Hi and thanks for replying @8611z!
The widget you've mentioned was my source of inspiration until I found out it actually gives wrong results if you change missile parameters here and there. Although, yeah It actually gives sane results for range of values ZK uses.
Next comes semi-structured talk with regards to what I've thought about so far.
Hypotenuse of each triangle represent where projectile might end if maximum per-frame tracking is applied. Each triangle then represents frame. Drawing is slightly incorrect but general idea should be clear. Next the maximum angle missile could turn to from starting location is represented by formula:
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(n+1)Alpha/2, where n is number of frames and alpha is maximum tracking angle (per frame)
for n = 1 (one triangle) we get alpha
for n = 2 (two triangles) we get 3/2 * alpha,
Not sure how above information is useful, but I decided to leave it here as I go.
Next I'm a little bit in doubts, how pure tracking information should be used against target speed.
Let's ignore for a moment unit has turn radius or inertia. Assume it can gain certain speed in certain direction and moved to where arrow points before frame started. It seems to me that ability to hit the target in this case depends greatly whether target is "closer" to end of frame. Anyway so far straight comparison of target per-frame speed and missile possible tracking deviation got me wrong results, so I'm likely stuck here.
Now wobble. Wobble applies certain vector every frame, very similar to what tracking does, except that every 16 frames missile gets new random vector. As random variables are independently set each 16 frames we come to what's called Irwin–Hall distribution (https://en.wikipedia.org/wiki/Irwin%E2% ... stribution
) (sum of uniform random variables). Which is basically resemble bell curve very closely after n>3 random samples. Knowing it's a bell curve and also knowing mean and variation of that curve, it's easy to estimate the area where projectiles would hit with like 99% probability (take infamous 3 sigma or less), However in this case speed of projectiles play a vital role. See fast vs relatively slow missile hit area:
Also slower projectiles fly longer, so they get more of wobble vector randomizations than faster ones. Anyway despite above findings I still have very little idea how to make estimation of what area missiles will likely to hit, given their speed and wobble factor.
Obviously since both questions are still open, I can't say a thing how would wobble + tracking works.
I feel like I'm over-engineering things here, maybe something simpler should be used, thus the reason why I created the topic.