Missiles: Difference between revisions
From NEBULOUS: Fleet Command Official Wiki
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! Area Damage | ! Area Damage | ||
|- | |- | ||
| HE Impact || Contact || 31 || 317 || Shaped Angle: 70 deg | | [[File:Warhead shaped.png|25px]] HE Impact || Contact || 31 || 317 || Shaped Angle: 70 deg | ||
|- | |- | ||
| HE Kinetic Penetrator || Delayed Contact || 18 || 81+528 || None | | [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || 18 || 81+528 || None | ||
|- | |- | ||
| Blast Fragmentation || Proximity || 1 || 56 || Blast Fragmentation Radius: 47m | | [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || 1 || 56 || Blast Fragmentation Radius: 47m | ||
|- | |- | ||
| Blast Fragmentation EL || Proximity || 1 || 56 || Blast Fragmentation Radius: 61m | | [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || 1 || 56 || Blast Fragmentation Radius: 61m | ||
|} | |} |
Revision as of 16:30, 8 March 2023
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.
Missile Body | Size | Integrity | Socket Weight | Programming Time (s) | Components | Main Speed (m/s) | Thruster Speed (m/s) | Range (m) | Acceleration (G) | Top Speed (s) | Turn Rate (G) |
---|---|---|---|---|---|---|---|---|---|---|---|
SGM-100 Balestra Missile | 1 | 10 | 0.33x | 6 | 3 | 250-400 | 40-50 | 1458-5911 | 35.7-76.5 | 0.3-1.1 | 3.9-13.3 |
SGM-200 Tempest Missile | 2 | 30 | 1x | 8 | 4 | 150-350 | 30-40 | 2962-14920 | 14.3-30.6 | 0.5-2.5 | 1.5-5.3 |
SGM-300 Pilum Torpedo | 3 | 110 | 3x | 6 | 4 | 125-200 | 20-35 | 2573-14797 | 10.2-15.3 | 0.8-2.0 | 0.8-3.6 |
SGM-H-200 Cyclone Hybrid Missile | 2 | 25 | 0.8x | 10 | 4 | 150-350 Cruise 500-1000 Sprint |
30-40 Cruise 500-1000 Sprint |
5930-19359 Cruise 1438-4875 Sprint |
8.2-16.3 Cruise 120.0-204.1 Sprint |
0.9-4.4 Cruise 0.3-1.0 Sprint |
0.7-2.8 Cruise 14.8-31.9 Sprint |
SGM-H-300 Atlatl Hybrid Missile | 3 | 60 | 1.8x | 16 | 5 | 100-200 Cruise 550-1000 Sprint |
20-40 Cruise 550-1000 Sprint |
7944-24917 Cruise 2216-7361 Sprint |
6.1-9.2 Cruise 76.5-127.6 Sprint |
1.1-3-3 Cruise 0.4-1.3 Sprint |
0.5-2.5 Cruise 16.9-40.8 Sprint |
Payload
The payload determines the damage done by a missile.