Infrared missiles will target fires on enemy vehicles. Found this out tonight I was using a small laser and a turreted missile system with one pixel guidance. Caused a nice cluster of hits without actual laser guidance.
11:55 I think the difference between prediction guidance, and apn guidance, is that prediction guidance tries to predict where the target will be while apn guidance points directly at it. This means that prediction guidance is better at hitting fast targets that move in a straight line, while apn guidance is better at hitting very bouncy targets. If a prediction guidance missile tries to hit a bouncy target, it will end up trying to point towards the target's predicted position, meaning that it will bounce up and down while trying to chase it. If the target is close to the water, the missile could crash into the water. On the other hand if an apn guidance missile tries to chase a fast target, it will fly towards where the target is, rather than where it will be.
the missile knows where it is at all times it knows this because it knows where it isn't by subtracting where it is from where it isn't or where it isn't from where it is whichever is greater it obtains a difference or deviation the guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't and arriving at a position where it wasn't n it now is consequently the position where it is is now the position that it wasn't and it follows that the position that it was is now the position that it isn't in the event that the position that it is in is not the position that it wasn't the system has acquired A variation the variation being the difference between where the missile is and where it wasn't if variation is considered to be a significant factor it too may be corrected by the GAA however the missile must also know where it was the missile guidance computer scenario works as follows because A variation has modified some of the information the missile has obtained it is not sure just where it is however it is sure where it isn't within reason and it knows where it was it now subtracts where it should be from where it wasn't or vice versa and by different differentiating this from the algebraic sum of where it shouldn't be and where it was it is able to obtain the deviation and its variation which is called error
Personally I like large beam rider/ thumper head on a turret launcher. Thumpe gives the biggest health and speed bonus while beam rider is cheap and impossible to jam. It sucks at leading but that's what the speed is for. Simple and potent anti-ship missiles. Because beam rider roughly matches the AI aimpoint, incendiary can weaken armor to aid SAP APS.
I recomend using cluster missiles with shaped charges. You can put any guidance on the carrier missile and then add unguided shaped charge missiles as cargo. Set it so that they're released just as the carrier is about to hit the target, then you can skip fuel, fins, engine. Don't forget to set warhead activation delay of the carried missiles to 0. Also, cluster ejector creates empty space, which is filled with fuel by defeaul. Change that to something else. Have fun! Edit* By the way, at 2:00 missiles have started to turn because of the "sea skimming" guidance setting, not because of the magnet.
Im a big fan of remote guidance for everything except small fighters. Sure you might pay 10% more per missile, but you get complete immunity to all types of thermal, radar and sonar decoys, your missile cant get lost like with single pixel IR or beam riders, the beam cant be shot off or EMP-ed, the missiles dont show up on passive radar/sonar for CIWS, AND you get to use heat and heavy heads. They're awesome!
I am a BIG Fan of Laser Targeting. It has no countermeasure except attempting to dodge, which mostly doesnt work. Also, beamriders are just playin cool, when you control them yourself.
For the magnets they get significantly weaker the more sections you have. You ideally don't want more than 3 parts total. Also the section that has the magnet is what will be pulled so if you use directional frag you should keep that in mind. Another note about single pixel. It has the same nose type as the thumper head so it tends to be faster than other missiles. It seems it's "built in" signal processor is actually better than the actual one (stats say it has a lower chance to fall for decoys). Of course it's main downside is the very tiny search angle so a one turn is a must (do not use prediction guidance or high gain APN). On larger missiles the one turn is 99% empty so you aren't giving up anything for it. Radar has a full or nearly full search radius so it is the only on board guidance that will make the missile turn around if it misses. On prediction vs APN vs none. None aims like a laser just keeps it's nose straight at the target. Good for maneuverable targets as it would overshoot from prediction but bad for fast or long range as it will spend a lot of time chasing. Prediction is aimed like an arrow (straight line intercept course). Good for fast and long range but bad for maneuverable targets as it will overshoot the target. Highly recommended for torpedoes. APN aims like a person trying to ram something would. It keeps the nose at a certain angle relative to the direction of the target. The higher the gain the less "on nose" it will be. Tends to be the best all around guidance. High gain behaves more like prediction (so think of it as prediction factor).
I think the single pixel is just so narrow that it kind cant be tricked due to extreme tunnel vision lol Good tip about lower APN settings, that should indeed make them much less lost!
With shape charge head I like frag. Thumper one or two explosive with reinforced body. I think the laser rider needs a one turn, it's been awhile since I've used those.
Infrared missiles will target fires on enemy vehicles. Found this out tonight I was using a small laser and a turreted missile system with one pixel guidance. Caused a nice cluster of hits without actual laser guidance.
i like to use incendiary infared for anti air against small stuff it may not be the best but its pretty cool looking
you can also have guided flares that stick to the enemy and help the other missiles reach the target.
