Pilot Archive

Thread: Missle question?

Slip3Kid
Fri Feb 11, 2005 10:57 am
#1

Is there any way to group 2 missle launchers so that they both fire at the same time? I have tried different groupings in the weapons grouping screen and have had no success.


Tks for your time




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1st_Viduus
Fri Feb 11, 2005 11:32 am
#2

You can do this, but I suggest you don't.


2 Missiles fired simultaneously will not impact at the exact same instant; hence, the first missile splits damage to do damage to both your target and your second missile... which promptly explodes without doing any damage whatsoever.



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Coran_Sienar
Fri Feb 11, 2005 11:50 am
#3

Oh, dang! Never knew that. I'm having flashbacks of seeing Tomahawk fratricide scenarios from a defense poster...


Thanks, man!



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
1st_Viduus
Fri Feb 11, 2005 12:06 pm
#4

The best method to use multiple launchers:


(scenario: 3 launchers)


Launcher 1 - Group 3

Launcher 2 - Group 4

Launcher 3 - Group 5


Joystick Button (x) - Select Next Ordinance Group

Joystick Button (3) - Fire Selected Ordinance Group

______________


You are sitting behind your target, you hear the bleeps indicating locking has begun. This will take (refire rate of missiles) seconds.
ALL 3 Launchers are locking, even though only one has been selected.


Press (and hold)JS b3

Press JS b(x) 3x with 1s pause in between.

Release JS b3


This will fire one missile in sequence after the other and bring you back to your first group - which should still be re-aquiring lock.

If you need to launch more than 3 (can't imagine why) then slow down your timing to 2-3 seconds pause, by the time you get to Group 3 again it will have re-aquired lock and be ready to fire.



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Coran_Sienar
Fri Feb 11, 2005 12:15 pm
#5

Yep. I'll have to program the joystick to do a ripple fire of missiles with a 0.5 to 1 second count between each firing. Man, I feel so stupid. All those MKII Spacebombs....



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
1st_Viduus
Fri Feb 11, 2005 2:41 pm
#6






Coran_Sienar wrote:

Yep. I'll have to program the joystick to do a ripple fire of missiles with a 0.5 to 1 second count between each firing. Man, I feel so stupid. All those MKII Spacebombs....







I am not sure what the exact blast radius of the missiles are, but for a fact missiles travel 1000m/s.


I would advise a 1s delay minimum, to be safe.




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Ezis
Fri Feb 11, 2005 9:29 pm
#7

Actually, on my joystick, I have one button set up to do both fire a missile and cycle ordinance group. Works out great for me, as every time I fire a missile, it switches to the next launcher. This setup is very nice, espescially on corvette runs because I don't have to worry about doing anything but launch a missile, even though I only really use missiles to take out the shields on my first 2 strikes.



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

Slip3Kid
Sat Feb 12, 2005 1:20 am
#8

Tks This is great info.



If I win your auction you can contact Walleyedai or Slipkid In-Game, or drop the goods at the "Ship Chassis" vendor at the cords listed below.
Walleyedai Weedbedai Master Shipwright/Fencer
Slipkid Master TKA/Fencer/Swordsman
AnchorHead Southpoint Mall
Tat -153 / -5670
Coran_Sienar
Sat Feb 12, 2005 10:32 am
#9

You don't happen to use a Cougar, do you? If so, would you mind sharing the program?



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Kimoligaguy
Sat Feb 12, 2005 11:07 am
#10

I know thsi sounds stupid but how do i put multiple missile systems on my ship at once?
1st_Viduus
Sat Feb 12, 2005 4:23 pm
#11






Ezis wrote:

Actually, on my joystick, I have one button set up to do both fire a missile and cycle ordinance group. Works out great for me, as every time I fire a missile, it switches to the next launcher. This setup is very nice, espescially on corvette runs because I don't have to worry about doing anything but launch a missile, even though I only really use missiles to take out the shields on my first 2 strikes.







That is also a working solution, however, at some point you may want to switch selected launchers *without* firing, even though lock has been achieved (e.g. different missile types loaded or 1 launcher is empty or disabled).


In which case you will still need to map a cycle only *somewhere*.




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Coran_Sienar
Sun Feb 13, 2005 1:58 am
#12

Just use the management section in the starship terminal for your craft. Note: Not all ships have missile hardpoints or multiple missile hardpoints.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Ezis
Sun Feb 13, 2005 2:35 am
#13

Really, about the only time I ever use my launchers is when I'm downing the Corvette or if I'm gettin tired of an A-Wing, so I really only use Proton Torpedos. They're all I need as my blasters do more damage than just about any missile launcher I could potentially need.


For another aspect, right above my target enemy player button, I have it set to inspect target, something completely unnecessary for an Ace Pilot at the moment, so should I decide to switch to multiple missile types, I could always put a cycle ordinance group there.


Really, I've found if you need missiles at my lvl to take anything short of a Tier 5 A-Wing, you need to learn how to fly. Gunboats, sometimes I wish I had different missile types for them, but if you stay between 530 and 560m away from them, they can't hit you anyways, so why waste missiles on strafing runs there?



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

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