I dunno about the tabs not lining up. Must be the browsers rendering them or the other letters at different widths. Codebox doesn't use a monotype font on my comp, so the only way to line its contents up is with tabs. Code is monotype, but it's not sidescrolling so its text wraps around, creating problems for wide tables.
Regardless, I did some tests on missile jamming effectiveness. I did not do every possible test, but I did enough to get a general idea of how it works. For my tests I made a number of planets each of which has a single ship in its defense fleet; each ship has 100 missiles, and the ships for the different planets have different missiles that are differently vulnerable to different types of jamming. Then I made a planet where I could by several different types of jammers. There were no asteroids or sensor interference. Here are some preliminary results.
If your ship doesn't move then all missiles come straight at you regardless of jamming. Assuming you are in range of the missiles and are moving but cannot outrun them, there are five major level of jamming:
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Home: If you do not have any jamming to which a given missile is vulnerable then the missiles will bear down on you mercilessly and hit you every time.
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Chase: If you have weak jamming to which a given missile is 50% vulnerable then the missiles will jiggle in their course, occasionally zig-zagging, but almost all of them will still hit you.
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Spray: If you have weak jamming to which a given missile is 100% vulnerable then the missiles will turn a random amount from -45 to 45 degrees, creating a sort of delta-shaped field of projectiles, some of which might hit you.
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Miss: If you have strong jamming to which a given missile is 50% vulnerable then the missiles will veer away from you. None of them are likely to hit you.
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Flee: If you have strong jamming to which a given missile is 100% vulnerable then the missiles will turn sharply and fly directly away from you. They will never hit you unless you purposely fly into them.
Then I started testing with missiles that are vulnerable to more than one type of jamming, and jammers that jam more than one type of guidance system. I did not get into multiple jammer outfits, either of the same type or different types.
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A missile that is vulnerable to more than one type of jamming can be jammed by any of those types.
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A jammer than has both strong and weak jamming checked for a single type of guidance functions as a strong jammer most of the time. I can't remember exactly.
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If you have weak jamming to two types of guidance, and a missile that is 50% vulnerable to both is fired at you, the missiles will mostly behave as #4 on the above list, but some will behave as #3.
As it would happen, I left the paper I was keeping notes on at home next to my computer, so everything in this post is from memory. I am fully confident in the missile behaviors I mentioned, but I can't recall the effects of some of the more complex combinations, like 50% type I and 100% type 2 vulnerability against strong type I and weak type II jamming. I did no tests with more than two types of jamming.
Anyway, if the tables in my previous post are not showing up properly for you, maybe this list will serve as a handy guide to the jamming vulnerabilities of EVO missiles, and the capabilities of EVO jammers:
Missiles Hunter Missile: Unjammable (behavior #1).
Needle Missile: Jammed completely (behavior #5) by needle jammer.
Persuit Missile: Jammed slightly (behavior #2) by ECM system.
SAD Module: Jammed somewhat (bevavior #3) by ECM system, and completely (behavior #5) by Zidagar ECM.
SAE Module: Jammed greatly (behavior #4) by Zidagar ECM.
Jammers ECM System: Jams persuit missiles slightly (behavior #2) and SAD modules somewhat (#3).
Needle Jammer: Jams needle missiles completely (behavior #5).
Zidagar ECM: Jams SAD modules completely (#5) and SAE modules greatly (behavior #4).
The one important thing I am still not positive about is how SAD modules are jammed when you have both an ECM system and a Zidagar ECM. This requires further investigation.