11:55 I think the difference between prediction guidance, and apn guidance, is that prediction guidance tries to predict where the target will be while apn guidance points directly at it. This means that prediction guidance is better at hitting fast targets that move in a straight line, while apn guidance is better at hitting very bouncy targets. If a prediction guidance missile tries to hit a bouncy target, it will end up trying to point towards the target's predicted position, meaning that it will bounce up and down while trying to chase it. If the target is close to the water, the missile could crash into the water. On the other hand if an apn guidance missile tries to chase a fast target, it will fly towards where the target is, rather than where it will be.
the missile knows where it is at all
times it knows this because it knows
where it isn't by subtracting where it
is from where it isn't or where it isn't
from where it is whichever is greater it
obtains a difference or
deviation the guidance subsystem uses
deviations to generate corrective
commands to drive the missile from a
position where it is to a position where
it isn't and arriving at a position
where it wasn't n it now is consequently
the position where it is is now the
position that it wasn't and it follows
that the position that it was is now the
position that it
isn't in the event that the position
that it is in is not the position that
it wasn't the system has acquired A
variation the variation being the
difference between where the missile is
and where it wasn't if variation is
considered to be a significant factor
it too may be corrected by the GAA
however the missile must also know where
it was the missile guidance computer
scenario works as follows because A
variation has modified some of the
information the missile has obtained it
is not sure just where it is however it
is sure where it isn't within reason and
it knows where it was it now subtracts
where it should be from where it wasn't
or vice versa and by different
differentiating this from the algebraic
sum of where it shouldn't be and where
it was it is able to obtain the
deviation and its variation which is
called error
Personally I like large beam rider/ thumper head on a turret launcher. Thumpe gives the biggest health and speed bonus while beam rider is cheap and impossible to jam. It sucks at leading but that's what the speed is for. Simple and potent anti-ship missiles. Because beam rider roughly matches the AI aimpoint, incendiary can weaken armor to aid SAP APS.
I recomend using cluster missiles with shaped charges. You can put any guidance on the carrier missile and then add unguided shaped charge missiles as cargo. Set it so that they're released just as the carrier is about to hit the target, then you can skip fuel, fins, engine. Don't forget to set warhead activation delay of the carried missiles to 0. Also, cluster ejector creates empty space, which is filled with fuel by defeaul. Change that to something else. Have fun!
Edit* By the way, at 2:00 missiles have started to turn because of the "sea skimming" guidance setting, not because of the magnet.
Having an explanation of APN and prediction would have been nice. An explanation of LUA CPU costs would have been good too.
Im a big fan of remote guidance for everything except small fighters. Sure you might pay 10% more per missile, but you get complete immunity to all types of thermal, radar and sonar decoys, your missile cant get lost like with single pixel IR or beam riders, the beam cant be shot off or EMP-ed, the missiles dont show up on passive radar/sonar for CIWS, AND you get to use heat and heavy heads. They're awesome!
Remote is awesome, especially when one has nice detection!
I am a BIG Fan of Laser Targeting. It has no countermeasure except attempting to dodge, which mostly doesnt work. Also, beamriders are just playin cool, when you control them yourself.
For the magnets they get significantly weaker the more sections you have. You ideally don't want more than 3 parts total. Also the section that has the magnet is what will be pulled so if you use directional frag you should keep that in mind.
Another note about single pixel. It has the same nose type as the thumper head so it tends to be faster than other missiles. It seems it's "built in" signal processor is actually better than the actual one (stats say it has a lower chance to fall for decoys). Of course it's main downside is the very tiny search angle so a one turn is a must (do not use prediction guidance or high gain APN). On larger missiles the one turn is 99% empty so you aren't giving up anything for it.
Radar has a full or nearly full search radius so it is the only on board guidance that will make the missile turn around if it misses.
On prediction vs APN vs none.
None aims like a laser just keeps it's nose straight at the target. Good for maneuverable targets as it would overshoot from prediction but bad for fast or long range as it will spend a lot of time chasing.
Prediction is aimed like an arrow (straight line intercept course). Good for fast and long range but bad for maneuverable targets as it will overshoot the target. Highly recommended for torpedoes.
APN aims like a person trying to ram something would. It keeps the nose at a certain angle relative to the direction of the target. The higher the gain the less "on nose" it will be. Tends to be the best all around guidance. High gain behaves more like prediction (so think of it as prediction factor).
I think the single pixel is just so narrow that it kind cant be tricked due to extreme tunnel vision lol
Good tip about lower APN settings, that should indeed make them much less lost!
That was fast😆 thanks
You're welcome!
Multiple magnets do not increase the effect of the magnet module.
Yes it does, makes them stronger, try it!
And bow go to aps 3x3 and 5x 5 turrets with effective shells😆
With shape charge head I like frag. Thumper one or two explosive with reinforced body. I think the laser rider needs a one turn, it's been awhile since I've used those.
why are my missile attacking my boats even though my boats have 1 to 3 friend or foe on them
the IFF module goes on every missile controller launching the missiles not on the ships you wanna protect ;)
@@GMODISM that's the thing I tried with it and with out it being contend to missile controller
so thats why my missiles never flew at the laser-marker, stupid system, so basically only usefull on a turret i suppose..
Well, as said you can also just add a one turn and it’ll work too