SAD Situation

As a rookie, I'm confused by something. When the renegade Laziras fire SAD modules at me, they seem to come straight at me and eventually run me down. My SAD modules, however. go all over the galaxy in wierd, looping circles. Am I missing some piece of guidance equipment? Is it an experience related thing? What!?!?!

Thanks in advance for any help you can give!

Phog

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Phog
"For a moment, even I was apalled. But only for a moment." - Brigadier Harry Paget Flashman, Ret.

Perhaps you do not have the proper ECM system to thwart SAD modules, so enemy SAD modules have no problem homing in on you. Chances are that the ships you fired at do have an inherent jam precluding your SAD modules from locking on to them.

I could be wrong, but here is a way to test my theory: (1) make a back-up copy of your pilot file and place it somewhere safe, and (2) travel to UE or Voinian space and fire your SAD modules at shuttles, UE ships or Voinians. None of these ships have any sort of inherent jamming against homing weapons, so if your SAD modules still misbehave then I do not know what to tell you. If you score hits, then your problem is solved and you can toss the duplicate pilot file because you probably do not want a blemish on your legal standing.

Yeah, try that test. However, always remember that if the renegades <curses the pirates that cost him his ship, his job, his life> do have some sort of ECM system, the SADs will still him them eventually - only Zidagar ships posses ECMs good enough to truly jam SADs. Do not disregard the mighty modules lightly!

Hope that helps.

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"Its better to burn out
than to fade away" -
Neil Young

Large numbers of asteroids and high amounts of interference can sometimes distract you sad modules.

Oh, and welcome to the boards Phog :).
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And so Shrout1 finally arrived
And there was Excessive Cheating™

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(This message has been edited by Shrout1 (edited 01-17-2002).)

True. The best use of secondary weapons is IMHO to load your ship with at least 4 (preferably 😎 Miranu Defense systems and then dive-bomb the enemy ship. I'm currently bringing a newly started pilot in a Freight Courier to financial riches by taking out pirate Laziras and Warships with that method. Works beautifully.

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Cinga, Slayer of Name Manglers
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Crecent Ships seem to have some sort of jamming to all types of guided weapons. I tried loading off needle missiles at a Crecent Warship and I almost never hit it (I know needle missiles often don't hit anyways, but nearly all of them missed). I tried it with Hunter Missiles, SAD's, SAE's and Pursuit Missiles, none work. Although there is a plug that fixes this in the addons page.

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In version 1.0.2 of EV:O (the last one) a number of changes were made, some intentional and some bugs. AI afterburner (to defeat the Python) and the 'turrets take up gun slots' changes were intentional. If I remember rightly, the way SADs and SAEs operate when the player fires them was acknowledged as a bug.

Wasn't there a patch that could be downloaded for this? Since I never use the things, I didn't bother with it, but I think there was a file called something like 'version 1.0.2 fixer' which was meant to address the problem.

Perhaps somebody on the boards can confirm this.

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(url="http://"http://www.geocities.com/evodude2001/home.html")Old & Unimproved: Cerberus Station!(/url)

Quote

Originally posted by Opalius:
It could be this one
Sadefixer

That's a fix for a different problem. And Blink Fix works a whole shĄt load better. (to bad I haven't released it yet :p)

The problem is not ECM systems, system interference or anything of that sort - nay, it's an oversight. Peter Cartwright forgot to change the guidance to 1. You see, in EV, there were to guidance systems - Dumb (torp) and smart. (missile) In EV:O, the second guidance was removed and replaced with the seeker field. So now when you have something with guidance 2 it acts like smart homing from EV, except with all of the seeker flags turned on. (Why it works sometimes, I can't say) So to fix it all ya gotta do is change the 2 in the guidance field to a 1.

I made a fix for it, maybe I'll include it with Extra Weapons...

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