future dumbed down the physics of EMP too.
I think an EMP Missile is meant to be filling the same role as the disruptor missiles from XR and cruise disruptor missiles from Freelancer. It is not a missile intended for combat damage, but instead is meant to stop enemies from avoiding combat by simply keeping on flying at high speed like the player can do. I agree that EMP missile does not really suit it for this purpose.

There should be separate EMP missiles just for shield disruption. These should have similar flight characteristics to normal missiles.

In any case EMP missiles are likely bugged. I looked at the data for 2.20 and this showed up...

Code: Select all

<macros>
  <macro name="missile_emp_mk1_macro" class="missile">
    <component ref="missile_emp_mk1" />
    <properties>
      <identification name="{20105,6164}" basename="{20105,6161}" description="{20105,6162}" />
      <ammunition value="1" />
      <missile amount="1" barrelamount="1" lifetime="10" range="20000" influencelist="emp_missile" guided="1" icon="missile_guided_mk1" retarget="0" tags="guided" />
      <explosiondamage value="0" />
      <reload time="22.5" />
      <hull max="1" />
      <effects>
        <explosion ref="missile_explosion_emp" />
        <launch ref="missile_guided_muzzle" />
      </effects>
      <lock time="2" range="20000" />
      <longrangescan minlevel="15" />
      <weapon system="missile_guided" />
      <countermeasure resilience="0.74" />
      <physics mass="0.309">
        <inertia pitch="0.254" yaw="0.254" roll="0.254" />
        <drag forward="0.001" reverse="0.247" horizontal="0.522" vertical="0.522" pitch="0.254" yaw="0.254" roll="0.254" />
      </physics>
    </properties>
    <connections>
      <connection ref="con_engine01">
        <macro ref="engine_missile_guided_mk1_macro" connection="ship" />
      </connection>
    </connections>
  </macro>
</macros>
They appear to have 0 damage at all, even shield damage. As such they might not even be able to disrupt travel drive since they might not even count as a hit. Could they be bugged?
lordmuck
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Re: Been messing around with EMP missiles....

Post by lordmuck »

Going to say bugged as they did nothing to the speed of the target. :/
hxsgame
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Re: Been messing around with EMP missiles....

Post by hxsgame »

In X4 WiKi:“EMP missiles will temporarily disable the engines of the target.”
lordmuck
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Re: Been messing around with EMP missiles....

Post by lordmuck »

hxsgame wrote: Mon, 1. Apr 19, 12:50 In X4 WiKi:“EMP missiles will temporarily disable the engines of the target.”
yeah they dont :/
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Re: Been messing around with EMP missiles....

Post by hxsgame »

lordmuck wrote: Mon, 1. Apr 19, 20:02
hxsgame wrote: Mon, 1. Apr 19, 12:50 In X4 WiKi:“EMP missiles will temporarily disable the engines of the target.”
yeah they dont :/
EMP missiles disrupt the cruise mode currently......
lordmuck
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Re: Been messing around with EMP missiles....

Post by lordmuck »

hxsgame wrote: Tue, 2. Apr 19, 01:23
lordmuck wrote: Mon, 1. Apr 19, 20:02
hxsgame wrote: Mon, 1. Apr 19, 12:50 In X4 WiKi:“EMP missiles will temporarily disable the engines of the target.”
yeah they dont :/
EMP missiles disrupt the cruise mode currently......
you tried this? As I didnt see any difference :/ could be blind tho
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Re: Been messing around with EMP missiles....

Post by hxsgame »

lordmuck wrote: Tue, 2. Apr 19, 03:02
hxsgame wrote: Tue, 2. Apr 19, 01:23
lordmuck wrote: Mon, 1. Apr 19, 20:02

yeah they dont :/
EMP missiles disrupt the cruise mode currently......
you tried this? As I didnt see any difference :/ could be blind tho
The target cannot enter cruise mode. It's uncertain whether the target can exit cruise mode (I haven't tried).
Imperial Good
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

It is worth mentioning that travel mode disruption will not cause the disrupted ship to come to a stop. Instead it is still subject to deceleration from travel speed. In the case of M ships this deceleration time is many seconds and the distance covered can be anywhere from 10km to 20km. If using combat engines, the deceleration time of M ships can be so long that before reaching normal speed one can already engage travel mode again.

In any case instead of speculating, I suggest people try it out and post their test cases and results.
Buzz2005
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Re: Been messing around with EMP missiles....

Post by Buzz2005 »

If you just shoot at a ship it stops travel drive so whats the point of this missiles
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

Buzz2005 wrote: Tue, 2. Apr 19, 10:27 If you just shoot at a ship it stops travel drive so whats the point of this missiles
It is near impossible to shoot at ships in travel mode unless you are using the exact same ship as they are with similar loadout and are near them the whole time. This is because one has to hold the match speed key so as to remain at the same travel speed as the target (not overshooting it at several km/sec) but doing so prevents one from firing guns at the same time, at least with default layout and standard 2 button + wheel mouse.
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Re: Been messing around with EMP missiles....

Post by Buzz2005 »

Imperial Good wrote: Wed, 3. Apr 19, 01:15
Buzz2005 wrote: Tue, 2. Apr 19, 10:27 If you just shoot at a ship it stops travel drive so whats the point of this missiles
It is near impossible to shoot at ships in travel mode unless you are using the exact same ship as they are with similar loadout and are near them the whole time. This is because one has to hold the match speed key so as to remain at the same travel speed as the target (not overshooting it at several km/sec) but doing so prevents one from firing guns at the same time, at least with default layout and standard 2 button + wheel mouse.
well I use xbox controller so I can boost+travel drive to the target not problem, and autoaim is on :lol:
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Been messing around with EMP missiles....

Post by Imperial Good »

Buzz2005 wrote: Wed, 3. Apr 19, 10:24 well I use xbox controller so I can boost+travel drive to the target not problem, and autoaim is on :lol:
And how does this solve the problem that you are trying to shoot a tiny target moving at 2km/sec with a ship moving at 7km/sec with guns that only have a 2km range? By the time auto aim responds you have flow right past the ship by many km.

Or are you trying to tell me that somehow Xbox controllers allow one to change the flight speed of travel mode to settings other than full throttle? Since currently only match speed key combo does this on the keyboard and must be held to do so.
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Re: Been messing around with EMP missiles....

Post by Buzz2005 »

you are going too deep man

See a target boost>turn on travel drive, get near target turn of travel and boost if they start getting away and all the time shoot if I get the chance
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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