Ship-to-Air Missile Launcher
No friendly identification
No enemy loss detection
Modifications
Lua modifications concerning attack range
Added speed changes during buffing
Implementation of unified system acceptance
With one launcher on each side, it can now defend against small AI air raids and simple ship-to-ship missiles (excluding evasive missiles).
Performance
Independent System (No external information required)
Maximum 1200m thrust
Sub-unit Radar y0.08x0.09 approx. 1600m (Requires adjustment)
Parent Unit Radar y0.13x0.08 approx. 2300m
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3440301357] Old Version (Quite Trashy) [/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3558819459] V3 (6-shot variant / Note: extremely unstable) [/url]
P Missile (South) Shootdown Rate
(2000m input/1 shot/90 degrees/single target/ff100 tick/sf200 tick/0.003 speed/max 1200m/10 trials)
7 failures, 2 evasions, 1 success, 10%
P Missile (South) Shootdown Rate
(max 1300m / 10 attempts)
10 failures 0 evasions 0 successes 0%
P Missile (South) Shootdown Rate
(max 900m / 5 attempts)
5 failures 0 evasions 0 successes 0%
P Missile (South) Shootdown Rate
(1000m input/1 shot/48 degrees/single target/ff100tick/sf100tick/0.003 speed/max1200m/10 attempts)
5 failures, 2 evasions, 5 successes, 50%
: Evasion indicates RAM did not befall (however, when ship-mounted, it is treated as a failure since it was a hit)
Overall Evaluation Effective against evasive missiles when the enemy is in a dive If it looks cool, it's OK!
If you are self-destructing, increase the missile launch delay from 0.5 seconds.
Known Issues Requiring Fixes
The minimum attack range was not functioning, causing enemies to be detected regardless of proximity.
Corrected Section
Translated with DeepL