you can't target your own missiles, only enemy ones.
Hello everybody,
I'm playing XTM 0.75 and have no other mods or scripts running.
Problem is: When firing a missile (let's say a FIRESTORM torpedo) and then trying to shoot the missile using a MOSQUITO, the smaller missile just goes through the torpedo over and over, never hitting and thus detonating it.
I watched the phenomenon closely several times with a broad range of missiles, such as WASPS, HURRICANES, TAIFUNS, ...
Result stays the same: I definitely hit my targetted torpedo, but there is no collision event. The intercepting missile cannot make contact...
Is this my little personal bug or a b.... em... feature of the game's architecture?
you can't target your own missiles, only enemy ones.
Anon loyalist (05-02-2010), Mechthart (05-02-2010)
Ok... but firing at my own missiles with cannons definitely does work, and in fact I don't have problems getting a lock-on. It's just that no mutual destruction at the moment of collision occurs... (Is this what you meant when writing "target your own missiles" ?).
Now that's sad, for a MOSQUITO poses a foolproof remote detonator for the big area effect weapons like the FIRESTORM, and that would greatly increase the tactical value of Big Bang...
Hm, is there a workaround for the problem? For example, can the area effect damage of another missile detonate my FIRESTORM? IIRC AURORA or WINDSTALKER missiles are remotely detonated, so that could actually help...
Of course, buying a cheap M5, undocking it from your capship and directing it via remote-control after the torpedo, detonating it when you see fit is always possible... however, this ain't a solution I would call comfortable...
Anyway, thanks for your quick response.
Now i see your point ^^ - clever, but wow, that requires a hell of a timing... Your big missile is moving at 70-120 m/s, enemy targets move all with limitedly predictable routes, and then your 'detonator' missile needs to be fired and reach the 'big payload one' at the right time (i.e. in the right spot). Pffft... i don't know how easily this can be successful - assumed it can work. In any case better get a long range beam weapon (b or g Kyon) and fire those at the payload missile... instant detonation, since beam weapons have virtually no delay from shot to hit.
But i am not sure the splash (area) damage is of much use... it's confined to a relatively small area and only deals a fraction of the full damage. Imo: better launch a series of wasps to distract/engage enemy's defenses and while the swarm is 'active' launch the big ones that will probably go through and hit with a much improved chance of not being shot down in flight.
If you instead are planning an ambush, lay a nice minefield, arm it and move to a safe distance... then wait and watch the show (or shoot one of the mines to trigger it yourself).
Anon loyalist (05-02-2010), NovaCatt (06-02-2010)
I have tried this many times, even with swarm missiles ... with no success. A missile is just too small a target for other missiles to hit.
However, if you want to hit a missile from long range, try using the CIG. That cannon has about 6km range... and the CIG can hit a missile.![]()
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Kalah (06-02-2010)




Again this is to do with the engine and is not a XTM bug. Moved to main forum for discussion. AS.
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Anon loyalist (07-02-2010), Quasar (08-02-2010)


dont bother trying to use beam weapons, they are too inaccurate, you'll never get a hit in.
It's an interesting idea, although i usually consider firestorms too risky a gamble anyway. What may be of use is that if you are travelling fast (eg with an afterburner) the missile starts at your ship speed, then accelerates (or decelerates) down to its final speed.
I used to have a well overtuned and afterburnered m6 that could get to 380m/s, and would sometimes do an "egg layer" attack on clusters: High speed charge in and at 1km would line up, drop a firestorm, kick in the afterburner and charge just past them. it would just about get me out of blast range, trigger the cluster opening, and then the torpedo would bust the cluster.
Firestorms have quite a large blast radius, and a very deadly one to smaller ships, but I still dont see them that useful in a serious fight. I'd find it much more practical to rattle off a few tempests. If you insist on doing it with a firestorm though yeah, try an aurora: the other missile i've found no use for
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stemardue (06-02-2010)
Really? That's interesting... Of course, the Mosquito missile defence command works, so they can hit incoming missiles quite accurately, but I always thought that was made possible due to some kind of computer control thingy. Whenever I launch a missile, there's just no way another one of my missiles will hit it...
About the timing idea, though. It's hard, but I suppose it could work. If you hover in space, and then launch a Firestorm torpedo, you should be able to work out how long it takes for it to travel a certain distance. You can then (still hovering, not moving your ship) launch an Aurora missile later, and work out how long it will take it to catch up with the torpedo. When the clock is correct, you detonate it... and if the Aurora is close enough, it should cause the Firestorm to detonate as well, yes?
Who says maths can't be useful?![]()
Anon loyalist (07-02-2010), NovaCatt (07-02-2010), stemardue (06-02-2010)
Yeah now you got my point. It's not that hard of a calculation to detonate a firestorm correctly with a light missile travelling at 4 times the speed of the torpedo. Thanks for the wasp distraction hint, but my preferred torpedo target is not a single capital ship but a swarm of escort fighters. Usually the firestorm flies into the formation but almost certainly misses the targetted M3 (now that's no surprise... ). Detonation within a radius of 500m around the target would be enough to take out a bunch of 2 or 3 M3s, any M4s in detonation range (1000m is a ... convincing blast) and with a bit of luck the M6 at the center of the formation. You just have to lock onto a target with no turrets, for otherwise chances are your torpedo will be shot down by enemy defensive fire at a range of above 1000m, causing no or almost no damage to the enemy formation.
If my eyes work correctly, the mosquito in fact does make contact with the torpedo, but there seems to be no collision trigger active.
CIGs are of no use under these circumstances, as I'm talking about long range attacks from a position of about 10km or more from the target formation, but thanks anyway.
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