Missiles

Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's maximum salvo size.

There are three types of missile guidance:
 * Command guided missiles are guided by the launching ship. They fly in a straight line and if they miss the target they will turn around and try again until they runs out of fuel, are shot down, or finally hit the target. They are very difficult to avoid but can be rendered harmless by destroying the launching ship or jamming its sensors or communications. Command guided missiles must be shot at a sensor track.
 * Active radar guided missiles guide themselves. They can be ordered to fly along indirect paths. When they reach the end of their path they will seek a target in a cone in front of them. If fired at long range they can be avoided with evasive maneuvers. They are also vulnerable to jamming or sufficiently advanced decoys.
 * Semi-active guided missiles guide themselves but require an illuminator to home in on a target. The illuminating signal can be provided by any ship with an illuminator but can be blocked by asteroids. They are less vulnerable to jamming and decoys.

Missile designer
Missiles can be designed in the fleet editor.

Selecting a missile's engine will bring the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.

Payload
The payload determines the damage done by a missile.