Erratic behaviour for missile type weapons

Erratic behaviour for missile type weapons

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centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Erratic behaviour for missile type weapons

Post by centurion-1 »

Hi!
I'd like to bring to attention the fact that missile type weapons have several erratic characteristics,
namely: 1) When set to trajectoryheight=1 to simulate indirectly firing missile weapons, ie MLRS or similar, the missiles always fall short of the intended target by about 15%, and this is annoying
2) Missile type weapons can only be line of sight weapons, meaning we can not get missiles that follow a ballistic trajectory or are true indirect fire weapons, which is also annoying.

I realise that 2) might not be a bug but rather a design flaw but its one that id rather like to get rid of, so that we can have smoketrails also after ballistic weapons.
I'd also once more like to point out that a minimum weapon range tage is also sorely needed if the current trajectoryheight=1 is used for artillery type weapons, and for other arty weapons as well.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

there are a number of shortcomings with missile and guided weapon behavior, namely effects that are bound together or are mutually exclusive...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Increase the weapon velocity by increments of 50 until it can reach its max range with trajectoryheight :)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

/me huggles newtonian physics
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