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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - General Vash

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Mods / Re: [0.95.1a][v1.0.4] Realistic Combat
« on: July 09, 2022, 11:28:10 AM »
I also noticed the issue where fighters are now slower than the carrier in some cases - this is an issue with realism in space combat because there isn't any realistic reason to use fighters in zero-g. There is no upper limit on speed for space vessels, so size isn't a factor in speed. The only reason to use fighters would be that a smaller mass is easier to accelerate and a smaller profile is harder to target, but with laser point defence and infinite sub-light fuel these benefits are made moot. Bigger is always better in space, using realistic flight models. Only maneuverability could be claimed as a benefit of a fighter, but given their fragility and the range of all weapon systems maneuverability doesn't really matter.

Additionally the problem of calculating the proper leading pip for ballistic weapons fired between two ships which each have their own full physics simulated in two dimensions is quite difficult, to put it lightly. An easier problem than three dimensions (to the guy who mentioned the X4 mod), but not really by a whole lot. Even with approximated inertia, ships in the vanilla game sometimes don't lead their target properly. Of course, if either ship adjusts their acceleration even minutely while at great distance, the entire calculation needs to be repeated. The accuracy of ballistic weapons in space combat falls to near zero in any realistic simulation, so this is pretty much as one would expect. Unless the muzzle velocity of the ballistic weapon is extremely high, good luck trying to hit a space ship that is executing evasive maneuvers. The problem with high muzzle velocity is of course the recoil which results from the shot, which goes up in proportion to the kinetic energy of the projectile, but to have any kind of accuracy you'd want to have the projectile travel as fast as conceivably possible.

Mods / Re: [0.95.1a][v1.0.2] Realistic Combat
« on: July 08, 2022, 01:26:22 PM »
I made an account to comment on this mod, absolutely stoked about it. I love how missiles feel, super snappy in a lot of cases and really threatening, much unlike a lot of the vanilla missile systems which move too slowly and can be outrun in some cases (makes no sense for missiles in space to move slower than a much, much more massive target).

I also love the range dynamics and armor mechanics, although I don't really get to feel how much of an impact the armor is making because there isn't an easy visual indication of a ricochet or a non-penetrating shot. It would be nice if it had a different color impact on penetration, or if glancing blows really obviously zinged off to the sides to show that no damage was done (maybe it already does something along these lines and I am just blind).

A few points of contention: the pilots seem to have no idea how to fly. They constantly accelerate too much and overshoot their target location, resulting in a panicked 180 degree turn and full thrust in the opposite direction, which means that half my fights start off with the rear end of my fleet facing the opponent as they try to avoid collision (not ideal). If this is ameliorated by tactics please advise, otherwise maybe the newtonian flight needs to be adjusted because AI gonna AI.

Also, like other have mentioned the orbital stations are spinning/rotating very quickly which does a few things. Firstly, it instantly destroys frigates and most destroyers if they get clipped by the spinning arms, which they often do because they can't fly very well as stated above. Even paragons were getting slapped by the orbital station, which was obviously hilarious but also a little disappointing, since the ship with over 12000 range energy weapons should not be ramming orbital stations. The second problem is that the station's guns have a really hard time hitting their targets when they are spinning around this quickly, since their tracking speed is insufficient in most cases to hold a firing solution. The third problem is that this makes the station extremely difficult to damage, since it is rotating fresh shields into the firing line really quickly, distributing the incoming flux over many capacitors. In short, the orbital station is nigh unkillable.

I am still experimenting, of course. These were just my impressions after about 4 hours with the mod.

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